--[[ Copyright (c) 2009 Peter "Corsix" Cawley Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. --]] local math_floor = math.floor local TH = require "TH" dofile "entities/staff" --! Invisible window which handles placing a `Staff` member in the world. class "UIPlaceStaff" (Window) function UIPlaceStaff:UIPlaceStaff(ui, profile, x, y) self.ui = ui self.world = ui.app.world self.modal_class = "main" self.esc_closes = true if class.is(profile, Staff) then self.staff = profile profile = profile.profile end self.profile = profile -- The receptionist has no door animations, and hence would not -- be able to leave a room if placed in one. self.allow_in_rooms = profile.humanoid_class ~= "Receptionist" self.anim = TH.animation() self.anim:setLayer(5, profile.layer5) local idle_anim = Humanoid.getIdleAnimation(profile.humanoid_class) self.anim:setAnimation(self.world.anims, idle_anim) local _, ghost = ui.app.gfx:loadPalette() self.world.anims:setAnimationGhostPalette(idle_anim, ghost) self:onMouseMove(x, y) self:Window() end function UIPlaceStaff:close() if self.staff then self.staff.action_queue[1].window = nil self.staff:setNextAction{name = "meander"} elseif self.profile then self.ui:tutorialStep(2, {6, 7}, 1) self.ui:tutorialStep(4, {4, 5}, 1) -- Return the profile to the available staff list local staff_pool = self.world.available_staff[self.profile.humanoid_class] staff_pool[#staff_pool + 1] = self.profile end self.ui:playSound "plac_st2.wav" Window.close(self) end function UIPlaceStaff:onMouseMove(x, y) x, y = self.ui:ScreenToWorld(x, y + 14) self.tile_x = math_floor(x) self.tile_y = math_floor(y) end local flag_cache = {} local flag_altpal = 16 function UIPlaceStaff:draw(canvas) self.world.map.th:getCellFlags(self.tile_x, self.tile_y, flag_cache) local room = self.world:getRoom(self.tile_x, self.tile_y) local valid = flag_cache.hospital and flag_cache.passable and (self.allow_in_rooms or flag_cache.roomId == 0) and (not room and true or not room.crashed) self.anim:setFlag(valid and 0 or flag_altpal) local zoom = self.ui.zoom_factor if canvas:scale(zoom) then local x, y = self.ui:WorldToScreen(self.tile_x, self.tile_y) self.anim:draw(canvas, x / zoom, y / zoom) canvas:scale(1) else self.anim:draw(canvas, self.ui:WorldToScreen(self.tile_x, self.tile_y)) end self.ui:tutorialStep(2, valid and 7 or 6, valid and 6 or 7) self.ui:tutorialStep(4, valid and 5 or 4, valid and 4 or 5) end function UIPlaceStaff:onMouseUp(button, x, y) if button == "right" then self:close() return true elseif button == "left" then self:onMouseMove(x, y) self.world.map.th:getCellFlags(self.tile_x, self.tile_y, flag_cache) local room = self.world:getRoom(self.tile_x, self.tile_y) if flag_cache.hospital and flag_cache.passable and (self.allow_in_rooms or flag_cache.roomId == 0) and (not room and true or not room.crashed) then if self.staff then self.staff:setTile(self.tile_x, self.tile_y) else local entity = self.world:newEntity("Staff", 2) entity:setProfile(self.profile) self.profile = nil entity:setTile(self.tile_x, self.tile_y) local room = entity:getRoom() if room then room:onHumanoidEnter(entity) else entity:onPlaceInCorridor() end self.ui.hospital:addStaff(entity) entity:setHospital(self.ui.hospital) self.ui:tutorialStep(2, 6, "next") self.ui:tutorialStep(4, 4, "next") end self:close() return true else self.ui.adviser:say(_S.adviser.placement_info.staff_cannot_place) end end end