コード例 #1
0
ファイル: global_character.cpp プロジェクト: monkey0506/ags
void MoveCharacterToHotspot(int chaa,int hotsp) {
    if ((hotsp<0) || (hotsp>=MAX_HOTSPOTS))
        quit("!MovecharacterToHotspot: invalid hotspot");
    if (thisroom.hswalkto[hotsp].x<1) return;
    walk_character(chaa,thisroom.hswalkto[hotsp].x,thisroom.hswalkto[hotsp].y,0, true);
    GameLoopUntilEvent(UNTIL_MOVEEND,(long)&game.chars[chaa].walking);
}
コード例 #2
0
// the 'cmdsrun' parameter counts how many commands are run.
// if a 'Inv Item Was Used' check does not pass, it doesn't count
// so cmdsrun remains 0 if no inventory items matched
int run_interaction_commandlist (InteractionCommandList *nicl, int *timesrun, int*cmdsrun) {
    size_t i;

    if (nicl == NULL)
        return -1;

    for (i = 0; i < nicl->Cmds.size(); i++) {
        cmdsrun[0] ++;
        int room_was = play.room_changes;

        switch (nicl->Cmds[i].Type) {
      case 0:  // Do nothing
          break;
      case 1:  // Run script
          { 
              TempEip tempip(4001);
              RuntimeScriptValue rval_null;
              update_mp3();
                  if ((strstr(evblockbasename,"character")!=0) || (strstr(evblockbasename,"inventory")!=0)) {
                      // Character or Inventory (global script)
                      const char *torun = make_ts_func_name(evblockbasename,evblocknum,nicl->Cmds[i].Data[0].Value);
                      // we are already inside the mouseclick event of the script, can't nest calls
                      QueueScriptFunction(kScInstGame, torun);
                  }
                  else {
                      // Other (room script)
                      const char *torun = make_ts_func_name(evblockbasename,evblocknum,nicl->Cmds[i].Data[0].Value);
                      QueueScriptFunction(kScInstRoom, torun);
                  }
                  update_mp3();
                      break;
          }
      case 2:  // Add score (first time)
          if (timesrun[0] > 0)
              break;
          timesrun[0] ++;
      case 3:  // Add score
          GiveScore (IPARAM1);
          break;
      case 4:  // Display Message
          /*        if (comprdata<0)
          display_message_aschar=evb->data[ss];*/
          DisplayMessage(IPARAM1);
          break;
      case 5:  // Play Music
          PlayMusicResetQueue(IPARAM1);
          break;
      case 6:  // Stop Music
          stopmusic ();
          break;
      case 7:  // Play Sound
          play_sound (IPARAM1);
          break;
      case 8:  // Play Flic
          play_flc_file(IPARAM1, IPARAM2);
          break;
      case 9:  // Run Dialog
          { int room_was = play.room_changes;
          RunDialog(IPARAM1);
          // if they changed room within the dialog script,
          // the interaction command list is no longer valid
          if (room_was != play.room_changes)
              return -1;
          }
          break;
      case 10: // Enable Dialog Option
          SetDialogOption (IPARAM1, IPARAM2, 1);
          break;
      case 11: // Disable Dialog Option
          SetDialogOption (IPARAM1, IPARAM2, 0);
          break;
      case 12: // Go To Screen
          Character_ChangeRoomAutoPosition(playerchar, IPARAM1, IPARAM2);
          return -1;
      case 13: // Add Inventory
          add_inventory (IPARAM1);
          break;
      case 14: // Move Object
          MoveObject (IPARAM1, IPARAM2, IPARAM3, IPARAM4);
          // if they want to wait until finished, do so
          if (IPARAM5)
              GameLoopUntilEvent(UNTIL_MOVEEND,(long)&objs[IPARAM1].moving);
          break;
      case 15: // Object Off
          ObjectOff (IPARAM1);
          break;
      case 16: // Object On
          ObjectOn (IPARAM1);
          break;
      case 17: // Set Object View
          SetObjectView (IPARAM1, IPARAM2);
          break;
      case 18: // Animate Object
          AnimateObject (IPARAM1, IPARAM2, IPARAM3, IPARAM4);
          break;
      case 19: // Move Character
          if (IPARAM4)
              MoveCharacterBlocking (IPARAM1, IPARAM2, IPARAM3, 0);
          else
              MoveCharacter (IPARAM1, IPARAM2, IPARAM3);
          break;
      case 20: // If Inventory Item was used
          if (play.usedinv == IPARAM1) {
              if (game.options[OPT_NOLOSEINV] == 0)
