scummvm/engines/titanic/game_manager.cpp
2017-09-24 12:15:58 -04:00

329 lines
8.7 KiB
C++

/* 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/game_manager.h"
#include "titanic/core/project_item.h"
#include "titanic/events.h"
#include "titanic/game_view.h"
#include "titanic/messages/messages.h"
#include "titanic/pet_control/pet_control.h"
#include "titanic/sound/background_sound_maker.h"
#include "titanic/support/files_manager.h"
#include "titanic/support/screen_manager.h"
#include "titanic/titanic.h"
namespace Titanic {
CGameManager::CGameManager(CProjectItem *project, CGameView *gameView, Audio::Mixer *mixer):
_project(project), _gameView(gameView), _trueTalkManager(this),
_inputHandler(this), _inputTranslator(&_inputHandler),
_gameState(this), _sound(this, mixer), _musicRoom(this),
_treeItem(nullptr), _soundMaker(nullptr), _movieRoom(nullptr),
_dragItem(nullptr), _transitionCtr(0), _lastDiskTicksCount(0), _tickCount2(0) {
CTimeEventInfo::_nextId = 0;
_movie = nullptr;
_movieSurface = CScreenManager::_screenManagerPtr->createSurface(600, 340);
_project->setGameManager(this);
g_vm->_filesManager->setGameManager(this);
}
CGameManager::~CGameManager() {
delete _movie;
delete _movieSurface;
destroyTreeItem();
_project->resetGameManager();
}
void CGameManager::destroyTreeItem() {
if (_treeItem) {
_treeItem->destroyAll();
_treeItem = nullptr;
}
}
void CGameManager::save(SimpleFile *file) {
file->writeNumber(_lastDiskTicksCount);
_gameState.save(file);
_timers.save(file, 0);
_trueTalkManager.save(file);
_sound.save(file);
}
void CGameManager::load(SimpleFile *file) {
file->readNumber();
_gameState.load(file);
_timers.load(file);
_trueTalkManager.load(file);
_sound.load(file);
}
void CGameManager::preLoad() {
updateDiskTicksCount();
_timers.destroyContents();
_soundMaker = nullptr;
_sound.preLoad();
_trueTalkManager.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
CLoadSuccessMsg msg(_lastDiskTicksCount - _tickCount2);
msg.execute(project, nullptr, MSGFLAG_SCAN);
// Signal to any registered timers
_timers.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
_timers.preSave(_lastDiskTicksCount);
_trueTalkManager.preSave();
_sound.preSave();
}
void CGameManager::postSave() {
_timers.postSave();
_trueTalkManager.postSave();
_sound.postSave();
}
void CGameManager::roomTransition(CRoomItem *oldRoom, CRoomItem *newRoom) {
delete _movie;
_movie = nullptr;
CResourceKey movieKey;
if (newRoom == oldRoom) {
movieKey = oldRoom->getTransitionMovieKey();
_movieRoom = oldRoom;
} else {
movieKey = oldRoom->getExitMovieKey();
_movieRoom = nullptr;
}
CString filename = movieKey.getFilename();
if (g_vm->_filesManager->fileExists(filename)) {
_movieSurface->freeSurface();
_movie = g_vm->_movieManager.createMovie(filename, _movieSurface);
}
}
void CGameManager::playClip(CMovieClip *clip, CRoomItem *oldRoom, CRoomItem *newRoom) {
if (oldRoom != newRoom || newRoom != _movieRoom || !_movie)
roomTransition(oldRoom, newRoom);
if (clip && clip->_startFrame != clip->_endFrame && _movie) {
// Clip details specifying a sub-section of movie to play
Rect tempRect(20, 10, SCREEN_WIDTH - 20, 350);
CMouseCursor &mouseCursor = *CScreenManager::_screenManagerPtr->_mouseCursor;
lockInputHandler();
mouseCursor.incHideCounter();
_movie->playCutscene(tempRect, clip->_startFrame, clip->_endFrame);
mouseCursor.decHideCounter();
unlockInputHandler();
}
}
void CGameManager::update() {
updateMovies();
frameMessage(getRoom());
