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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "watchmaker/classes/do_player.h"
#include "watchmaker/t3d.h"
#include "watchmaker/globvar.h"
#include "watchmaker/define.h"
#include "watchmaker/walk/act.h"
#include "watchmaker/utils.h"
#include "watchmaker/3d/t3d_body.h"
#include "watchmaker/3d/t3d_mesh.h"
#include "watchmaker/3d/geometry.h"
#include "watchmaker/3d/math/llmath.h"
#include "watchmaker/3d/animation.h"
#include "watchmaker/message.h"
#include "watchmaker/schedule.h"
#include "watchmaker/ll/ll_anim.h"
#include "watchmaker/ll/ll_util.h"
#include "watchmaker/windows_hacks.h"
#include "watchmaker/ll/ll_diary.h"
#include "watchmaker/walk/walk.h"
#include "watchmaker/classes/do_sound.h"
#include "watchmaker/classes/do_string.h"
#include "watchmaker/ll/ll_mesh.h"
namespace Watchmaker {
// locals
#define BLEND_INC 65
t3dV3F SerraRect[2] = { { -6939.0f, 0.0f, -8396.0f }, { 6679.0f, 0.0f, -16561.0f } };
t3dV3F KreenRect1[2] = { { -1482.0f, 0.0f, -12162.0f }, { -1207.0f, 0.0f, -12586.0f } };
t3dV3F KreenRect2[2] = { { -1042.0f, 0.0f, -12162.0f }, { -766.0f, 0.0f, -12586.0f } };
t3dF32 KrennX = -600.0f;
t3dF32 KrennZ = -12570.0f;
t3dF32 CacciatoreXleft = -7450.0f;
t3dF32 CacciatoreXright = 8400.0f;
t3dF32 CacciatoreZright = -14701.0f;
t3dF32 r47CoordX = -2125.0f;
/* -----------------08/10/00 11.55-------------------
* SetCurPlayerPosTo_9x()
* --------------------------------------------------*/
void SetCurPlayerPosTo_9x(GameVars &gameVars, Init &init) {
// Setto il player nella posizione 91 o 92 (o successive) se esistono
t3dV3F dest;
uint8 pos, start_pos, found_pos;
pos = 0;
start_pos = 0;
found_pos = 0;
if (CurPlayer == DARRELL) start_pos = 91;
if (CurPlayer == VICTORIA) start_pos = 92;
// caso particolare nella r42, quando i personaggi potrebbero essere al di la' del portone
if ((gameVars.getCurRoomId() == r42) && (init.Dialog[dR421_fine].flags & DIALOG_DONE)) {
if (CurPlayer == DARRELL) start_pos = 93;
}
if ((gameVars.getCurRoomId() == r42) && (init.Dialog[dR42_porta].flags & DIALOG_DONE)) {
if (CurPlayer == VICTORIA) start_pos = 94;
}
// caso particolare: quando con Victoria non posso entrare nel castello ma devo tirare il lucchetto, faccio
// in modo che quando carico lei si posizioni vicino alla finestra e non a cozze
if (bPorteEsternoBloccate && (gameVars.getCurRoomId() == rXT)) {
if (CurPlayer == VICTORIA) start_pos = 96;
}
for (pos = start_pos; pos <= 98; pos += 2) {
if (!GetLightPosition(&dest, pos)) continue;
found_pos = pos;
break;
}//for
if (found_pos) {
CharSetPosition(CurPlayer + ocDARRELL, found_pos, nullptr);
warning("SETTATA POSITION: %d, %d", CurPlayer, start_pos);
} else {
t3dVectCopy(&Player->Pos, &t3dCurCamera->Target);
t3dVectCopy(&Player->Mesh->Trasl, &t3dCurCamera->Target);
