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/*
* npcnear.cc - At random times, run proximity usecode functions on nearby NPC's.
*
* Copyright (C) 2000-2013 The Exult Team
*
* This program 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.
*
* This program 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 this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <cstdlib>
#include "npcnear.h"
#include "chunks.h"
#include "gamewin.h"
#include "actors.h"
#include "ucmachine.h"
#include "schedule.h"
#include "items.h"
#include "game.h"
#include "cheat.h"
#include "ignore_unused_variable_warning.h"
#include "SDL_timer.h"
using std::rand;
bool Bg_dont_wake(Game_window *gwin, Actor *npc);
/*
* Add an npc to the time queue.
*/
void Npc_proximity_handler::add(
unsigned long curtime, // Current time (msecs).
Npc_actor *npc,
int additional_secs // More secs. to wait.
) {
int msecs; // Hostile? Wait 0-2 secs.
if (npc->get_effective_alignment() >= Actor::evil)
msecs = rand() % 2000;
else // Wait between 2 & 6 secs.
msecs = (rand() % 4000) + 2000;
unsigned long newtime = curtime + msecs;
newtime += 1000 * additional_secs;
gwin->get_tqueue()->add(newtime, this, npc);
}
/*
* Remove entry for an npc.
*/
void Npc_proximity_handler::remove(
Npc_actor *npc
) {
npc->clear_nearby();
gwin->get_tqueue()->remove(this, npc);
}
/*
* Is this a Black Gate (Skara Brae) ghost, or Penumbra?
*/
bool Bg_dont_wake(
Game_window *gwin,
Actor *npc
) {
ignore_unused_variable_warning(gwin);
int num;
return (Game::get_game_type() == BLACK_GATE &&
(npc->get_info().has_translucency() ||
// Horace or Penumbra?
(num = npc->Actor::get_npc_num()) == 141 || num == 150));
}
/*
* Run proximity usecode function for the NPC now.
*/
void Npc_proximity_handler::handle_event(
unsigned long curtime,
uintptr udata
) {
Npc_actor *npc = reinterpret_cast<Npc_actor *>(udata);
int extra_delay = 5; // For next time.
// See if still on visible screen.
Rectangle tiles = gwin->get_win_tile_rect().enlarge(10);
Tile_coord t = npc->get_tile();
if (!tiles.has_world_point(t.tx, t.ty) || // No longer visible?
// Not on current map?
npc->get_map() != gwin->get_map() ||
npc->is_dead()) { // Or no longer living?
npc->clear_nearby();
return;
}
Schedule::Schedule_types sched =
static_cast<Schedule::Schedule_types>(npc->get_schedule_type());
// Sleep schedule?
if (npc->get_schedule() &&
sched == Schedule::sleep &&
// But not under a sleep spell?
!npc->get_flag(Obj_flags::asleep) &&
gwin->is_main_actor_inside() &&
!Bg_dont_wake(gwin, npc) &&
npc->distance(gwin->get_main_actor()) < 6 && rand() % 3 != 0) {
// Trick: Stand, but stay in
// sleep_schedule.
npc->get_schedule()->ending(Schedule::stand);
if (npc->is_goblin())
npc->say(goblin_awakened);
else if (npc->can_speak())
npc->say(first_awakened, last_awakened);
// In 10 seconds, go back to sleep.
npc->start(0, 10000);
extra_delay = 11; // And don't run Usecode while up.
}
#if 0 // Trying out new thing in schedule.cc.
else if (!(curtime < wait_until) && !cheat.in_map_editor() &&
// Do it 50% of the time
(rand() % 2 == 1) &&
// And not for party members.
!npc->is_in_party() &&
// And not if walking to sched. spot.
sched != Schedule::walk_to_schedule &&
// Waiter-sched. does this itself.
sched != Schedule::waiter &&
// And not for patrollers/monsters
// in SI. !!Guessing.
(Game::get_game_type() != SERPENT_ISLE ||
(sched != Schedule::patrol &&
sched != Schedule::wait &&
sched != Schedule::horiz_pace &&
sched != Schedule::vert_pace &&
!npc->is_monster())))
{
int ucfun = npc->get_usecode();
gwin->get_usecode()->call_usecode(ucfun, npc,
Usecode_machine::npc_proximity);
extra_delay += 3;
curtime = Game::get_ticks();// Time may have passed.
}
#endif
add(curtime, npc, extra_delay); // Add back for next time.
}
/*
* Set a time to wait for before running any usecodes. This is to
* skip all the text events that would happen at the end of a conver-
* sation.
*/
void Npc_proximity_handler::wait(
int secs // # of seconds.
) {
wait_until = Game::get_ticks() + 1000 * secs;
}
/*
* Fill a list with all the nearby NPC's.
*/
void Npc_proximity_handler::get_all(
Actor_vector &alist // They're appended to this.
) {
Time_queue_iterator next(gwin->get_tqueue(), this);
Time_sensitive *obj;
uintptr data; // NPC is the data.
while (next(obj, data))
alist.push_back(reinterpret_cast<Npc_actor *>(data));
}
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