Example #1
0
bool CPetControl::checkNode(const CString &name) {
	CGameManager *gameManager = getGameManager();
	if (!gameManager)
		return true;
	if (name == "NULL")
		return false;

	CViewItem *view = gameManager->getView();
	if (!view)
		return true;

	CNodeItem *node = view->findNode();
	if (!node)
		return true;

	CString viewName = view->getName();
	CString nodeName = node->getName();
	CRoomItem *room = getGameManager()->getRoom();

	if (room) {
		CString roomName = room->getName();
		CString newNode;

		if (roomName == "1stClassRestaurant") {
		} else if (nodeName == "Lobby Node") {
			nodeName = "Node 1";
		} else if (nodeName == "Entrance Node") {
			nodeName = "Node 2";
		} else if (nodeName == "MaitreD Node") {
			nodeName = "Node 3";
		} else if (nodeName == "Scraliontis Table Standing Node") {
			nodeName = "Node 4";
		} else if (nodeName == "Pellerator Node") {
			nodeName = "Node 5";
		} else if (nodeName == "SUB Node") {
			nodeName = "Node 6";
		} else if (nodeName == "Phonograph Node") {
			nodeName = "Node 7";
		} else if (nodeName == "Scraliontis Table Seated Node") {
			nodeName = "Node 8";
		}

		if (roomName == "MusicRoom") {
			if (nodeName == "Musical Instruments")
				nodeName = "Node 1";
			if (nodeName == "Phonograph Node")
				nodeName = "Node 2";
		}
	}

	CString str = CString::format("%s.%s", nodeName.c_str(), viewName.c_str());
	str = str.right(5);
	str.toLowercase();

	CString nameLower = name;
	nameLower.toLowercase();

	return nameLower.contains(str);
}
Example #2
0
File: Area.cpp Project: dcbishop/tx
/**
 * Adds an Object to the area.
 * @param object The Object's pointer.
 * @see removeObject()
 */
void Area::addObject(Object* object) {
    //object->setArea(this);
    DEBUG_M("Entering function...");
    GameManager* gm = getGameManager();
    if(object->getGameManager() != gm) {
        DEBUG_A("Different GameMangers...");
        object->setGameManager(gm);
        if(gm) {
            DEBUG_A("Registering  object with gamemanager...");
            gm->registerObject(object);
        }
    }

    RigidBody* rb = dynamic_cast<RigidBody*>(object);
    if(rb) {
        rb->addBody(getPhysics());
    }

    Light* pl = dynamic_cast<Light*>(object);
    if(pl) {
        lights_.push_back(pl);
    }

    addChild(object);
}
Example #3
0
void GameManager::destroyGameManager() {
    GameManager *gameManager = &getGameManager();
    delete gameManager;
    GLFWwindow *window = glfwGetCurrentContext();
    glfwDestroyWindow(window);
    glfwTerminate();
}
Example #4
0
void GameManager::destroyGameManager()
{
	GameManager *game = &getGameManager();
	if(game !=NULL)
	{
		delete game;
	}
}
Example #5
0
void CProjectItem::postLoad() {
    CGameManager *gameManager = getGameManager();
    if (gameManager)
        gameManager->postLoad(this);

    CPetControl *petControl = getPetControl();
    if (petControl)
        petControl->postLoad();
}
Example #6
0
void GameManager::destroyGameManager()
{
	GameManager *gameManager = &getGameManager();
	delete gameManager;

	std::cout << "GameManager destroyed" << std::endl;

	GLFWwindow *window = glfwGetCurrentContext();
	glfwDestroyWindow(window);
	glfwTerminate();
}
Example #7
0
void CPetControl::summonBot(const CString &name, int val) {
	CGameManager *gameManager = getGameManager();
	if (gameManager) {
		CRoomItem *room = gameManager->getRoom();

		if (room) {
			CSummonBotMsg summonMsg(name, val);
			summonMsg.execute(room);
		}
	}
}
Example #8
0
File: Area.cpp Project: dcbishop/tx
/**
 * Remove an Object from the area.
 * @param object The Object's pointer.
 * @see addObject()
 */
void Area::removeObject(Object* object) {
    removeChild(object);
    RigidBody* rb = dynamic_cast<RigidBody*>(object);
    if(rb) {
        rb->removeBody(getPhysics());
    }
    GameManager* gm = getGameManager();
    if(gm) {
        gm->deregisterObject(object);
    }
#warning ['TODO']: Remove lights...
}
Example #9
0
void CProjectItem::loadGame(int slotId) {
    CompressedFile file;

    // Clear any existing project contents and call preload code
    preLoad();
    clear();

    // Open either an existing savegame slot or the new game template
    if (slotId >= 0) {
        Common::InSaveFile *saveFile = g_system->getSavefileManager()->openForLoading(
                                           g_vm->generateSaveName(slotId));
        file.open(saveFile);
    } else {
        Common::File *newFile = new Common::File();
        if (!newFile->open("newgame.st"))
            error("Could not open newgame.st");
        file.open(newFile);
    }

    // Load the savegame header in
    TitanicSavegameHeader header;
    readSavegameHeader(&file, header);
    delete header._thumbnail;

    // Load the contents in
    CProjectItem *newProject = loadData(&file);
    file.IsClassStart();
    getGameManager()->load(&file);

    file.close();

    // Clear existing project
    clear();