warning("SETTATA POSITION SU CAMERATARGET: %d", CurPlayer);
}
}
/* -----------------17/03/98 17.16-------------------
* doMouse
* --------------------------------------------------*/
void doPlayer(WGame &game) {
switch (TheMessage->event) {
case ME_PLAYERIDLE:
// Parte animazione di idle
if ((int32)TheTime > TheMessage->lparam[0]) {
StopObjAnim(game, TheMessage->wparam1);
//DebugString("Idle %d at %d",TheMessage->wparam1,TheMessage->lparam[0]);
} else {
TheMessage->flags |= MP_WAIT_RETRACE;
//DebugString("NO %d",TheMessage->lparam[0]-TheTime);
ReEvent();
}
break;
case ME_PLAYERGOTO:
case ME_PLAYERGOTOEXAMINE:
case ME_PLAYERGOTOACTION:
case ME_PLAYERGOTOEXIT:
case ME_PLAYERGOTONOSKIP:
if (CharNextFrame(game, ocCURPLAYER)) {
TheMessage->flags |= MP_WAIT_RETRACE;
ReEvent();
} else {
// se sono partito dalla prima persona, torna in prima persona
// if ( TheMessage->bparam )
// Event( EventClass::MC_CAMERA, ME_CAMERA3TO1, MP_DEFAULT, 0, 0, 0, NULL, NULL, NULL );
if (Player)
Player->Walk.NumPathNodes = Player->Walk.CurrentStep = Player->Walk.NumSteps = bNotSkippableWalk = 0;
if ((!bDialogActive) || (TimeWalk == CurPlayer + ocDARRELL) || (TimeWalk == ocCURPLAYER))
_vm->_messageSystem.addWaitingMsgs(MP_WAIT_ACT);
if (TheMessage->event == ME_PLAYERGOTOEXAMINE)
_vm->_messageSystem.doEvent(EventClass::MC_ACTION, ME_MOUSEEXAMINE, MP_DEFAULT, TheMessage->wparam1, TheMessage->wparam2, 0, &TheMessage->lparam[0], nullptr, nullptr);
else if (TheMessage->event == ME_PLAYERGOTOACTION)
_vm->_messageSystem.doEvent(EventClass::MC_ACTION, ME_MOUSEOPERATE, MP_DEFAULT, TheMessage->wparam1, TheMessage->wparam2, 0, &TheMessage->lparam[0], nullptr, nullptr);
else if ((TheMessage->event == ME_PLAYERGOTO) && (TheMessage->lparam[1]))
StartAnim(game, TheMessage->lparam[1]);
/*?? if( TheMessage->lparam[0] )
{
if( (bFirstPerson) && (Obj[TheMessage->lparam[0]].flags & HIDEIN1ST) )
Event( EventClass::MC_CAMERA, ME_CAMERA1TO3, MP_DEFAULT, 0, 0, 0, NULL, NULL, NULL );
else if( !(bFirstPerson) && (Obj[TheMessage->lparam[0]].flags & HIDEIN3RD) )
Event( EventClass::MC_CAMERA, ME_CAMERA3TO1, MP_DEFAULT, 0, 0, Obj[TheMessage->lparam[0]].pos, NULL, NULL, NULL );
}*/
}
break;
}
}
/* -----------------02/10/98 10.17-------------------
* ProcessCharacters
* --------------------------------------------------*/
void ProcessCharacters(WGame &game) {
int32 i, na, nf;
uint8 cbi;
t3dMESH *m;
t3dCHARACTER *c;
for (i = 0; i < T3D_MAX_CHARACTERS; i++)
if (Character[i] && (Character[i] != Player) && (Character[i]->Walk.NumSteps))
if (!CharNextFrame(game, i))
if ((bDialogActive) && (TimeWalk == i))
_vm->_messageSystem.addWaitingMsgs(MP_WAIT_ACT);
for (i = 0; i < T3D_MAX_CHARACTERS; i++) {
c = Character[i];
if (c && (i != ocCURPLAYER) && !(c->Flags & T3D_CHARACTER_HIDE)) {
nf = c->Walk.CurFrame;
na = c->Walk.CurAction;
