openmohaa/code/game/actor_dog.cpp

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2016-03-27 11:49:47 +02:00
/*
===========================================================================
Copyright (C) 2015 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
OpenMoHAA source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// actor.cpp:
#include "actor.h"
void Actor::InitDogIdle
(
GlobalFuncs_t *func
)
{
func->BeginState = &Actor::Begin_Dog;
func->EndState = &Actor::End_Dog;
func->ThinkState = &Actor::Think_Dog_Idle;
func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Idle;
func->IsState = &Actor::IsDogState;
}
void Actor::InitDogAttack
(
GlobalFuncs_t *func
)
{
func->BeginState = &Actor::Begin_Dog;
func->EndState = &Actor::End_Dog;
func->ThinkState = &Actor::Think_Dog_Attack;
func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Attack;
func->IsState = &Actor::IsDogState;
}
void Actor::InitDogCurious
(
GlobalFuncs_t *func
)
{
func->BeginState = &Actor::Begin_Dog;
func->EndState = &Actor::End_Dog;
func->ThinkState = &Actor::Think_Dog_Curious;
func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Curious;
func->IsState = &Actor::IsDogState;
}
void Actor::Begin_Dog
(
void
)
{
m_bAnimating = true;
}
void Actor::End_Dog
(
void
)
{
}
void Actor::Think_Dog_Idle
(
void
)
{
if( !RequireThink() )
{
return;
}
UpdateEyeOrigin();
m_pszDebugState = "Dog_Idle";
m_bHasDesiredLookAngles = false;
m_eNextAnimMode = 1;
m_csNextAnimString = STRING_ANIM_DOG_IDLE_SCR;
CheckForThinkStateTransition();
PostThink( false );
}
void Actor::Think_Dog_Attack
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::Think_Dog_Curious
(
void
)
{
// FIXME: stub
STUB();
}