本文整理汇总了C++中Hotspot::roomNumber方法的典型用法代码示例。如果您正苦于以下问题:C++ Hotspot::roomNumber方法的具体用法?C++ Hotspot::roomNumber怎么用?C++ Hotspot::roomNumber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::roomNumber方法的8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: moveCharacterToPlayer
void Script::moveCharacterToPlayer(uint16 characterId, uint16 v2, uint16 v3) {
Resources &res = Resources::getReference();
Hotspot *playerHotspot = res.getActiveHotspot(PLAYER_ID);
Hotspot *charHotspot = res.getActiveHotspot(characterId);
assert(charHotspot);
// If character in same room as player, then no need to do anything
if (!charHotspot->currentActions().isEmpty() &&
(charHotspot->currentActions().top().roomNumber() == playerHotspot->roomNumber()))
return;
uint16 destRoom = playerHotspot->roomNumber();
const RoomTranslationRecord *rec;
for (rec = &roomTranslations[0]; rec->srcRoom != 0; ++rec) {
if (rec->srcRoom == destRoom) {
destRoom = rec->destRoom;
break;
}
}
if (charHotspot->currentActions().isEmpty())
charHotspot->currentActions().addFront(DISPATCH_ACTION, destRoom);
else
charHotspot->currentActions().top().setRoomNumber(destRoom);
}
示例2: remoteRoomViewSetup
void Script::remoteRoomViewSetup(uint16 v1, uint16 v2, uint16 v3) {
Hotspot *player = Resources::getReference().getActiveHotspot(PLAYER_ID);
player->setTickProc(NULL_TICK_PROC_ID);
Resources::getReference().fieldList().setField(OLD_ROOM_NUMBER,
player->roomNumber());
}
示例3: enemyKilled
void FightsManager::enemyKilled() {
Resources &res = Resources::getReference();
Hotspot *playerHotspot = res.getActiveHotspot(PLAYER_ID);
FighterRecord &playerRec = getDetails(PLAYER_ID);
playerHotspot->setTickProc(PLAYER_TICK_PROC_ID);
playerRec.fwhits = GENERAL_MAGIC_ID;
playerHotspot->resource()->colorOffset = 128;
playerHotspot->setSize(32, 48);
playerHotspot->resource()->width = 32;
playerHotspot->resource()->height = 48;
playerHotspot->setAnimationIndex(PLAYER_ANIM_INDEX);
playerHotspot->setPosition(playerHotspot->x(), playerHotspot->y() + 5);
playerHotspot->setDirection(LEFT);
if (playerHotspot->roomNumber() == 6) {
Dialog::show(0xc9f);
HotspotData *axeHotspot = res.getHotspot(0x2738);
axeHotspot->roomNumber = PLAYER_ID;
axeHotspot->flags |= HOTSPOTFLAG_FOUND;
// Prevent the weapon animation being drawn
axeHotspot = res.getHotspot(0x440);
axeHotspot->layer = 0;
}
}
示例4: setNewSupportData
void Script::setNewSupportData(uint16 index, uint16 hotspotId, uint16 v3) {
Resources &res = Resources::getReference();
uint16 dataId = res.getCharOffset(index);
CharacterScheduleEntry *entry = res.charSchedules().getEntry(dataId);
Hotspot *h = res.getActiveHotspot(hotspotId);
h->setBlockedFlag(false);
h->currentActions().addFront(DISPATCH_ACTION, entry, h->roomNumber());
h->setActionCtr(0);
}
示例5: barmanServe
void Script::barmanServe(uint16 v1, uint16 v2, uint16 v3) {
Resources &res = Resources::getReference();
Hotspot *player = res.getActiveHotspot(PLAYER_ID);
BarEntry &barEntry = res.barmanLists().getDetails(player->roomNumber());
for (int index = 0; index < NUM_SERVE_CUSTOMERS; ++index) {
if (barEntry.customers[index].hotspotId == PLAYER_ID) {
barEntry.customers[index].serveFlags |= 5;
break;
}
}
}
示例6: fixGoewin
void Script::fixGoewin(uint16 v1, uint16 v2, uint16 v3) {
Resources &res = Resources::getReference();
Hotspot *hotspot = res.getActiveHotspot(GOEWIN_ID);
assert(hotspot);
hotspot->setTickProc(STANDARD_CHARACTER_TICK_PROC);
CharacterScheduleEntry *entry = res.charSchedules().getEntry(GOEWIN_STANDARD_SUPPORT_ID);
assert(entry);
hotspot->currentActions().clear();
hotspot->currentActions().addFront(DISPATCH_ACTION, entry, hotspot->roomNumber());
hotspot->setActions(hotspot->resource()->actions & ~(1 << (TELL - 1)));
hotspot->setActionCtr(0);
hotspot->setDelayCtr(0);
hotspot->setCharacterMode(CHARMODE_NONE);
}
示例7: setSupportData
void Script::setSupportData(uint16 hotspotId, uint16 index, uint16 v3) {
Resources &res = Resources::getReference();
// WORKAROUND: In room #45, the script for the Skorl noticing you gets
// the parameters back to front. If this the case, just ignore it
if (index == CASTLE_SKORL_ID) return;
uint16 dataId = res.getCharOffset(index);
CharacterScheduleEntry *entry = res.charSchedules().getEntry(dataId);
assert(entry != NULL);
Hotspot *h = res.getActiveHotspot(hotspotId);
assert(h);
assert(!h->currentActions().isEmpty());
h->currentActions().pop();
h->currentActions().addFront(DISPATCH_ACTION, entry, h->roomNumber());
}
示例8: 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.........