Hard reset

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Ley0k 2016-03-27 11:49:47 +02:00
commit 09bed43f97
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code/game/actor_animapi.cpp Normal file
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/*
===========================================================================
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_animapi.cpp: Base actor animation script
#include "actor.h"
const_str SimpleActor::GetRunAnim
(
void
)
{
if( m_csCurrentPosition != STRING_PRONE && ( m_csCurrentPosition < STRING_PRONE || m_csCurrentPosition > STRING_CROUCHRUN ) )
return STRING_ANIM_RUN_SCR;
else
return STRING_ANIM_CROUCH_RUN_SCR;
}
const_str SimpleActor::GetWalkAnim
(
void
)
{
if( m_csCurrentPosition != STRING_PRONE && ( m_csCurrentPosition < STRING_PRONE || m_csCurrentPosition > STRING_CROUCHRUN ) )
return STRING_ANIM_WALK_SCR;
else
return STRING_ANIM_CROUCH_WALK_SCR;
}
void SimpleActor::Anim_Attack
(
void
)
{
m_eNextAnimMode = 1;
m_csNextAnimString = 0;
m_NextAnimLabel = m_AttackHandler;
m_bNextForceStart = false;
}
void SimpleActor::Anim_Sniper
(
void
)
{
m_eNextAnimMode = 1;
m_csNextAnimString = 0;
m_NextAnimLabel = m_SniperHandler;
m_bNextForceStart = false;
}
void SimpleActor::Anim_Aim
(
void
)
{
m_eNextAnimMode = 1;
m_csNextAnimString = STRING_ANIM_AIM_SCR;
m_bNextForceStart = false;
}
void SimpleActor::Anim_Shoot
(
void
)
{
m_eNextAnimMode = 1;
m_csNextAnimString = STRING_ANIM_SHOOT_SCR;
m_bNextForceStart = false;
}
void SimpleActor::Anim_Idle
(
void
)
{
m_eNextAnimMode = 1;
m_csNextAnimString = STRING_ANIM_IDLE_SCR;
m_bNextForceStart = false;
}
void SimpleActor::Anim_Crouch
(
void
)
{
m_eNextAnimMode = 1;
m_csNextAnimString = STRING_ANIM_CROUCH_SCR;
m_bNextForceStart = false;
}
void SimpleActor::Anim_Prone
(
void
)
{
m_eNextAnimMode = 1;
m_csNextAnimString = STRING_ANIM_PRONE_SCR;
m_bNextForceStart = false;
}
void SimpleActor::Anim_Stand
(
void
)
{
m_eNextAnimMode = 1;
m_csNextAnimString = STRING_ANIM_STAND_SCR;
m_bNextForceStart = false;
}
void SimpleActor::Anim_Cower
(
void
)
{
m_eNextAnimMode = 1;
m_csNextAnimString = STRING_ANIM_COWER_SCR;
m_bNextForceStart = false;
}
void SimpleActor::Anim_Killed
(
void
)
{
m_eAnimMode = 1;
m_csNextAnimString = 0;
m_NextAnimLabel = m_DeathHandler;
m_bNextForceStart = false;
}
void SimpleActor::Anim_StartPain
(
void
)
{
m_eAnimMode = 1;
m_csNextAnimString = 0;
m_NextAnimLabel = m_PainHandler;
m_bNextForceStart = true;
}
void SimpleActor::Anim_Pain
(
void
)
{
ContinueAnimation();
}
void SimpleActor::Anim_CrouchRunTo
(
int eAnimMode
)
{
m_csNextAnimString = STRING_ANIM_CROUCH_RUN_SCR;
m_eNextAnimMode = eAnimMode;
m_bNextForceStart = false;
}
void SimpleActor::Anim_CrouchWalkTo
(
int eAnimMode
)
{
m_csNextAnimString = STRING_ANIM_CROUCH_WALK_SCR;
m_eNextAnimMode = eAnimMode;