_timers.update(g_vm->_events->getTicksCount());
_trueTalkManager.removeCompleted();
CScreenManager::_screenManagerPtr->_mouseCursor->update();
CViewItem *view = getView();
if (view) {
// Expand the game manager's bounds to encompass any modified
// areas of any of the view's items
for (CTreeItem *item = view; item; item = item->scan(view)) {
Rect r = item->getBounds();
if (!r.isEmpty())
_bounds.combine(r);
}
// Also include any modified area of the PET control
if (_project) {
CPetControl *pet = _project->getPetControl();
if (pet)
_bounds.combine(pet->getBounds());
}
// And the text cursor
CScreenManager *screenManager = CScreenManager::_screenManagerPtr;
CTextCursor *textCursor = screenManager->_textCursor;
if (textCursor && textCursor->_active)
_bounds.combine(textCursor->getCursorBounds());
// Set the screen's modified area bounds
screenManager->setSurfaceBounds(SURFACE_PRIMARY, _bounds);
// Handle redrawing the view if there is any changed area
if (!_bounds.isEmpty()) {
_gameView->draw(_bounds);
_bounds = Rect();
}
_gameState.checkForViewChange();
}
}
void CGameManager::updateMovies() {
// Initial iteration to mark all the movies as not yet handled
for (CMovieList::iterator i = CMovie::_playingMovies->begin();
i != CMovie::_playingMovies->end(); ++i)
(*i)->_handled = false;
bool repeatFlag;
do {
repeatFlag = false;
// Scan for a movie to process
for (CMovieList::iterator i = CMovie::_playingMovies->begin();
i != CMovie::_playingMovies->end(); ++i) {
CMovie *movie = *i;
if (movie->_handled)
continue;
// Flag the movie to have been handled
movie->_handled = true;
CMovieEventList eventsList;
if (!movie->handleEvents(eventsList))
movie->removeFromPlayingMovies();
while (!eventsList.empty()) {
CMovieEvent *movieEvent = eventsList.front();
switch (movieEvent->_type) {
case MET_MOVIE_END: {
CMovieEndMsg endMsg(movieEvent->_startFrame, movieEvent->_endFrame);
endMsg.execute(movieEvent->_gameObject);
break;
}
case MET_FRAME: {
CMovieFrameMsg frameMsg(movieEvent->_initialFrame, 0);
frameMsg.execute(movieEvent->_gameObject);
break;
}
default:
break;
}
eventsList.remove(movieEvent);
delete movieEvent;
}
repeatFlag = true;
break;
}
} while (repeatFlag);
}
void CGameManager::updateDiskTicksCount() {
_lastDiskTicksCount = g_vm->_events->getTicksCount();
}
void CGameManager::roomChange() {
delete _movie;
delete _movieSurface;
_movie = nullptr;
_movieSurface = CScreenManager::_screenManagerPtr->createSurface(600, 340);
_trueTalkManager.clear();
for (CTreeItem *treeItem = _project; treeItem; treeItem = treeItem->scan(_project))
treeItem->freeSurface();
markAllDirty();
}
void CGameManager::frameMessage(CRoomItem *room) {
if (room) {
// Signal the next frame
CFrameMsg frameMsg(g_vm->_events->getTicksCount());
frameMsg.execute(room, nullptr, MSGFLAG_SCAN);
if (_gameState._soundMakerAllowed && !_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);
}
}
void CGameManager::addDirtyRect(const Rect &r) {
if (_bounds.isEmpty())
_bounds = r;
else
_bounds.combine(r);
}
void CGameManager::markAllDirty() {
_bounds = Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
}
CScreenManager *CGameManager::setScreenManager() const {
return CScreenManager::setCurrent();
}
CString CGameManager::getFullViewName() {
CViewItem *view = getView();
CNodeItem *node = view->findNode();
CRoomItem *room = node->findRoom();
return CString::format("%s.%s.%s", room->getName().c_str(),
node->getName().c_str(), view->getName().c_str());
}
} // End of namespace Titanic