ResurrectionProcess.cpp

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00001 /*
00002 Copyright (C) 2004-2007 The Pentagram team
00003 
00004 This program is free software; you can redistribute it and/or
00005 modify it under the terms of the GNU General Public License
00006 as published by the Free Software Foundation; either version 2
00007 of the License, or (at your option) any later version.
00008 
00009 This program is distributed in the hope that it will be useful,
00010 but WITHOUT ANY WARRANTY; without even the implied warranty of
00011 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00012 GNU General Public License for more details.
00013 
00014 You should have received a copy of the GNU General Public License
00015 along with this program; if not, write to the Free Software
00016 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
00017 */
00018 
00019 #include "pent_include.h"
00020 
00021 #include "ResurrectionProcess.h"
00022 #include "Actor.h"
00023 #include "getObject.h"
00024 
00025 #include "IDataSource.h"
00026 #include "ODataSource.h"
00027 
00028 // p_dynamic_cast stuff
00029 DEFINE_RUNTIME_CLASSTYPE_CODE(ResurrectionProcess,Process);
00030 
00031 ResurrectionProcess::ResurrectionProcess() : Process()
00032 {
00033 
00034 }
00035 
00036 ResurrectionProcess::ResurrectionProcess(Actor* actor_)
00037 {
00038         assert(actor_);
00039         item_num = actor_->getObjId();
00040 
00041         type = 0x229; // CONSTANT !
00042 }
00043 
00044 bool ResurrectionProcess::run(const uint32 /*framenum*/)
00045 {
00046         Actor *a = getActor(item_num);
00047 
00048         if (!a) {
00049                 // actor gone... too late for resurrection now :-)
00050                 terminate();
00051                 return false;
00052         }
00053 
00054         if (!a->isDead()) {
00055                 // not dead?
00056                 terminate();
00057                 return false;
00058         }
00059 
00060         if (a->getFlags() & Item::FLG_GUMP_OPEN) {
00061                 // first close gump in case player is still rummaging through us
00062                 a->closeGump();
00063         }
00064 
00065         a->clearActorFlag(Actor::ACT_WITHSTANDDEATH);
00066         a->clearActorFlag(Actor::ACT_DEAD);
00067 
00068         // reload stats
00069         if (!a->loadMonsterStats()) {
00070                 perr << "ResurrectionProcess::run failed to reset stats for actor ("
00071                          << a->getShape() << ")." << std::endl;
00072         }
00073 
00074         // go into combat mode
00075         a->setInCombat();
00076 
00077         // we should already be killed by going into combat mode.
00078         if (!(flags & PROC_TERMINATED))
00079                 terminate();
00080 
00081         return true;
00082 }
00083 
00084 void ResurrectionProcess::saveData(ODataSource* ods)
00085 {
00086         Process::saveData(ods);
00087 }
00088 
00089 bool ResurrectionProcess::loadData(IDataSource* ids, uint32 version)
00090 {
00091         if (!Process::loadData(ids, version)) return false;
00092 
00093         return true;
00094 }

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