m_bNextForceStart = false;
}
void SimpleActor::Anim_StandRunTo
(
int eAnimMode
)
{
m_csNextAnimString = STRING_ANIM_RUN_SCR;
m_eNextAnimMode = eAnimMode;
m_bNextForceStart = false;
}
void SimpleActor::Anim_StandWalkTo
(
int eAnimMode
)
{
m_csNextAnimString = STRING_ANIM_WALK_SCR;
m_eNextAnimMode = eAnimMode;
m_bNextForceStart = false;
}
void SimpleActor::Anim_RunTo
(
int eAnimMode
)
{
m_bNextForceStart = false;
m_csNextAnimString = GetRunAnim();
m_eNextAnimMode = eAnimMode;
}
void SimpleActor::Anim_WalkTo
(
int eAnimMode
)
{
m_bNextForceStart = false;
m_csNextAnimString = GetWalkAnim();
m_eNextAnimMode = eAnimMode;
}
void SimpleActor::Anim_RunAwayFiring
(
int eAnimMode
)
{
m_csNextAnimString = STRING_ANIM_RUNAWAYFIRING_SCR;
m_eNextAnimMode = eAnimMode;
m_bNextForceStart = false;
}
void SimpleActor::Anim_RunToShooting
(
int eAnimMode
)
{
m_csNextAnimString = STRING_ANIM_RUN_SHOOT_SCR;
m_eNextAnimMode = eAnimMode;
m_bNextForceStart = false;
}
void SimpleActor::Anim_RunToAlarm
(
int eAnimMode
)
{
m_csNextAnimString = STRING_ANIM_RUNTO_ALARM_SCR;
m_eNextAnimMode = eAnimMode;
m_bNextForceStart = false;
}
void SimpleActor::Anim_RunToCasual
(
int eAnimMode
)
{
m_csNextAnimString = STRING_ANIM_RUNTO_CASUAL_SCR;
m_eNextAnimMode = eAnimMode;
m_bNextForceStart = false;
}
void SimpleActor::Anim_RunToCover
(
int eAnimMode
)
{
m_csNextAnimString = STRING_ANIM_RUNTO_COVER_SCR;
m_eNextAnimMode = eAnimMode;
m_bNextForceStart = false;
}
void SimpleActor::Anim_RunToDanger
(
int eAnimMode
)
{
m_csNextAnimString = STRING_ANIM_RUNTO_DANGER_SCR;
m_eNextAnimMode = eAnimMode;
m_bNextForceStart = false;
}
void SimpleActor::Anim_RunToDive
(
int eAnimMode
)
{
m_csNextAnimString = STRING_ANIM_RUNTO_DIVE_SCR;
m_eNextAnimMode = eAnimMode;
m_bNextForceStart = false;
}
void SimpleActor::Anim_RunToFlee
(
int eAnimMode
)
{
m_eNextAnimMode = eAnimMode;
m_csNextAnimString = STRING_ANIM_RUNTO_FLEE_SCR;
m_bNextForceStart = false;
}
void SimpleActor::Anim_RunToInOpen
(
int eAnimMode
)
{
m_eNextAnimMode = eAnimMode;
m_csNextAnimString = STRING_ANIM_RUNTO_INOPEN_SCR;
m_bNextForceStart = false;
}
void SimpleActor::Anim_Emotion
(
int eEmotionMode
)
{
m_eEmotionMode = eEmotionMode;
}
void SimpleActor::Anim_Say
(
const_str csSayAnimScript,
int iMinTimeSinceLastSay,
bool bCanInterrupt
)
{
if( m_bSayAnimSet && !bCanInterrupt )
return;
if( level.inttime > m_iVoiceTime + iMinTimeSinceLastSay )
{
ScriptThreadLabel label;
label.TrySetScript( csSayAnimScript );
label.Execute( this );
}
}
void SimpleActor::Anim_FullBody
(
const_str csFullBodyAnim,
int eAnimMode
)
{
if( m_csAnimName == csFullBodyAnim )
{
m_eNextAnimMode = eAnimMode;
m_csNextAnimString = STRING_ANIM_FULLBODY_SCR;
m_bNextForceStart = false;
}
else
{
m_csAnimName = csFullBodyAnim;
m_eNextAnimMode = eAnimMode;
m_csNextAnimString = STRING_ANIM_FULLBODY_SCR;
m_bNextForceStart = true;
}
}