本文整理汇总了C++中Hotspot::handleTalkDialog方法的典型用法代码示例。如果您正苦于以下问题:C++ Hotspot::handleTalkDialog方法的具体用法?C++ Hotspot::handleTalkDialog怎么用?C++ Hotspot::handleTalkDialog使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Hotspot
的用法示例。
在下文中一共展示了Hotspot::handleTalkDialog方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: getHotspot
Hotspot *Resources::activateHotspot(uint16 hotspotId) {
Resources &resources = Resources::getReference();
HotspotData *res = getHotspot(hotspotId);
if (!res) return NULL;
res->roomNumber &= 0x7fff; // clear any suppression bit in room #
// Make sure that the hotspot isn't already active
Hotspot *h = getActiveHotspot(hotspotId);
if (h != NULL)
return h;
// If it's NPC with a schedule, then activate the schedule
if ((res->npcScheduleId != 0) && (res->npcSchedule.isEmpty())) {
CharacterScheduleEntry *entry = resources.charSchedules().getEntry(res->npcScheduleId);
res->npcSchedule.addFront(DISPATCH_ACTION, entry, res->roomNumber);
}
// Check the script load flag
if (res->scriptLoadFlag) {
// Execute a script rather than doing a standard load
Script::execute(res->loadOffset);
} else {
// Standard load
bool loadFlag = true;
uint16 talkIndex;
switch (res->loadOffset) {
case 1:
// Copy protection check - since the game is freeware now, ignore it
loadFlag = false;
break;
case 2:
// Empty handler used to prevent loading hotspots that
// are yet to be active (such as the straw fire)
loadFlag = false;
break;
case 3:
case 4:
// Standard animation load
break;
case 5:
// Custom loader used by the notice hotspot 42ah in room #20
talkIndex = _fieldList.getField(TALK_INDEX);
if ((talkIndex < 8) || (talkIndex >= 14))
// Don't load hotspot
loadFlag = false;
else
// Make the notice be on-screen
res->startY = 85;
break;
case 6:
// Torch in room #1
loadFlag = _fieldList.getField(TORCH_HIDE) == 0;
break;
default:
// All others simply activate the hotspot
warning("Hotspot %d uses unknown load offset index %d",
res->hotspotId, res->loadOffset);
}
if (loadFlag) {
Hotspot *hotspot = addHotspot(hotspotId);
assert(hotspot);
// Special post-load handling
if (res->loadOffset == 3) hotspot->setPersistant(true);
if (res->loadOffset == 5) hotspot->handleTalkDialog();
if (hotspotId == CASTLE_SKORL_ID) {
// The Castle skorl has a default room #99, so it needs to be adjusted dynamically
res->npcSchedule.clear();
CharacterScheduleEntry *entry = resources.charSchedules().getEntry(res->npcScheduleId);
res->npcSchedule.addFront(DISPATCH_ACTION, entry, res->roomNumber);
}
if ((hotspotId == GOEWIN_ID) && (hotspot->roomNumber() == 39)) {
// WORKAROUND: When you re-join Goewin in the caves, clear her schedule. This may prevent a
// situation where you could close the left door, and she'd be permanently stuck trying to go
// the next room on the left, since her old schedule still had her following your old path
hotspot->currentActions().clear();
// Since she's no longer a follower, clear her start room field
hotspot->setStartRoomNumber(0);
}
// TODO: Figure out why there's a room set in the animation decode for a range of characters,
// particularly since it doesn't seem to match what happens in-game
/*
if ((hotspot->hotspotId() >= RATPOUCH_ID) &&
(hotspot->hotspotId() < FIRST_NONCHARACTER_ID) &&
(hotspot->roomNumber() < 42)) {
// Start wandering characters off in room 24
hotspot->setRoomNumber(24);
hotspot->setPosition(64, 116);
_fieldList.wanderingCharsLoaded() = true;
}
*/
//.........这里部分代码省略.........