/* =========================================================================== 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_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(1000, 0); } void Actor::Think_Anim ( void ) { if (RequireThink()) { UpdateEyeOrigin(); IdlePoint(); IdleLook(); if (m_State == 1000) { m_bNextForceStart = true; m_bAnimScriptSet = false; m_pszDebugState = "initial"; TransitionState(1001, 0); } else if (m_State == 1001) { m_bNextForceStart = false; m_pszDebugState = "main"; } m_eNextAnimMode = m_AnimMode; m_csNextAnimString = m_csAnimScript; CheckForThinkStateTransition(); IdleTurn(); PostThink(false); } } void Actor::FinishedAnimation_Anim ( void ) { if (!m_bAnimScriptSet) { 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); }