scummvm/engines/titanic/game_manager.cpp

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/* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "titanic/titanic.h"
#include "titanic/game_manager.h"
#include "titanic/game_view.h"
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#include "titanic/screen_manager.h"
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#include "titanic/core/project_item.h"
#include "titanic/messages/messages.h"
#include "titanic/pet_control/pet_control.h"
namespace Titanic {
void CGameManagerList::postLoad(uint ticks, CProjectItem *project) {
for (iterator i = begin(); i != end(); ++i)
(*i)->postLoad(ticks, project);
}
void CGameManagerList::preSave() {
for (iterator i = begin(); i != end(); ++i)
(*i)->preSave();
}
void CGameManagerList::postSave() {
for (iterator i = begin(); i != end(); ++i)
(*i)->postSave();
}
void CGameManagerList::update(uint ticks) {
warning("TODO: CGameManagerList::update");
}
/*------------------------------------------------------------------------*/
void CGameManagerListItem::postLoad(uint ticks, CProjectItem *project) {
warning("TODO");
}
void CGameManagerListItem::preSave() {
warning("TODO: CGameManagerListItem::preSave");
}
void CGameManagerListItem::postSave() {
warning("TODO: CGameManagerListItem::postSave");
}
/*------------------------------------------------------------------------*/
CGameManager::CGameManager(CProjectItem *project, CGameView *gameView):
_project(project), _gameView(gameView), _trueTalkManager(this),
_inputHandler(this), _inputTranslator(&_inputHandler),
_gameState(this), _sound(this), _musicRoom(this),
_field30(0), _soundMaker(nullptr), _field4C(0),
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_dragItem(nullptr), _field54(0), _lastDiskTicksCount(0), _tickCount2(0) {
_videoSurface1 = nullptr;
_videoSurface2 = CScreenManager::_screenManagerPtr->createSurface(600, 340);
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_project->setGameManager(this);
g_vm->_filesManager.setGameManager(this);
}
void CGameManager::load(SimpleFile *file) {
file->readNumber();
_gameState.load(file);
_list.load(file);
_trueTalkManager.load(file);
_sound.load(file);
}
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void CGameManager::preLoad() {
updateDiskTicksCount();
_list.destroyContents();
_soundMaker = nullptr;
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_trueTalkManager.preLoad();
_sound.preLoad();
}
void CGameManager::postLoad(CProjectItem *project) {
if (_gameView) {
_gameView->postLoad();
if (!_gameView->_surface) {
CViewItem *view = getView();
if (view)
_gameView->setView(view);
}
}
// Signal to anything interested that the game has been loaded
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CLoadSuccessMsg msg(_lastDiskTicksCount - _tickCount2);
msg.execute(project, nullptr, MSGFLAG_SCAN);
// Signal to any registered list items
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_list.postLoad(_lastDiskTicksCount, _project);
// Signal the true talk manager and sound
_trueTalkManager.postLoad();
_sound.postLoad();
}
void CGameManager::preSave(CProjectItem *project) {
// Generate a message that a save is being done
updateDiskTicksCount();
CPreSaveMsg msg(_lastDiskTicksCount);
msg.execute(project, nullptr, MSGFLAG_SCAN);
// Notify sub-objects of the save
_list.preSave();
_trueTalkManager.preSave();
_sound.preSave();
}
void CGameManager::postSave() {
_list.postSave();
_trueTalkManager.postSave();
}
void CGameManager::initBounds() {
_bounds = Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
}
void CGameManager::fn2() {
warning("TODO");
}
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void CGameManager::playClip(CMovieClip *clip, CRoomItem *oldRoom, CRoomItem *newRoom) {
warning("TODO: CGameManager::playClip");
}
void CGameManager::update() {
handleMovies();
frameMessage(getRoom());
_list.update(g_vm->_events->getTicksCount());
_trueTalkManager.update1();
_trueTalkManager.update2();
CScreenManager::_screenManagerPtr->_mouseCursor->update();
CViewItem *view = getView();
if (view) {
// Expand the game manager's bounds to encompass all the view's items
for (CTreeItem *item = view; item; item = item->scan(view)) {
Rect r = item->getBounds();
if (!r.isEmpty())
_bounds.extend(r);
}
// Also include the PET control in the bounds
if (_project) {
CPetControl *pet = _project->getPetControl();
if (pet)
_bounds.extend(pet->getBounds());
}
// And the text cursor
CScreenManager *screenManager = CScreenManager::_screenManagerPtr;
CTextCursor *textCursor = screenManager->_textCursor;
if (textCursor && textCursor->_active)
_bounds.extend(textCursor->getBounds());
// Set the surface bounds
screenManager->setSurfaceBounds(0, _bounds);
// Handle redrawing the view
if (!_bounds.isEmpty()) {
_gameView->draw(_bounds);
_bounds = Rect();
}
_gameState.checkForViewChange();
}
}
void CGameManager::handleMovies() {
warning("TODO: CGameManager::handleMovies");
}
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void CGameManager::updateDiskTicksCount() {
_lastDiskTicksCount = g_vm->_events->getTicksCount();
}
void CGameManager::viewChange() {
delete _videoSurface1;
delete _videoSurface2;
_videoSurface1 = nullptr;
_videoSurface2 = CScreenManager::_screenManagerPtr->createSurface(600, 340);
_trueTalkManager.viewChange();
for (CTreeItem *treeItem = _project; treeItem; treeItem = treeItem->scan(_project))
treeItem->viewChange();
initBounds();
}
CRoomItem *CGameManager::getRoom() {
return _gameState._gameLocation.getRoom();
}
void CGameManager::frameMessage(CRoomItem *room) {
if (room) {
// Signal the next frame
CFrameMsg frameMsg(g_vm->_events->getTicksCount());
frameMsg.execute(room, nullptr, MSGFLAG_SCAN);
if (!_soundMaker) {
// Check for a sound maker in the room
_soundMaker = dynamic_cast<CBackgroundSoundMaker *>(
_project->findByName("zBackgroundSoundMaker"));
}
// If there's a sound maker, dispatch the event to it as well
if (_soundMaker)
frameMsg.execute(_soundMaker);
}
}
} // End of namespace Titanic