32 #include "laObj_TerminalInterface.h"
34 aiUpgradeTerminalState::aiUpgradeTerminalState(
void)
39 aiUpgradeTerminalState::~aiUpgradeTerminalState(
void)
44 void aiUpgradeTerminalState::perceive_active( std::string strID_Old )
49 void aiUpgradeTerminalState::perceive_inactive( std::string strID_New )
55 fp->readObj(&_textConsole, M_FALSE);
56 fp->readObj(&_textConsole_noPoints, M_FALSE);
60 void aiUpgradeTerminalState::perceive_InRange(
unsigned state)
68 pPlayer->modePeaceful(M_TRUE);
69 pSelf->setOutline(
laOutline(M_TRUE, laColor(255,255,255), 1.5) );
73 pPlayer->modePeaceful(M_FALSE);
74 pSelf->setOutline(
laOutline(M_TRUE, laColor(), 1.5) );
84 void aiUpgradeTerminalState::perceive_UserAction(
unsigned state)
94 pPlayer->enableControl(M_FALSE);
96 if(nPt>0) pInterfaceObj =
new laObj_TerminalInterface(pPlayer, pAO, &_textConsole, nPt);
97 else pInterfaceObj =
new laObj_TerminalInterface(pPlayer, pAO, &_textConsole_noPoints, nPt);
99 _nTermInterfaceID = pAO->nestedAdd( pInterfaceObj );
107 void aiUpgradeTerminalState::perceive(
unsigned state, M_BOOL global,
unsigned id, aiPerceptData data)
112 aiAOState::perceive(state, global,
id, data);
118 if( pInterfaceObj->isCompleted() )
120 ((
stageJRGame*)stage())->enableCinematicMode(M_FALSE);
121 pPlayer->enableControl(M_TRUE);
124 pAO->nestedRemove(_nTermInterfaceID, M_TRUE);
128 pInterfaceObj = NULL;
130 else pPlayer->ctlBattleMode();
Object outline properties.
Object that can be activated by the player.