/* =========================================================================== 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.cpp: #include "actor.h" void Actor::InitRunner ( GlobalFuncs_t *func ) { func->ThinkState = &Actor::Think_Runner; func->BeginState = &Actor::Begin_Runner; func->EndState = &Actor::End_Runner; func->ResumeState = &Actor::Resume_Runner; func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Idle; func->ShowInfo = &Actor::ShowInfo_Runner; func->IsState = &Actor::IsIdleState; } void Actor::Begin_Runner ( void ) { m_csMood = STRING_NERVOUS; m_csIdleMood = STRING_NERVOUS; StopTurning(); ClearPath(); } void Actor::End_Runner ( void ) { parm.movefail = true; } void Actor::Resume_Runner ( void ) { ; } void Actor::Think_Runner ( void ) { if (RequireThink()) { parm.movefail = false; UpdateEyeOrigin(); NoPoint(); m_pszDebugState = ""; CheckForThinkStateTransition(); if (m_patrolCurrentNode) { if (!MoveToPatrolCurrentNode()) { Unregister(STRING_MOVE); PostThink(true); return; } } else { SetThinkIdle(THINK_IDLE); m_bScriptGoalValid = false; } parm.movedone = true; Unregister(STRING_MOVEDONE); Unregister(STRING_MOVE); PostThink(true); return; } } void Actor::ShowInfo_Runner ( void ) { ShowInfo_PatrolCurrentNode(); }