/* =========================================================================== 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_idle.cpp #include "actor.h" void Actor::InitIdle(GlobalFuncs_t *func) { func->BeginState = &Actor::Begin_Idle; func->ThinkState = &Actor::Think_Idle; func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Idle; func->IsState = &Actor::IsIdleState; } void Actor::Begin_Idle(void) { m_csMood = m_csIdleMood; ClearPath(); } void Actor::IdleThink(void) { IdlePoint(); IdleLook(); if (PathExists() && PathComplete()) { ClearPath(); } if (m_bAutoAvoidPlayer && !PathExists()) { SetPathToNotBlockSentient(static_cast(G_GetEntity(0))); } if (PathExists()) { Anim_WalkTo(ANIM_MODE_PATH); if (PathDist() > 128.0) { FaceMotion(); } else { IdleTurn(); } } else { Anim_Idle(); IdleTurn(); } PostThink(true); } void Actor::Think_Idle(void) { if (!RequireThink()) { return; } UpdateEyeOrigin(); m_pszDebugState = ""; CheckForThinkStateTransition(); IdleThink(); }