JNR
aiUpgradeTerminalState.cpp
1 /*
2 
3 Jump'n'Run Engine
4 http://www.atanaslaskov.com/jnr/
5 
6 BSD LICENSE
7 Copyright (c) 2007-2013, Atanas Laskov
8 All rights reserved.
9 
10 Redistribution and use in source and binary forms, with or without
11 modification, are permitted provided that the following conditions are met:
12 1. Redistributions of source code must retain the above copyright notice,
13 this list of conditions and the following disclaimer.
14 2. Redistributions in binary form must reproduce the above copyright notice,
15 this list of conditions and the following disclaimer in the documentation
16 and/or other materials provided with the distribution.
17 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
18 ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
19 WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
20 DISCLAIMED. IN NO EVENT SHALL ATANAS LASKOV BE LIABLE FOR ANY
21 DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
22 (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
23 LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
24 ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
25 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
26 SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
27 
28 */
29 
30 #include "stdafx.h"
31 #include "ai.h"
32 #include "laObj_TerminalInterface.h"
33 
34 aiUpgradeTerminalState::aiUpgradeTerminalState(void)
35 {
36  pInterfaceObj = NULL;
37 }
38 
39 aiUpgradeTerminalState::~aiUpgradeTerminalState(void)
40 {
41 }
42 
43 // state activated
44 void aiUpgradeTerminalState::perceive_active( std::string strID_Old )
45 {
46 }
47 
48 // state deactivated
49 void aiUpgradeTerminalState::perceive_inactive( std::string strID_New )
50 {
51 }
52 
53 void aiUpgradeTerminalState::load(laFileParser *fp)
54 {
55  fp->readObj(&_textConsole, M_FALSE);
56  fp->readObj(&_textConsole_noPoints, M_FALSE);
57 }
58 
59 // Player in attack/act range
60 void aiUpgradeTerminalState::perceive_InRange(unsigned state)
61 {
62  laActiveObject* pSelf = (laActiveObject*) self();
63  laPlayer* pPlayer = (laPlayer*) player();
64 
65  switch(state)
66  {
67  case PERCEPT_SET:
68  pPlayer->modePeaceful(M_TRUE);
69  pSelf->setOutline( laOutline(M_TRUE, laColor(255,255,255), 1.5) );
70  break;
71 
72  case PERCEPT_RESET:
73  pPlayer->modePeaceful(M_FALSE);
74  pSelf->setOutline( laOutline(M_TRUE, laColor(), 1.5) );
75  break;
76 
77  //case PERCEPT_HOLD:
78  //pPlayer->setFaceDirection( pPlayer->getPosition().x() > pSelf->getPosition().x() ? -1 : +1 );
79  //pPlayer->setExplicitFacing(M_TRUE);
80  }
81 }
82 
83 // Action performed by player
84 void aiUpgradeTerminalState::perceive_UserAction(unsigned state)
85 {
86  laActiveObject* pAO = (laActiveObject*) self();
87  laPlayer* pPlayer = (laPlayer*) player();
88  unsigned nPt = ((rpgSheet_PlayableChar*)pPlayer->getSheet())->properties()->nTrainingPoints;
89 
90  switch(state)
91  {
92  case PERCEPT_SET:
93  ((stageJRGame*)stage())->enableCinematicMode();
94  pPlayer->enableControl(M_FALSE);
95 
96  if(nPt>0) pInterfaceObj = new laObj_TerminalInterface(pPlayer, pAO, &_textConsole, nPt);
97  else pInterfaceObj = new laObj_TerminalInterface(pPlayer, pAO, &_textConsole_noPoints, nPt);
98 
99  _nTermInterfaceID = pAO->nestedAdd( pInterfaceObj );
100  //pAO->setNestedObject( pInterfaceObj );
101  //MSG("Action");
102  break;
103  }
104 
105 }
106 
107 void aiUpgradeTerminalState::perceive(unsigned state, M_BOOL global, unsigned id, aiPerceptData data)
108 {
109  laActiveObject* pAO = (laActiveObject*) self();
110  laPlayer* pPlayer = (laPlayer*) player();
111 
112  aiAOState::perceive(state, global, id, data);
113 
114  //Interface active?
115  if( pInterfaceObj )
116  {
117  //Completed? If so, remove it
118  if( pInterfaceObj->isCompleted() )
119  {
120  ((stageJRGame*)stage())->enableCinematicMode(M_FALSE);
121  pPlayer->enableControl(M_TRUE);
122 
123  //if( pAO->nestedGet())
124  pAO->nestedRemove(_nTermInterfaceID, M_TRUE);
125  //pAO->setNestedObject(NULL);
126  //delete pInterfaceObj;
127 
128  pInterfaceObj = NULL;
129  }
130  else pPlayer->ctlBattleMode();
131  }
132 
133  //if( !agent()->isPerceiving(P__PLAYER_IN_RANGE) )
134  // pPlayer->setExplicitFacing(M_FALSE);
135 }
Playable Character.
Definition: laPlayer.h:46
Object outline properties.
Definition: laRenderer.h:66
JR Gameplay Stage.
Definition: stageJRGame.h:41
Player RPG Properties.
Object that can be activated by the player.
File Parser.
Definition: laFileParser.h:41