mirror of
https://github.com/openmoh/openmohaa.git
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128 lines
No EOL
2.3 KiB
C++
128 lines
No EOL
2.3 KiB
C++
/*
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===========================================================================
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Copyright (C) 2015 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
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OpenMoHAA source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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OpenMoHAA source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenMoHAA source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// actor_idle.cpp
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#include "actor.h"
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void Actor::InitIdle
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(
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GlobalFuncs_t *func
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)
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{
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func->BeginState = &Actor::Begin_Idle;
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func->ThinkState = &Actor::Think_Idle;
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func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Idle;
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func->IsState = &Actor::IsIdleState;
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}
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void Actor::Begin_Idle
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(
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void
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)
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{
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glbs.Printf("Begin_Idle\n");
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m_csMood = m_csIdleMood;
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ClearPath();
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}
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void Actor::Think_Idle
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(
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void
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)
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{
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if (RequireThink())
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{
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UpdateEyeOrigin();
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m_pszDebugState = "";
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CheckForThinkStateTransition();
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IdleThink();
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}
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}
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void Actor::IdleThink
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(
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void
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)
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{
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IdlePoint();
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IdleLook();
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if (PathExists() && PathComplete())
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{
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ClearPath();
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}
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if (m_bAutoAvoidPlayer && !PathExists())
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{
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SetPathToNotBlockSentient((Sentient *)G_GetEntity(0));
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}
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if (PathExists())
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{
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Anim_WalkTo(2);
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if (PathDist() <= 128.0)
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IdleTurn();
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else
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FaceMotion();
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}
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else
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{
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Anim_Idle();
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IdleTurn();
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}
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PostThink(true);
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}
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/*
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===============
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Actor::PassesTransitionConditions_Idle
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Should actor transition think state to idle ?
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===============
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*/
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bool Actor::PassesTransitionConditions_Idle
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(
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void
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)
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{
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glbs.Printf("PassesTransitionConditions_Idle\n");
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UpdateEnemy(500);
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if (m_bLockThinkState)
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return false;
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if (!m_Enemy && !m_iCuriousTime)
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return true;
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return false;
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}
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bool Actor::IsIdleState
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(
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int state
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)
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{
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return state == THINKSTATE_IDLE;
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} |