if ((na == aWALK_START) || (na == aWALK_LOOP) || (na == aWALK_END)) {
if ((nf == 81) || (nf == 171)) StartStepSound(game, &c->Pos, SOUND_PSX);
else if ((nf == 36) || (nf == 126) || (nf == 216)) StartStepSound(game, &c->Pos, SOUND_PDX);
} else if ((na == aBACK_START) || (na == aBACK_LOOP) || (na == aBACK_END)) {
if ((nf == 37 + ActionStart[aBACK_START] - 3) || (nf == 162 + ActionStart[aBACK_START] - 3)) StartStepSound(game, &c->Pos, SOUND_PSX);
else if (nf == 101 + ActionStart[aBACK_START] - 3) StartStepSound(game, &c->Pos, SOUND_PDX);
} else if ((na == aRUN_START) || (na == aRUN_LOOP) || (na == aRUN_END)) {
if (nf == 74 + ActionStart[aRUN_START] - 4) StartStepSound(game, &c->Pos, SOUND_PSX);
else if (nf == 45 + ActionStart[aRUN_START] - 4) StartStepSound(game, &c->Pos, SOUND_PDX);
}
}
}
// Segue con la testa il mouse
UpdateCharHead(ocCURPLAYER, &mPos);
// Discesa del garage
if (t3dCurRoom->name.equalsIgnoreCase("rxt.t3d")) {
if ((m = LinkMeshToStr(game.init, "oxt-garage")) && (m->BBox[3].p.x - m->BBox[2].p.x) &&
(Player->Pos.x > m->BBox[2].p.x) && (Player->Pos.x < m->BBox[3].p.x) &&
(Player->Pos.z > m->BBox[2].p.z) && (Player->Pos.z < m->BBox[6].p.z)) {
Player->Pos.y = ((Player->Pos.x - m->BBox[2].p.x) / (m->BBox[3].p.x - m->BBox[2].p.x)) * m->BBox[2].p.y;
t3dVectCopy(&Player->Mesh->Trasl, &Player->Pos);
}
}
// Parte RTV serra
if (!(game.init.Dialog[dR1a1].flags & DIALOG_DONE) && !(bDialogActive) && (game._gameVars.getCurRoomId() == rXT)) {
if ((Player->Mesh->Trasl.x > SerraRect[0].x) && (Player->Mesh->Trasl.x < SerraRect[1].x) &&
(Player->Mesh->Trasl.z > SerraRect[1].z) && (Player->Mesh->Trasl.z < SerraRect[0].z)) {
if (!(LoaderFlags & T3D_DEBUGMODE)) {
t3dF32 dist = SerraRect[1].x - Player->Mesh->Trasl.x;
CharStop(ocCURPLAYER);
// controllo da che parte far partire l'RTV
if ((dist >= 0.0f) && (dist < 30.f))
_vm->_messageSystem.doEvent(EventClass::MC_DIALOG, ME_DIALOGSTART, MP_DEFAULT, dRUN_R1a1_RIGHT, 0, 0, nullptr, nullptr, nullptr);
else
_vm->_messageSystem.doEvent(EventClass::MC_DIALOG, ME_DIALOGSTART, MP_DEFAULT, dRUN_R1a1_CENTER, 0, 0, nullptr, nullptr, nullptr);
}
}
}
// Parte Morte Cacciatore se passa l'esterno
if ((bCacciatore) && !(LoaderFlags & T3D_DEBUGMODE)) {
if (Player->Mesh->Trasl.x < CacciatoreXleft) {
bCacciatore = FALSE;
CharStop(ocCURPLAYER);
_vm->_messageSystem.doEvent(EventClass::MC_DIALOG, ME_DIALOGSTART, MP_DEFAULT, dR0014_left, 0, 0, nullptr, nullptr, nullptr);
}
if ((Player->Mesh->Trasl.x > CacciatoreXright) && (Player->Mesh->Trasl.z > CacciatoreZright)) {
bCacciatore = FALSE;
CharStop(ocCURPLAYER);
_vm->_messageSystem.doEvent(EventClass::MC_DIALOG, ME_DIALOGSTART, MP_DEFAULT, dR0014_right, 0, 0, nullptr, nullptr, nullptr);
}
}
// Quando Victoria si avvicina per la prima volta alla Room47 parte un RTV che mostra Krenn.
