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Singles (French)
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Singles-FrenchVersion-Win95.iso
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data1.cab
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Statemachine
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bookshelf.lua
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2004-03-05
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118 lines
-- bookshelf state machine
beginStateMachine()
onMsg("buildMenu", function(msg)
if (repairMenu()) then return end
-- build the pie menu
clearPieMenu();
local button;
button = addPieMenuButton("pm_takeBoardgame", "takeBoardgame");
button.addDescription(ACTIVITY, "playBoardgame");
button = addPieMenuButton("pm_takeNovel", "takeBook", "Novel");
button.addDescription(ACTIVITY, "readNovel");
button = addPieMenuButton("pm_takeSpecBook", "takeBook", "SpecBook");
button.addDescription(ACTIVITY, "readSpecBook");
end )
onMsg("takeBoardgame", function(msg)
-- get the game object server
local gameObjectServer = getGameObjectServer();
-- get character who initiated this action
local character = getStateObjectFromID(msg.sender);
-- check if activity if possible
local possible, result, activity = activityPossible(character, msg.name, this);
-- don't care if timeslot is not fulfilled
if (possible or enumCompare(result, TIMESLOT)) then
-- walk to the closest action point
local actionPoint = character.getFreeActionPoint(this, "take1");
-- get the walk state object
local wso = character.walkSO;
if (actionPoint) then
-- create state machine contexts
local wsoContext = StateMachineContext();
-- store the action point
wsoContext.storeData("actionPointName", actionPoint.getName());
wsoContext.storeStateObject("bookshelf", this);
if (wso.walkToActionPoint(actionPoint)) then
wso.queueStateMachine("bookshelfChar.takeBoardgame", this, wsoContext);
else
print("no path found");
instantAbort(character, EMOTICON_NOPATH, "emoThink")
end
else
print("no action point found");
instantAbort(character, EMOTICON_CANNOT, "emoThink")
end
else
-- activity not possible
print(msg.name .. " not possible");
local emoticon;
if (enumCompare(result, NO_CONDITION)) then
emoticon = conditionToEmoticon(activity.getUnfulfilledCondition());
else
emoticon = EMOTICON_CANNOT;
end
instantAbort(character, emoticon, "emoThink");
end
end )
onMsg("takeBook", function(msg)
-- get the game object server
local gameObjectServer = getGameObjectServer();
-- get character who initiated this action
local character = getStateObjectFromID(msg.sender);
-- walk to the closest action point
local actionPoint = character.getFreeActionPoint(this, "take1");
-- check if activity if possible
local possible, result, activity = activityPossible(character, msg.name, this);
-- don't care if timeslot is not fulfilled
if (possible or enumCompare(result, TIMESLOT)) then
-- get the walk state object
local wso = character.walkSO;
if (actionPoint) then
-- create state machine contexts
local wsoContext = StateMachineContext();
-- store the action point
wsoContext.storeData("actionPointName", actionPoint.getName());
wsoContext.storeData("bookType", msg.data);
wsoContext.storeStateObject("bookshelf", this);
if (wso.walkToActionPoint(actionPoint)) then
wso.queueStateMachine("bookshelfChar.takeBook", this, wsoContext);
else
print("no path found");
instantAbort(character, EMOTICON_NOPATH, "emoThink")
end
else
print("no action point found");
instantAbort(character, EMOTICON_CANNOT, "emoThink")
end
else
-- activity not possible
print(msg.name .. " not possible");
local emoticon;
if (enumCompare(result, NO_CONDITION)) then
emoticon = conditionToEmoticon(activity.getUnfulfilledCondition());
else
emoticon = EMOTICON_CANNOT;
end
instantAbort(character, emoticon, "emoThink");
end
end )
endStateMachine()