mirror of
https://github.com/libretro/scummvm.git
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168 lines
4.7 KiB
C++
168 lines
4.7 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "titanic/game_state.h"
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#include "titanic/titanic.h"
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#include "titanic/game_manager.h"
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#include "titanic/support/screen_manager.h"
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namespace Titanic {
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bool CGameStateMovieList::clear() {
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for (iterator i = begin(); i != end(); ) {
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CMovieListItem *listItem = *i;
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++i;
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if (!g_vm->_activeMovies.contains(listItem->_item)) {
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remove(listItem);
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delete listItem;
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}
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}
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return size() > 0;
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}
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/*------------------------------------------------------------------------*/
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CGameState::CGameState(CGameManager *gameManager) :
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_gameManager(gameManager), _gameLocation(this),
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_passengerClass(0), _priorClass(0), _mode(GSMODE_UNSELECTED),
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_field14(0), _petActive(false), _field1C(0), _quitGame(false),
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_field24(0), _nodeChangeCtr(0), _nodeEnterTicks(0), _field38(0) {
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}
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void CGameState::save(SimpleFile *file) const {
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file->writeNumber(_petActive);
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file->writeNumber(_passengerClass);
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file->writeNumber(_priorClass);
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file->writeNumber(_field14);
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file->writeNumber(_field24);
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file->writeNumber(_field38);
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_gameLocation.save(file);
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file->writeNumber(_field1C);
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}
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void CGameState::load(SimpleFile *file) {
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_petActive = file->readNumber() != 0;
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_passengerClass = file->readNumber();
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_priorClass = file->readNumber();
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_field14 = file->readNumber();
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_field24 = file->readNumber();
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_field38 = file->readNumber();
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_gameLocation.load(file);
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_field1C = file->readNumber();
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_nodeChangeCtr = 0;
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_nodeEnterTicks = 0;
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}
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void CGameState::setMode(GameStateMode newMode) {
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CScreenManager *sm = CScreenManager::_screenManagerPtr;
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if (newMode == GSMODE_2 && newMode != _mode) {
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if (_gameManager)
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_gameManager->lockInputHandler();
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if (sm && sm->_mouseCursor)
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sm->_mouseCursor->hide();
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} else if (newMode != GSMODE_2 && newMode != _mode) {
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if (sm && sm->_mouseCursor)
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sm->_mouseCursor->show();
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if (_gameManager)
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_gameManager->unlockInputHandler();
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}
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_mode = newMode;
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}
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void CGameState::enterNode() {
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++_nodeChangeCtr;
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_nodeEnterTicks = g_vm->_events->getTicksCount();
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}
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void CGameState::enterView() {
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CViewItem *oldView = _gameLocation.getView();
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CViewItem *newView = _movieList._view;
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oldView->preEnterView(newView);
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_gameManager->_gameView->setView(newView);
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CRoomItem *oldRoom = oldView->findNode()->findRoom();
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CRoomItem *newRoom = newView->findNode()->findRoom();
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_gameManager->playClip(_movieList._movieClip, oldRoom, newRoom);
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_gameManager->_sound.preEnterView(newView, newRoom != oldRoom);
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_gameManager->dec54();
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oldView->enterView(newView);
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_movieList._view = nullptr;
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_movieList._movieClip = nullptr;
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}
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void CGameState::triggerLink(CLinkItem *link) {
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changeView(link->getDestView(), link->getClip());
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}
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void CGameState::changeView(CViewItem *newView, CMovieClip *clip) {
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// Signal the old view that it's being left
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CViewItem *oldView = _gameLocation.getView();
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oldView->leaveView(newView);
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// If Shift key is pressed, skip showing the transition clip
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if (g_vm->_events->isSpecialPressed(MK_SHIFT))
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clip = nullptr;
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if (_mode == GSMODE_2) {
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_movieList._view = newView;
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_movieList._movieClip = clip;
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} else {
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oldView->preEnterView(newView);
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_gameManager->_gameView->setView(newView);
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CRoomItem *oldRoom = newView->findNode()->findRoom();
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CRoomItem *newRoom = newView->findNode()->findRoom();
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// If a transition clip is defined, play it
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if (clip)
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_gameManager->playClip(clip, oldRoom, newRoom);
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// Final view change handling
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_gameManager->_sound.preEnterView(newView, newRoom != oldRoom);
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oldView->enterView(newView);
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}
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}
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void CGameState::checkForViewChange() {
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if (_mode == GSMODE_2 && _movieList.clear()) {
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setMode(GSMODE_SELECTED);
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if (_movieList._view)
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enterView();
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}
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}
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void CGameState::addMovie(CMovie *movie) {
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_movieList.push_back(new CMovieListItem(movie));
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setMode(GSMODE_2);
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}
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} // End of namespace Titanic
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