if (
(game._gameVars.getCurRoomId() == r47)
&& (CurPlayer == VICTORIA)
&& (!(game.init.Dialog[dR482].flags & DIALOG_DONE))
&& (!(LoaderFlags & T3D_DEBUGMODE))
&& (!bDialogActive)) {
if (Player->Mesh->Trasl.x > r47CoordX) {
CharStop(ocCURPLAYER);
_vm->_messageSystem.doEvent(EventClass::MC_DIALOG, ME_DIALOGSTART, MP_DEFAULT, dR482, 0, 0, nullptr, nullptr, nullptr);
}
}
// Parte Morte Victoria se Krenn la vede
if ((game._gameVars.getCurRoomId() == r48) && (!bDialogActive) && (!(LoaderFlags & T3D_DEBUGMODE))) {
int whichanim;
int beccato;
whichanim = WhichAnimChar(game.init, ocKRENN);
beccato = 0;
if ((whichanim == aKRE481) || (whichanim == aKRE482) || (whichanim == aKRE483) || (whichanim == aKRE484)) {
if (Player->Mesh->Trasl.z < KrennZ) {
//se Krenn e' in movimento basta arrivare sotto la linea verticale delle colonne per beccarti
beccato = 1;
} else if (whichanim != aKRE481) {
if ((Player->Mesh->Trasl.x > KrennX) //oltrepassata l'ultima colonna
|| (
(Player->Mesh->Trasl.x > KreenRect1[0].x) && (Player->Mesh->Trasl.x < KreenRect1[1].x)
&& (Player->Mesh->Trasl.z < KreenRect1[0].z) && (Player->Mesh->Trasl.z > KreenRect1[1].z)
)
|| (
(Player->Mesh->Trasl.x > KreenRect2[0].x) && (Player->Mesh->Trasl.x < KreenRect2[1].x)
&& (Player->Mesh->Trasl.z < KreenRect2[0].z) && (Player->Mesh->Trasl.z > KreenRect2[1].z)
)
)
beccato = 1;
}
}
if (beccato) {
// DebugLogFile("BECCATO");
CharStop(ocCURPLAYER);
_vm->_messageSystem.doEvent(EventClass::MC_DIALOG, ME_DIALOGSTART, MP_DEFAULT, dR48KRENNSPARA, 0, 0, nullptr, nullptr, nullptr);
}
}
// Dice la frase dell'eclisse se non l'ha gi� detta
if ((game._gameVars.getCurRoomId() == rXT) && (t3dCurTime >= 1300) && (t3dCurTime <= 1310) && (!(game.init.Obj[oADDTEXTOBJ].flags & EXTRA))) {
game.init.Obj[oADDTEXTOBJ].flags |= EXTRA;
PlayerSpeak(game, game.init.Obj[oADDTEXTOBJ].examine[CurPlayer]);
}
// Porta gradualmente il Blending a zero
cbi = (uint8)((t3dF32)BLEND_INC * FrameFactor);
if (bDialogActive) cbi /= 5;
for (i = 0; i < T3D_MAX_CHARACTERS; i++) {
if (Character[i] && (i != ocCURPLAYER) && (Character[i]->Mesh->BlendPercent != 255)) {
if ((Character[i]->Mesh->BlendPercent + cbi) < 255)
Character[i]->Mesh->BlendPercent += cbi;
else
Character[i]->Mesh->BlendPercent = 255;
// Character[i]->Mesh->BlendPercent = 255;
}
}
}
/* -----------------17/08/00 17.31-------------------
* UpdatePlayerStand
* --------------------------------------------------*/
void UpdatePlayerStand(WGame &game, uint8 oc) {
int32 a, b, panims[MAX_ANIMS_IN_ROOM], pc, na;
t3dF32 mindist, dist;
t3dV3F pos;
Init &init = game.init;
auto curRoom = game._gameVars.getCurRoomId();
na = 0;
pc = 0;
mindist = 9999999.0f;
memset(panims, 0, sizeof(panims));
for (a = 0; a < MAX_ANIMS_IN_ROOM; a++) {
b = game.getCurRoom().anims[a];
if ((b == aNULL) || !(init.Anim[b].flags & ANIM_STAND) || (init.Anim[b].obj != (ocDARRELL + CurPlayer)))
continue;
// caso particolare nel rXT, quando i personaggi potrebbero teletrasportarsi in mezzo all'RTV della serra (dove appunto le luci 93 e 94 sono messe)
if ((curRoom == rXT) && (!(init.Dialog[dR1a1].flags & DIALOG_DONE)))
