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