mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-09 03:10:22 +00:00
b5662866dc
I agree with Dafioram, frankly it just looks weird
142 lines
4.1 KiB
C++
142 lines
4.1 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* 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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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "titanic/game/idle_summoner.h"
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namespace Titanic {
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BEGIN_MESSAGE_MAP(CIdleSummoner, CGameObject)
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ON_MESSAGE(EnterViewMsg)
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ON_MESSAGE(TimerMsg)
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ON_MESSAGE(ActMsg)
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ON_MESSAGE(LoadSuccessMsg)
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END_MESSAGE_MAP()
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CIdleSummoner::CIdleSummoner() : CGameObject(), _fieldBC(360000),
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_fieldC0(60000), _fieldC4(360000), _fieldC8(60000),
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_fieldCC(0), _fieldD0(0), _timerId(0), _oldNodesCtr(0), _ticks(0) {
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}
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void CIdleSummoner::save(SimpleFile *file, int indent) {
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file->writeNumberLine(1, indent);
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file->writeNumberLine(_fieldBC, indent);
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file->writeNumberLine(_fieldC0, indent);
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file->writeNumberLine(_fieldC4, indent);
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file->writeNumberLine(_fieldC8, indent);
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file->writeNumberLine(_fieldCC, indent);
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file->writeNumberLine(_fieldD0, indent);
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file->writeNumberLine(_timerId, indent);
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file->writeNumberLine(_oldNodesCtr, indent);
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file->writeNumberLine(_ticks, indent);
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CGameObject::save(file, indent);
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}
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void CIdleSummoner::load(SimpleFile *file) {
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file->readNumber();
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_fieldBC = file->readNumber();
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_fieldC0 = file->readNumber();
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_fieldC4 = file->readNumber();
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_fieldC8 = file->readNumber();
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_fieldCC = file->readNumber();
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_fieldD0 = file->readNumber();
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_timerId = file->readNumber();
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_oldNodesCtr = file->readNumber();
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_ticks = file->readNumber();
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CGameObject::load(file);
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}
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bool CIdleSummoner::EnterViewMsg(CEnterViewMsg *msg) {
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CActMsg actMsg("Enable");
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actMsg.execute(this);
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return true;
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}
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bool CIdleSummoner::TimerMsg(CTimerMsg *msg) {
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uint nodesCtr = getNodeChangedCtr();
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if (msg->_actionVal == 1 && !petDoorOrBellbotPresent()
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&& nodesCtr > 0 && nodesCtr != _oldNodesCtr) {
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// They can only appear in the Top of the Well and the Embarkation Lobby
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if (!compareRoomNameTo("TopOfWell") && !compareRoomNameTo("EmbLobby"))
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return true;
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// WORKAROUND: To benefit the players, don't allow the bots to turn up
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// when at the Embarkation SuccUBus, in front of the Deskbot's desk,
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// or when in the Gondola, since it just looks weird
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CString fullName = getFullViewName();
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if (fullName == "EmbLobby.Node 2.W" || fullName == "EmbLobby.Node 4.E" ||
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fullName == "TopOfWell.Node 29.N")
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return true;
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int region = talkGetDialRegion("BellBot", 1);
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uint delay = region == 1 ? 15000 : 120000;
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uint enterTicks = MAX(getNodeEnterTicks(), _ticks);
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CString name;
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uint ticks = getTicksCount() - enterTicks;
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if (ticks > delay) {
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if (region == 1 || getRandomNumber(1) == 1) {
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name = "BellBot";
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} else {
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name = "DoorBot";
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}
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_oldNodesCtr = nodesCtr;
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CRoomItem *room = getRoom();
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if (room) {
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CSummonBotQueryMsg queryMsg(name);
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if (queryMsg.execute(room)) {
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CSummonBotMsg summonMsg(name, 1);
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summonMsg.execute(room);
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}
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}
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}
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}
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return true;
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}
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bool CIdleSummoner::ActMsg(CActMsg *msg) {
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if (msg->_action == "Enable") {
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if (!_timerId)
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_timerId = addTimer(1, 15000, 15000);
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} else if (msg->_action == "Disable") {
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if (_timerId > 0) {
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stopAnimTimer(_timerId);
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_timerId = 0;
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}
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} else if (msg->_action == "DoorbotDismissed" || msg->_action == "BellbotDismissed") {
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_ticks = getTicksCount();
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}
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return true;
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}
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bool CIdleSummoner::LoadSuccessMsg(CLoadSuccessMsg *msg) {
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_ticks = getTicksCount();
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return true;
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}
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} // End of namespace Titanic
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