if ((init.Anim[b].pos == 93) || (init.Anim[b].pos == 94)) continue;
if (!(GetLightPosition(&pos, init.Anim[b].pos)))
continue;
if ((dist = t3dVectDistance(&Player->Mesh->Trasl, &pos)) < mindist) {
mindist = dist;
na = b;
}
warning("Found %d, dist %f, good %d", b, dist, na);
panims[pc] = b ;
pc ++;
}
// Ferma il primo personaggio e salva le posizioni
game._messageSystem.removeEvent(EventClass::MC_PLAYER, ME_ALL);
// Salva informazioni
{
// DebugLogFile("NO");
PlayerStand[CurPlayer].pos = init.Anim[na].pos;
PlayerStand[CurPlayer].cr = curRoom;
PlayerStand[CurPlayer].bnd = t3dCurRoom->CurLevel;
if ((curRoom == r15) || (curRoom == r1F)) PlayerStand[CurPlayer].bnd = 0;
PlayerStand[CurPlayer].roomName = t3dCurRoom->name;
if (CurPlayer == DARRELL)
PlayerStand[CurPlayer].an = aIDLE_DARRELL_1;
else
PlayerStand[CurPlayer].an = aIDLE_VICTORIA_1;
}
}
/* -----------------22/10/98 17.29-------------------
* ChangePlayer
* --------------------------------------------------*/
void ChangePlayer(WGame &game, uint8 oc) {
int32 a, b,/*panims[MAX_ANIMS_IN_ROOM],pc,*/na;
// t3dF32 mindist,dist;
t3dV3F pos;
Init &init = game.init;
if ((oc - ocDARRELL) == CurPlayer)
return ;
// caso particolare: sono nella r2a e faccio andare il submusic 1 (ovvero frigo.mid), il problema e' che le altre
// stanze non hanno submusic 1 e quindi se cambio personaggio devo resettare submusic a 0 (cosa che generalmente
// fa l'animazione di uscita dalla porta, che in questo caso non viene pero' chiamata)
if (t3dCurRoom->name.equalsIgnoreCase("r2a.t3d") && CurSubMusic)
CurSubMusic = 0;
bFirstPerson = false;
// Aggiorna la variabile di cambio personaggio
UpdatePlayerStand(game, oc);
// ferma sia darrell sia victoria
StopObjAnim(game, ocDARRELL);
StopObjAnim(game, ocVICTORIA);
// cerca tutte le possibili posizioni di cambio
CharSetPosition(ocCURPLAYER, PlayerStand[CurPlayer].pos, nullptr);
StartAnim(game, PlayerStand[CurPlayer].an);
// DebugLogFile("---");
// Cambia personaggio
bPlayerInAnim = false;
CurPlayer = oc - ocDARRELL;
Character[ocCURPLAYER] = Character[oc];
Player = Character[oc];
Player->Flags &= ~T3D_CHARACTER_HIDE;
// Resetta telecamera
CameraTargetObj = ocCURPLAYER;
CameraTargetBone = 0;
auto curRoom = game._gameVars.getCurRoomId();
// Se il secondo personaggio non esisteva
if (PlayerStand[CurPlayer].cr == rNULL) {
// cerca una animazione adatta nella stessa stanza
for (a = 0; a < MAX_ANIMS_IN_ROOM; a++) {
b = game.getCurRoom().anims[a];
if ((b == aNULL) || !(init.Anim[b].flags & ANIM_STAND) || (init.Anim[b].obj != (ocDARRELL + CurPlayer)))
continue;
if (!(GetLightPosition(&pos, init.Anim[b].pos)))
continue;
na = b;
PlayerStand[CurPlayer].pos = init.Anim[na].pos;
PlayerStand[CurPlayer].cr = curRoom;
PlayerStand[CurPlayer].bnd = t3dCurRoom->CurLevel;
PlayerStand[CurPlayer].roomName = t3dCurRoom->name.c_str();
if (CurPlayer == DARRELL)
PlayerStand[CurPlayer].an = aIDLE_DARRELL_1;
else
PlayerStand[CurPlayer].an = aIDLE_VICTORIA_1;
break;
}
}
// Cambia stanza andandosi a leggere la posizione e l'animazione che aveva prima
