openmohaa/code/fgame/actor_idle.cpp
2023-10-22 15:42:36 +02:00

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2 KiB
C++

/*
===========================================================================
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<Sentient *>(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();
}