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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "titanic/game/idle_summoner.h"
namespace Titanic {
BEGIN_MESSAGE_MAP(CIdleSummoner, CGameObject)
ON_MESSAGE(EnterViewMsg)
ON_MESSAGE(TimerMsg)
ON_MESSAGE(ActMsg)
ON_MESSAGE(LoadSuccessMsg)
END_MESSAGE_MAP()
CIdleSummoner::CIdleSummoner() : CGameObject(), _fieldBC(360000),
_fieldC0(60000), _fieldC4(360000), _fieldC8(60000),
_fieldCC(0), _fieldD0(0), _timerId(0), _oldNodesCtr(0), _ticks(0) {
}
void CIdleSummoner::save(SimpleFile *file, int indent) {
file->writeNumberLine(1, indent);
file->writeNumberLine(_fieldBC, indent);
file->writeNumberLine(_fieldC0, indent);
file->writeNumberLine(_fieldC4, indent);
file->writeNumberLine(_fieldC8, indent);
file->writeNumberLine(_fieldCC, indent);
file->writeNumberLine(_fieldD0, indent);
file->writeNumberLine(_timerId, indent);
file->writeNumberLine(_oldNodesCtr, indent);
file->writeNumberLine(_ticks, indent);
CGameObject::save(file, indent);
}
void CIdleSummoner::load(SimpleFile *file) {
file->readNumber();
_fieldBC = file->readNumber();
_fieldC0 = file->readNumber();
_fieldC4 = file->readNumber();
_fieldC8 = file->readNumber();
_fieldCC = file->readNumber();
_fieldD0 = file->readNumber();
_timerId = file->readNumber();
_oldNodesCtr = file->readNumber();
_ticks = file->readNumber();
CGameObject::load(file);
}
bool CIdleSummoner::EnterViewMsg(CEnterViewMsg *msg) {
CActMsg actMsg("Enable");
actMsg.execute(this);
return true;
}
bool CIdleSummoner::TimerMsg(CTimerMsg *msg) {
uint nodesCtr = getNodeChangedCtr();
if (msg->_actionVal == 1 && !petDoorOrBellbotPresent()
&& nodesCtr > 0 && nodesCtr != _oldNodesCtr) {
// They can only appear in the Top of the Well and the Embarkation Lobby
if (!compareRoomNameTo("TopOfWell") && !compareRoomNameTo("EmbLobby"))
return true;
// WORKAROUND: To benefit the players, don't allow the bots to turn up
// when at the Embarkation SuccUBus, in front of the Deskbot's desk,
// or when in the Gondola, since it just looks weird
CString fullName = getFullViewName();
if (fullName == "EmbLobby.Node 2.W" || fullName == "EmbLobby.Node 4.E" ||
fullName == "TopOfWell.Node 29.N")
return true;
int region = talkGetDialRegion("BellBot", 1);
uint delay = region == 1 ? 15000 : 120000;
uint enterTicks = MAX(getNodeEnterTicks(), _ticks);
CString name;
uint ticks = getTicksCount() - enterTicks;
if (ticks > delay) {
if (region == 1 || getRandomNumber(1) == 1) {
name = "BellBot";
} else {
name = "DoorBot";
}
_oldNodesCtr = nodesCtr;
CRoomItem *room = getRoom();
if (room) {
CSummonBotQueryMsg queryMsg(name);
if (queryMsg.execute(room)) {
CSummonBotMsg summonMsg(name, 1);
summonMsg.execute(room);
}
}
}
}
return true;
}
bool CIdleSummoner::ActMsg(CActMsg *msg) {
if (msg->_action == "Enable") {
if (!_timerId)
_timerId = addTimer(1, 15000, 15000);
} else if (msg->_action == "Disable") {
if (_timerId > 0) {
stopAnimTimer(_timerId);
_timerId = 0;
}
} else if (msg->_action == "DoorbotDismissed" || msg->_action == "BellbotDismissed") {
_ticks = getTicksCount();
}
return true;
}
bool CIdleSummoner::LoadSuccessMsg(CLoadSuccessMsg *msg) {
_ticks = getTicksCount();
return true;
}
} // End of namespace Titanic
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