/* =========================================================================== Copyright (C) 2023 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_anim.cpp #include "actor.h" void Actor::InitAnim(GlobalFuncs_t *func) { func->ThinkState = &Actor::Think_Anim; func->BeginState = &Actor::Begin_Anim; func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Idle; func->FinishedAnimation = &Actor::FinishedAnimation_Anim; func->ShowInfo = &Actor::ShowInfo_Anim; func->IsState = &Actor::IsIdleState; } void Actor::Begin_Anim(void) { m_csMood = m_csIdleMood; ClearPath(); StopTurning(); TransitionState(ACTOR_STATE_ANIMATION_INITIAL, 0); } void Actor::Think_Anim(void) { if (!RequireThink()) { return; } UpdateEyeOrigin(); IdlePoint(); IdleLook(); if (m_State == ACTOR_STATE_ANIMATION_INITIAL) { m_pszDebugState = "initial"; m_bAnimScriptSet = false; StartAnimation(m_AnimMode, m_csAnimScript); TransitionState(ACTOR_STATE_ANIMATION_MAIN, 0); } else if (m_State == ACTOR_STATE_ANIMATION_MAIN) { m_bNextForceStart = false; m_pszDebugState = "main"; DesiredAnimation(m_AnimMode, m_csAnimScript); } CheckForThinkStateTransition(); IdleTurn(); PostThink(false); } void Actor::FinishedAnimation_Anim(void) { if (m_bAnimScriptSet) { return; } if (m_bNoIdleAfterAnim) { m_csAnimScript = STRING_ANIM_CONTINUE_LAST_ANIM_SCR; } else { SetThinkIdle(THINK_IDLE); } Unregister(STRING_ANIMDONE); } void Actor::ShowInfo_Anim(void) { Com_Printf("anim script: %s, anim mode %d\n", Director.GetString(m_csAnimScript).c_str(), m_AnimMode); }