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CharacterChange.asc
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// Main script for module 'ChangePlayer'
// leicht angepasst für AGS 3 und für automatische Inventaranpassung von Rulaman
Character *cc_char[3];
int cc_busp[120];
function UpdateButtons(GUIControl *nb)
{
int i = 1;
Button *bu;
while ( i < 3 )
{
bu = gMaingui.Controls[i+11].AsButton;
if ( cc_char[i] == null)
bu.Visible=false;
else
{
bu.NormalGraphic = cc_busp[cc_char[i].ID];
bu.Visible = true;
}
i++;
}
if ( nb != null )
{
i = 1;
while ( i < 3 )
{
PlaySoundEx(8, 3);
Wait(2);
PlaySoundEx(8, 4);
Wait(10);
nb.Visible = false;
Wait(10);
nb.Visible = true;
i++;
}
}
return true;
}
// + neu
bool AddChangePlayer(this Character*)
{
if ( this == player || this == cc_char[1] || this == cc_char[2] )
{
Display("*ERROR*: Konnte %s nicht zu spielbaren Chars hinzufügen.", this.Name);
Display("Ist bereits vorhanden.");
return false;
}
if ( cc_char[2] != null )
{
Display("*ERROR*: Konnte %s nicht zu spielbaren Chars hinzufügen.", this.Name);
Display("Bereits drei spielbare Chars vorhanden.");
return false;
}
if ( cc_char[1] == null && cc_char[2] == null )
{
gMainInventory.Width = 125; // Standard 165 mit CharacterChange 125;
}
if ( cc_char[1] == null )
{
cc_char[1] = this;
UpdateButtons(cc1);
}
else
{
cc_char[2] = this;
UpdateButtons(cc2);
}
}
// - neu
// veraltet (obsolete)
function AddChangePlayer(Character *cha)
{
cha.AddChangePlayer();
}
bool SetPlayer(this Character*)
{
//use this instead of SetPlayerCharacter function.
int pc = player.ID;
if ( player.Room == this.Room )
{
// if old and new player character are in the same room then scroll room
int x = GetViewportX();
int tx = this.x - 160;
if (tx < 0)
{
tx = 0;
}
else if ( tx > game.room_width - 320 )
{
tx = game.room_width - 320;
}
SetViewport (x, GetViewportY());
while ( x < tx )
{
x += 5;
if ( x > tx )
{
x = tx;
}
SetViewport (x, GetViewportY());
Wait (1);
}
while (x > tx)
{
x -= 5;
if ( x < tx )
{
x = tx;
}
SetViewport (x, GetViewportY());
Wait (1);
}
}
else
{
// if they are in different rooms
player.StopMoving();
}
player.Clickable = true;
this.Clickable = false;
this.SetAsPlayer();
ReleaseViewport();
return true;
}
// veraltet (obsolete)
bool SetPlayer(int charid)
{
return character[charid].SetAsPlayer();
}
function cc(int cid)
{
Character *swap;
swap = cc_char[cid];
cc_char[cid] = player;
UpdateButtons(null);
swap.SetPlayer();
}
bool SetPlayerCC(this Character*)
{
cc_char[1] = null;
cc_char[2] = null;
UpdateButtons(null);
this.SetPlayer();
}
//veraltet (obsolete)
function SetPlayerCC(Character *cha)
{
cha.SetPlayerCC();
}
int room_entry=0;
function SetPlayers(Character *cha, Character *ch1, Character *ch2)
{
if ( ch1 == null && ch2 != null )
{
ch1 = ch2;
ch2 = null;
}
room_entry = 1;
cc_char[1] = ch1;
cc_char[2] = ch2;
cha.SetPlayer();
}
function repeatedly_execute()
{
if (room_entry)
{
room_entry = 0;
// additional players, but no buttons yet? (SetPlayers)
Character *cha = cc_char[2];
if ( cc_char[1] != null && cc1.Visible == false )
{
cc_char[2] = null;
UpdateButtons(cc1);
}
cc_char[2] = cha;
if ( cc_char[2] != null && cc2.Visible == false )
{
UpdateButtons(cc2);
}
}
}
bool SetChangePlayer(this Character *)
{
if ( this == cc_char[1] )
cc(1);
else if ( this == cc_char[2] )
cc(2);
else if ( this == player)
player.Say("*ERROR*: Hier bin ich doch :)");
else
player.Say("*ERROR*: Ne, %s ist nicht in der Liste!", this.Name);
}
// veraltet (obsolete)
bool SetChangePlayer(Character *cha)
{
return cha.SetChangePlayer();
}
int ListLength()
{
int c = 0;
if ( cc_char[1] != null ) c++;
if ( cc_char[2] != null ) c++;
return c;
}
// + neu
bool RemoveChangePlayer(this Character*)
{
if ( this == player )
{
if ( ListLength() == 0 )
{
Display("*ERROR*: Kann %s jetzt nicht entfernen.", player.Name);
return false;
}
else
SetPlayers(cc_char[1], cc_char[2], null);
return UpdateButtons(null);
}
else if ( this == cc_char[2] )
{
cc_char[2] = null;
if ( cc_char[1] == null )
{
gMainInventory.Width = 165; // Standard 165 mit CharacterChange 125;
}
return UpdateButtons(null);
}
else if ( this == cc_char[1] )
{
cc_char[1] = cc_char[2];
cc_char[2] = null;
if ( cc_char[1] == null )
{
gMainInventory.Width = 165; // Standard 165 mit CharacterChange 125;
}
return UpdateButtons(null);
}
else
{
Display("*ERROR*: Kann %s nicht entfernen, da er nicht hinzugefügt wurde.", this.Name);
return false;
}
}
// - neu
// veraltet (obsolete)
function RemoveChangePlayer(Character *cha)
{
cha.RemoveChangePlayer();
}
bool ChangeableTo(Character *cha)
{
return ( cha == cc_char[1] || cha == cc_char[2] );
}
int UpperButton()
{
if ( cc_char[1] != null )
return cc_char[1].ID;
else
return -1;
}
int LowerButton()
{
if ( cc_char[2] != null )
return cc_char[2].ID;
else
return -1;
}
// neue Funktionen
bool AddPlayerToSwitch(this Character*, int pictureid)
{
cc_busp[this.ID] = pictureid;
}