openmohaa/code/fgame/actor_runner.cpp
2023-10-22 16:28:06 +02:00

92 lines
2.4 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.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)
{
bool bMoveInRadius;
if (!RequireThink()) {
return;
}
parm.movefail = false;
UpdateEyeOrigin();
NoPoint();
m_pszDebugState = "";
bMoveInRadius = MoveToPatrolCurrentNode();
CheckForThinkStateTransition();
if (!m_patrolCurrentNode) {
SetThinkIdle(THINK_IDLE);
m_bScriptGoalValid = false;
parm.movedone = true;
Unregister(STRING_MOVEDONE);
} else if (bMoveInRadius) {
ClearPatrolCurrentNode();
SetThinkIdle(THINK_IDLE);
parm.movedone = true;
Unregister(STRING_MOVEDONE);
}
Unregister(STRING_MOVE);
PostThink(true);
}
void Actor::ShowInfo_Runner(void)
{
ShowInfo_PatrolCurrentNode();
}