    // Detach each item under the loaded project, and re-attach them
    // to the existing project instance (this)
    CTreeItem *item;
    while ((item = newProject->getFirstChild()) != nullptr) {
        item->detach();
        item->addUnder(this);
    }

    // Loaded project instance is no longer needed
    newProject->destroyAll();

    // Post-load processing
    postLoad();
}
Example #10
0
int CPetControl::canSummonBot(const CString &name) {
	// If player is the very same view as the NPC, then it's already present
	if (isBotInView(name))
		return SUMMON_CAN;

	// Get the room
	CGameManager *gameManager = getGameManager();
	if (!gameManager)
		return SUMMON_CANT;
	CRoomItem *room = gameManager->getRoom();
	if (!room)
		return SUMMON_CANT;

	// Query current room to see whether the bot can be summoned to it
	CSummonBotQueryMsg queryMsg(name);
	return queryMsg.execute(room) ? SUMMON_CAN : SUMMON_CANT;
}
Example #11
0
void CPetControl::draw(CScreenManager *screenManager) {
	CGameManager *gameManager = getGameManager();
	Rect bounds = _drawBounds;
	bounds.constrain(gameManager->_bounds);

	if (!bounds.isEmpty()) {
		if (_areaChangeType >= 0) {
			_inventory.changed(_areaChangeType);
			_areaChangeType = -1;
		}

		_frame.drawFrame(screenManager);

		// Draw the specific area that's currently active
		_sections[_currentArea]->draw(screenManager);
	}
}
bool CAutoMusicPlayerBase::LoadSuccessMsg(CLoadSuccessMsg *msg) {
	if (_isEnabled) {
		// WORKAROUND: A problem was encountered with the EmbLobby music player
		// not getting turned off when room was left, so was turned on again
		// when loading a savegame elsewhere. This guards against it
		CRoomItem *newRoom = getGameManager()->getRoom();
		if (findRoom() != newRoom) {
			_isEnabled = false;
			return true;
		}

		playAmbientSound(_filename, _volumeMode, _initialMute, true, 0,
			Audio::Mixer::kMusicSoundType);
	}

	return true;
}
Example #13
0
bool CPetControl::isDoorOrBellbotPresent() const {
	CGameManager *gameManager = getGameManager();
	if (!gameManager)
		return false;
	CViewItem *view = gameManager->getView();
	if (!view)
		return false;

	for (CTreeItem *treeItem = view->getFirstChild(); treeItem;
			treeItem = treeItem->scan(view)) {
		CString name = treeItem->getName();
		if (dynamic_cast<CGameObject *>(treeItem) &&
				(name.contains("Doorbot") || name.contains("BellBot")))
			return true;
	}

	return false;
}
Example #14
0
bool CPetControl::isBotInView(const CString &name) const {
	CGameManager *gameManager = getGameManager();
	if (!gameManager)
		return false;
	CViewItem *view = gameManager->getView();
	if (!view)
		return false;

	// Iterate to find NPC
	for (CTreeItem *child = view->getFirstChild(); child; child = child->scan(view)) {
		CGameObject *gameObject = dynamic_cast<CGameObject *>(child);
		if (gameObject) {
			if (!gameObject->getName().compareToIgnoreCase(name))
				return true;
		}
	}

	return false;
}
Example #15
0
bool CPetControl::dismissBot(const CString &name) {
	CGameManager *gameManager = getGameManager();
	if (!gameManager)
		return false;
	CViewItem *view = gameManager->getView();
	if (!view)
		return false;

	bool result = false;
	CDismissBotMsg dismissMsg;
	for (CTreeItem *treeItem = view->getFirstChild(); treeItem;
			treeItem = treeItem->scan(view)) {
		if (!treeItem->getName().compareToIgnoreCase(name))
			dismissMsg.execute(treeItem);
		else
			result = true;
	}

	return result;
}
Example #16
0
	void SpaceShip::shootLaser(void) {
		if (_charlesBronsonStyle > 0 && _invulTime == 0 && getGameManager()->createLaserShot(getPosition(), getRotation(), getVelocity(), getRotation(true))) {
			_charlesBronsonStyle--;			
		}
	}
Example #17
0
void CTrueTalkNPC::stopAnimTimer(int id) {
	getGameManager()->stopTimer(id);
}
Example #18
0
void CPetControl::removeFromInventory(CGameObject *item, bool refreshUI, bool sendMsg) {
	CViewItem *view = getGameManager()->getView();
	removeFromInventory(item, view, refreshUI, sendMsg);
}
Example #19
0
void CPetControl::enterNode(CNodeItem *node) {
	getGameManager()->_gameState.enterNode();
}
Example #20
0
void CTrueTalkNPC::startTalker(CViewItem *view) {
	CGameManager *gameManager = getGameManager();
	if (gameManager)
		gameManager->getTalkManager()->start4(this, view);
}
Example #21
0
void CTrueTalkNPC::setView(CViewItem *view) {
	CTrueTalkManager *talkManager = getGameManager()->getTalkManager();
	if (talkManager)
		talkManager->start3(this, view);
}
Example #22
0
void CPetControl::setTimerPersisent(int id, bool flag) {
	getGameManager()->setTimerPersisent(id, flag);
}
Example #23
0
void CTrueTalkNPC::processInput(CTextInputMsg *msg, CViewItem *view) {
	CTrueTalkManager *talkManager = getGameManager()->getTalkManager();
	if (talkManager)
		talkManager->processInput(this, msg, view);
}