📄 nap.cpp
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#include "character.h"
#include "nap.h"
#include "gametime.h"
Nap::Nap()
{
m_name = "Nap"; // must match class name
m_timeSnore = 3.0f;
m_owner = NULL;
}
void Nap::init ( IEOwner * owner )
{
m_owner = dynamic_cast<Character *> (owner);
}
bool Nap::start ()
{
m_state = LieDown;
m_owner->animStart ( CA_LieDown );
printf ( "%s is tired and lies down.\n", m_owner->getName() );
m_done = false;
return false;
}
bool Nap::update ()
{
switch ( m_state )
{
case LieDown:
if ( m_owner->animDone () )
{
printf ( "%s yawns.\n", m_owner->getName() );
m_owner->animStart ( CA_Yawn );
m_state = DownYawn;
}
break;
case DownYawn:
if ( m_owner->animDone () )
{
printf ( "%s falls asleep.\n", m_owner->getName() );
m_owner->animStart ( CA_Rest );
m_state = Rest;
m_clock = 0.0f;
}
break;
case Rest:
m_clock += GameTime::dt;
m_owner->restoreEnergy();
if ( m_clock > m_timeSnore )
{
printf ( "%s snores.\n", m_owner->getName() );
m_clock = 0.0f;
}
if ( m_owner->rested() )
{
printf ( "%s wakes up.\n", m_owner->getName() );
m_owner->animStart ( CA_GetUp );
m_state = GetUp;
}
break;
case GetUp:
if ( m_owner->animDone () )
{
printf ( "%s stands up and yawns.\n", m_owner->getName() );
m_owner->animStart ( CA_Yawn );
m_state = UpYawn;
}
break;
case UpYawn:
if ( m_owner->animDone () )
{
printf ( "%s stretchs.\n", m_owner->getName() );
m_owner->animStart ( CA_Stretch );
m_state = Stretch;
}
break;
case Stretch:
if ( m_owner->animDone () )
{
printf ( "%s is wide awake and alert.\n", m_owner->getName() );
m_done = true; // flag universal done for inference engine
m_state = Done;
}
break;
case Done:
return false;
break;
}
return true;
}
bool Nap::finish ()
{
return true;
}
IEOwner * Nap::getOwner ()
{
return m_owner;
}
const char * Nap::getName()
{
return m_name.c_str();
}
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