warning("Changing Room to |%s| pos: %d an: %d", PlayerStand[CurPlayer].roomName.c_str(), PlayerStand[CurPlayer].pos, PlayerStand[CurPlayer].an);
ChangeRoom(game, PlayerStand[CurPlayer].roomName, PlayerStand[CurPlayer].pos, 0);
if ((curRoom == r15) || (curRoom == r1F))
SetBndLevel(game, nullptr, PlayerStand[CurPlayer].bnd);
CharStop(ocCURPLAYER);
Player->Mesh->Flags |= T3D_MESH_DEFAULTANIM;
if (Player && t3dCurRoom) {
Player->Walk.Panel = t3dCurRoom->Panel[t3dCurRoom->CurLevel];
Player->Walk.PanelNum = t3dCurRoom->NumPanels[t3dCurRoom->CurLevel];
Player->Mesh->Trasl.y = Player->Pos.y = CurFloorY = t3dCurRoom->PanelHeight[t3dCurRoom->CurLevel];
}
// Inizia il Fade
// Event( EventClass::MC_SYSTEM, ME_STARTEFFECT, MP_DEFAULT, FRAME_PER_SECOND/3, 0, EFFECT_FADIN, NULL, NULL, NULL );
_vm->_messageSystem.doEvent(EventClass::MC_CAMERA, ME_CAMERAPLAYER, MP_DEFAULT, 0, 0, 0, nullptr, nullptr, nullptr);
}
/* -----------------30/10/00 18.26-------------------
* IsPlayerInPool()
* --------------------------------------------------*/
int IsPlayerInPool() {
if (!t3dCurRoom) return (0);
if (!Character[ocCURPLAYER]->CurRoom->name.equalsIgnoreCase("r22.t3d")) return (0);
if (!t3dCurRoom->name.equalsIgnoreCase("r22.t3d")) return (0);
if (t3dCurRoom->CurLevel != 1) return (0);
return (1);
}
/* -----------------31/10/00 09.26-------------------
* PlayerCanSwitch()
* --------------------------------------------------*/
int PlayerCanSwitch(GameVars &gameVars, char no_inventory) {
auto curRoom = gameVars.getCurRoomId();
if (bNoPlayerSwitch) return (0);
if (curRoom == r15) return (0);
if (curRoom == r31) return (0);
if (curRoom == r1F) return (0);
if (curRoom == r1D) return (0);
if (curRoom == r42) return (0);
if (IsPlayerInPool()) return (0);
if (bPlayerSuBasamento) return (0);
// significa che la richiesta viene fatta quando l'inventario "grosso" non e' aperto e quindi bisogna controllare
// dei parametri in piu' (parametri che quando l'inventario e' aperto sono sicuramente giusti)
if (no_inventory) {
if (bPlayerInAnim) return (0);
if (bNotSkippableWalk) return (0);
if (bDialogActive) return (0);
}
return (1);
}
/* -----------------31/10/00 09.26-------------------
* PlayerCanCall()
* --------------------------------------------------*/
int PlayerCanCall(GameVars &gameVars) {
auto curRoom = gameVars.getCurRoomId();
if (bNoPlayerSwitch) return (0);
if (curRoom == r15) return (0);
if (curRoom == r31) return (0);
if (curRoom == r1F) return (0);
if (curRoom == r1D) return (0);
if (curRoom == r42) return (0);
if (IsPlayerInPool()) return (0);
if (bPlayerSuBasamento) return (0);
if (bSezioneLabirinto) return (0);
if (curRoom == rXT) return (0);
if (t3dCurRoom->name.equalsIgnoreCase(PlayerStand[CurPlayer ^ 1].roomName)) return (0);
return (1);
}
/* -----------------31/10/00 09.26-------------------
* PlayerCanSave()
* --------------------------------------------------*/
int PlayerCanSave() {
if (bSaveDisabled) return (0);
if (bCacciatore) return (0);
if (IsPlayerInPool()) return (0);
if (bPlayerSuBasamento) return (0);
if (bLockCamera) return (0);
return (1);
}
} // End of namespace Watchmaker
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