Example #1
0
BaseSprite *AdActor::getTalkStance(const char *stance) {
	// forced stance?
	if (_forcedTalkAnimName && !_forcedTalkAnimUsed) {
		_forcedTalkAnimUsed = true;
		delete _animSprite;
		_animSprite = new BaseSprite(_gameRef, this);
		if (_animSprite) {
			bool res = _animSprite->loadFile(_forcedTalkAnimName);
			if (DID_FAIL(res)) {
				_gameRef->LOG(res, "AdActor::GetTalkStance: error loading talk sprite (object:\"%s\" sprite:\"%s\")", getName(), _forcedTalkAnimName);
				delete _animSprite;
				_animSprite = nullptr;
			} else {
				return _animSprite;
			}
		}
	}

	// old way
	if (_talkSprites.size() > 0 || _talkSpritesEx.size() > 0) {
		return getTalkStanceOld(stance);
	}

	// new way
	BaseSprite *ret = nullptr;

	// do we have an animation with this name?
	AdSpriteSet *anim = getAnimByName(stance);
	if (anim) {
		ret = anim->getSprite(_dir);
	}

	// not - get a random talk
	if (!ret) {
		BaseArray<AdSpriteSet *> talkAnims;
		for (uint32 i = 0; i < _anims.size(); i++) {
			if (_talkAnimName.compareToIgnoreCase(_anims[i]->getName()) == 0) {
				talkAnims.add(_anims[i]);
			}
		}

		if (talkAnims.size() > 0) {
			int rnd = BaseEngine::instance().randInt(0, talkAnims.size() - 1);
			ret = talkAnims[rnd]->getSprite(_dir);
		} else {
			if (_standSprite) {
				ret = _standSprite->getSprite(_dir);
			} else {
				anim = getAnimByName(_idleAnimName);
				if (anim) {
					ret = anim->getSprite(_dir);
				}
			}
		}
	}
	return ret;
}
Example #2
0
bool AdResponseBox::getObjects(BaseArray<UIObject *> &objects, bool interactiveOnly) {
    for (uint32 i = 0; i < _respButtons.size(); i++) {
        objects.add(_respButtons[i]);
    }
    if (_window) {
        _window->getWindowObjects(objects, interactiveOnly);
    }

    return STATUS_OK;
}