/* =========================================================================== 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_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 ) { glbs.Printf("Begin_Idle\n"); m_csMood = m_csIdleMood; ClearPath(); } void Actor::Think_Idle ( void ) { if (RequireThink()) { UpdateEyeOrigin(); m_pszDebugState = ""; CheckForThinkStateTransition(); IdleThink(); } } void Actor::IdleThink ( void ) { IdlePoint(); IdleLook(); if (PathExists() && PathComplete()) { ClearPath(); } if (m_bAutoAvoidPlayer && !PathExists()) { SetPathToNotBlockSentient((Sentient *)G_GetEntity(0)); } if (PathExists()) { Anim_WalkTo(2); if (PathDist() <= 128.0) IdleTurn(); else FaceMotion(); } else { Anim_Idle(); IdleTurn(); } PostThink(true); } /* =============== Actor::PassesTransitionConditions_Idle Should actor transition think state to idle ? =============== */ bool Actor::PassesTransitionConditions_Idle ( void ) { glbs.Printf("PassesTransitionConditions_Idle\n"); UpdateEnemy(500); if (m_bLockThinkState) return false; if (!m_Enemy && !m_iCuriousTime) return true; return false; } bool Actor::IsIdleState ( int state ) { return state == THINKSTATE_IDLE; }