mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-12 12:09:15 +00:00
4f08292c8c
Also moved all standard game event methods to CMainGameWindow. This will allow for the Continue Save dialog to be added in and get events instead of the game window
159 lines
4.5 KiB
C++
159 lines
4.5 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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// TODO
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return false;
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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(false), _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->_window->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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