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2026-02-02 04:50:13 +01:00

229 lines
6.2 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "titanic/npcs/maitre_d.h"
#include "titanic/core/room_item.h"
#include "titanic/sound/music_room.h"
namespace Titanic {
BEGIN_MESSAGE_MAP(CMaitreD, CTrueTalkNPC)
ON_MESSAGE(RestaurantMusicChanged)
ON_MESSAGE(TrueTalkTriggerActionMsg)
ON_MESSAGE(EnterViewMsg)
ON_MESSAGE(LeaveViewMsg)
ON_MESSAGE(NPCPlayTalkingAnimationMsg)
ON_MESSAGE(TimerMsg)
ON_MESSAGE(TrueTalkNotifySpeechStartedMsg)
ON_MESSAGE(TrueTalkNotifySpeechEndedMsg)
ON_MESSAGE(LoadSuccessMsg)
ON_MESSAGE(TextInputMsg)
ON_MESSAGE(TriggerNPCEvent)
END_MESSAGE_MAP()
CMaitreD::CMaitreD() : CTrueTalkNPC(),
_priorMusicName("z#40.wav"), _musicName("z#40.wav"), _unused5(0), _hasMusic(true),
_musicSet(false), _fightFlag(false), _unused6(true), _savedFightFlag(false),
_timerId(0), _defeated(false) {
}
void CMaitreD::save(SimpleFile *file, int indent) {
file->writeNumberLine(1, indent);
file->writeNumberLine(_unused5, indent);
file->writeQuotedLine(_priorMusicName, indent);
file->writeNumberLine(_hasMusic, indent);
file->writeNumberLine(_musicSet, indent);
file->writeQuotedLine(_musicName, indent);
file->writeNumberLine(_fightFlag, indent);
file->writeNumberLine(_unused6, indent);
file->writeNumberLine(_defeated, indent);
file->writeNumberLine(_savedFightFlag, indent);
file->writeNumberLine(_timerId, indent);
CTrueTalkNPC::save(file, indent);
}
void CMaitreD::load(SimpleFile *file) {
file->readNumber();
_unused5 = file->readNumber();
_priorMusicName = file->readString();
_hasMusic = file->readNumber();
_musicSet = file->readNumber();
_musicName = file->readString();
_fightFlag = file->readNumber();
_unused6 = file->readNumber();
_defeated = file->readNumber();
_savedFightFlag = file->readNumber();
_timerId = file->readNumber();
CTrueTalkNPC::load(file);
// WORKAROUND: The back view of the MaitreD from close to the table is dodgy
// in the original. And unneeded anyway, since he's also part of the background
if (_name == "MaitreLoop03")
_visible = false;
}
bool CMaitreD::RestaurantMusicChanged(CRestaurantMusicChanged *msg) {
if (msg->_value.empty()) {
_hasMusic = false;
} else {
_musicName = msg->_value;
_hasMusic = _musicSet = true;
}
return true;
}
bool CMaitreD::TrueTalkTriggerActionMsg(CTrueTalkTriggerActionMsg *msg) {
if (msg->_action == 8) {
_fightFlag = true;
stopAnimTimer(_timerId);
_timerId = startAnimTimer("MD Fight", 3500, 0);
} else if (msg->_action == 9) {
stopAnimTimer(_timerId);
_timerId = 0;
} else if (msg->_action == 10) {
_fightFlag = false;
_defeated = true;
stopAnimTimer(_timerId);
_timerId = 0;
CMaitreDDefeatedMsg defeatedMsg;
defeatedMsg.execute(findRoom());
}
return true;
}
bool CMaitreD::EnterViewMsg(CEnterViewMsg *msg) {
setTalking(this, true, findView());
_fightFlag = _savedFightFlag;
if (_musicName != "STMusic" && (!_musicSet || _priorMusicName == _musicName))
return true;
// WORKAROUND: It's possible in the original to not have a music handler set
// if you start and stop the phonograph, then save and restore the game
if (!CMusicRoom::_musicHandler)
return true;
if (_musicName.contains("nasty ambient"))
startTalking(this, 111, findView());
else if (!CMusicRoom::_musicHandler->checkInstrument(SNAKE))
startTalking(this, 114, findView());
else if (!CMusicRoom::_musicHandler->checkInstrument(BASS))
startTalking(this, 113, findView());
else if (!CMusicRoom::_musicHandler->checkInstrument(PIANO))
startTalking(this, 115, findView());
else {
startTalking(this, 110, findView());
CMaitreDHappyMsg happyMsg;
happyMsg.execute("MaitreD Left Arm");
happyMsg.execute("MaitreD Right Arm");
}
_priorMusicName = _musicName;
return true;
}
bool CMaitreD::LeaveViewMsg(CLeaveViewMsg *msg) {
_savedFightFlag = _fightFlag;
performAction(true);
stopAnimTimer(_timerId);
_timerId = 0;
_fightFlag = false;
return true;
}
bool CMaitreD::NPCPlayTalkingAnimationMsg(CNPCPlayTalkingAnimationMsg *msg) {
static const char *const NAMES[] = {
"Talking0", "Talking1", "Talking2", "Talking3", "Talking4",
"Talking5", "Talking6", "Talking7", nullptr
};
if (msg->_value2 != 2) {
msg->_names = NAMES;
CAnimateMaitreDMsg animMsg;
if (_fightFlag)
animMsg._value = 0;
animMsg.execute(this, nullptr, MSGFLAG_SCAN);
}
return true;
}
bool CMaitreD::TimerMsg(CTimerMsg *msg) {
if (msg->_action == "MD Fight") {
if (_fightFlag && compareViewNameTo("1stClassRestaurant.MaitreD Node.N")) {
startTalking(this, 131, findView());
}
} else {
CTrueTalkNPC::TimerMsg(msg);
}
return true;
}
bool CMaitreD::TrueTalkNotifySpeechStartedMsg(CTrueTalkNotifySpeechStartedMsg *msg) {
if (_fightFlag) {
stopAnimTimer(_timerId);
_timerId = 0;
}
CTrueTalkNPC::TrueTalkNotifySpeechStartedMsg(msg);
return true;
}
bool CMaitreD::TrueTalkNotifySpeechEndedMsg(CTrueTalkNotifySpeechEndedMsg *msg) {
if (_fightFlag) {
stopAnimTimer(_timerId);
_timerId = startAnimTimer("MD Fight", 3000 + getRandomNumber(3000));
}
CTrueTalkNPC::TrueTalkNotifySpeechEndedMsg(msg);
return true;
}
bool CMaitreD::LoadSuccessMsg(CLoadSuccessMsg *msg) {
if (_fightFlag) {
_timerId = startAnimTimer("MD Fight", 3000 + getRandomNumber(3000));
}
return true;
}
bool CMaitreD::TextInputMsg(CTextInputMsg *msg) {
CTrueTalkNPC::processInput(msg, findView());
return true;
}
bool CMaitreD::TriggerNPCEvent(CTriggerNPCEvent *msg) {
startTalking(this, msg->_value, findView());
return true;
}
} // End of namespace Titanic