                  lose_inventory (play.usedinv);
              if (run_interaction_commandlist (nicl->Cmds[i].Children.get(), timesrun, cmdsrun))
                  return -1;
          }
          else
              cmdsrun[0] --;
          break;
      case 21: // if player has inventory item
          if (playerchar->inv[IPARAM1] > 0)
              if (run_interaction_commandlist (nicl->Cmds[i].Children.get(), timesrun, cmdsrun))
                  return -1;
          break;
      case 22: // if a character is moving
          if (game.chars[IPARAM1].walking)
              if (run_interaction_commandlist (nicl->Cmds[i].Children.get(), timesrun, cmdsrun))
                  return -1;
          break;
      case 23: // if two variables are equal
          if (IPARAM1 == IPARAM2)
              if (run_interaction_commandlist (nicl->Cmds[i].Children.get(), timesrun, cmdsrun))
                  return -1;
          break;
      case 24: // Stop character walking
          StopMoving (IPARAM1);
          break;
      case 25: // Go to screen at specific co-ordinates
          NewRoomEx (IPARAM1, IPARAM2, IPARAM3);
          return -1;
      case 26: // Move NPC to different room
          if (!is_valid_character(IPARAM1))
              quit("!Move NPC to different room: invalid character specified");
          game.chars[IPARAM1].room = IPARAM2;
          break;
      case 27: // Set character view
          SetCharacterView (IPARAM1, IPARAM2);
          break;
      case 28: // Release character view
          ReleaseCharacterView (IPARAM1);
          break;
      case 29: // Follow character
          FollowCharacter (IPARAM1, IPARAM2);
          break;
      case 30: // Stop following
          FollowCharacter (IPARAM1, -1);
          break;
      case 31: // Disable hotspot
          DisableHotspot (IPARAM1);
          break;
      case 32: // Enable hotspot
          EnableHotspot (IPARAM1);
          break;
      case 33: // Set variable value
          get_interaction_variable(nicl->Cmds[i].Data[0].Value)->Value = IPARAM2;
          break;
      case 34: // Run animation
          scAnimateCharacter(IPARAM1, IPARAM2, IPARAM3, 0);
          GameLoopUntilEvent(UNTIL_SHORTIS0,(long)&game.chars[IPARAM1].animating);
          break;
      case 35: // Quick animation
          SetCharacterView (IPARAM1, IPARAM2);
          scAnimateCharacter(IPARAM1, IPARAM3, IPARAM4, 0);
          GameLoopUntilEvent(UNTIL_SHORTIS0,(long)&game.chars[IPARAM1].animating);
          ReleaseCharacterView (IPARAM1);
          break;
      case 36: // Set idle animation
          SetCharacterIdle (IPARAM1, IPARAM2, IPARAM3);
          break;
      case 37: // Disable idle animation
          SetCharacterIdle (IPARAM1, -1, -1);
          break;
      case 38: // Lose inventory item
          lose_inventory (IPARAM1);
          break;
      case 39: // Show GUI
          InterfaceOn (IPARAM1);
          break;
      case 40: // Hide GUI
          InterfaceOff (IPARAM1);
          break;
      case 41: // Stop running more commands
          return -1;
      case 42: // Face location
          FaceLocation (IPARAM1, IPARAM2, IPARAM3);
          break;
      case 43: // Pause command processor
          scrWait (IPARAM1);
          break;
      case 44: // Change character view
          ChangeCharacterView (IPARAM1, IPARAM2);
          break;
      case 45: // If player character is
          if (GetPlayerCharacter() == IPARAM1)
              if (run_interaction_commandlist (nicl->Cmds[i].Children.get(), timesrun, cmdsrun))
                  return -1;
          break;
      case 46: // if cursor mode is
          if (GetCursorMode() == IPARAM1)
              if (run_interaction_commandlist (nicl->Cmds[i].Children.get(), timesrun, cmdsrun))
                  return -1;
          break;
      case 47: // if player has been to room
          if (HasBeenToRoom(IPARAM1))
              if (run_interaction_commandlist (nicl->Cmds[i].Children.get(), timesrun, cmdsrun))
                  return -1;
          break;
      default:
          quit("unknown new interaction command");
          break;
        }

        // if the room changed within the action, nicl is no longer valid
        if (room_was != play.room_changes)
            return -1;
    }
    return 0;

}