openmohaa/code/fgame/actor_anim.cpp
2023-10-19 23:15:45 +02:00

89 lines
2.6 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_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(ACTOR_STATE_ANIMATION_INITIAL, 0);
}
void Actor::Think_Anim(void)
{
if (!RequireThink()) {
return;
}
UpdateEyeOrigin();
IdlePoint();
IdleLook();
if (m_State == ACTOR_STATE_ANIMATION_INITIAL) {
m_pszDebugState = "initial";
m_bAnimScriptSet = false;
StartAnimation(m_AnimMode, m_csAnimScript);
TransitionState(ACTOR_STATE_ANIMATION_MAIN, 0);
} else if (m_State == ACTOR_STATE_ANIMATION_MAIN) {
m_bNextForceStart = false;
m_pszDebugState = "main";
DesiredAnimation(m_AnimMode, m_csAnimScript);
}
CheckForThinkStateTransition();
IdleTurn();
PostThink(false);
}
void Actor::FinishedAnimation_Anim(void)
{
if (m_bAnimScriptSet) {
return;
}
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);
}