scummvm/engines/titanic/game_state.cpp
2016-11-12 20:29:36 -05:00

169 lines
4.9 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_state.h"
#include "titanic/titanic.h"
#include "titanic/game_manager.h"
#include "titanic/support/screen_manager.h"
namespace Titanic {
bool CGameStateMovieList::empty() {
for (CGameStateMovieList::iterator i = begin(); i != end(); ) {
CMovieListItem *movieItem = *i;
if (movieItem->_item->isActive()) {
++i;
} else {
i = erase(i);
}
}
return List<CMovieListItem>::empty();
}
/*------------------------------------------------------------------------*/
CGameState::CGameState(CGameManager *gameManager) :
_gameManager(gameManager), _gameLocation(this), _passengerClass(NO_CLASS),
_priorClass(NO_CLASS), _mode(GSMODE_NONE), _seasonNum(SEASON_SUMMER),
_petActive(false), _field1C(false), _quitGame(false), _field24(0),
_nodeChangeCtr(0), _nodeEnterTicks(0), _field38(0) {
}
void CGameState::save(SimpleFile *file) const {
file->writeNumber(_petActive);
file->writeNumber(_passengerClass);
file->writeNumber(_priorClass);
file->writeNumber(_seasonNum);
file->writeNumber(_field24);
file->writeNumber(_field38);
_gameLocation.save(file);
file->writeNumber(_field1C);
}
void CGameState::load(SimpleFile *file) {
_petActive = file->readNumber() != 0;
_passengerClass = (PassengerClass)file->readNumber();
_priorClass = (PassengerClass)file->readNumber();
_seasonNum = (Season)file->readNumber();
_field24 = file->readNumber();
_field38 = file->readNumber();
_gameLocation.load(file);
_field1C = file->readNumber();
_nodeChangeCtr = 0;
_nodeEnterTicks = 0;
}
void CGameState::setMode(GameStateMode newMode) {
CScreenManager *sm = CScreenManager::_screenManagerPtr;
if (newMode == GSMODE_CUTSCENE && _mode != GSMODE_CUTSCENE) {
if (_gameManager)
_gameManager->lockInputHandler();
if (sm && sm->_mouseCursor)
sm->_mouseCursor->hide();
} else if (newMode != GSMODE_CUTSCENE && _mode == GSMODE_CUTSCENE) {
if (sm && sm->_mouseCursor)
sm->_mouseCursor->show();
if (_gameManager)
_gameManager->unlockInputHandler();
}
_mode = newMode;
}
void CGameState::enterNode() {
++_nodeChangeCtr;
_nodeEnterTicks = g_vm->_events->getTicksCount();
}
void CGameState::enterView() {
CViewItem *oldView = _gameLocation.getView();
CViewItem *newView = _movieList._destView;
oldView->preEnterView(newView);
_gameManager->_gameView->setView(newView);
CRoomItem *oldRoom = oldView->findNode()->findRoom();
CRoomItem *newRoom = newView->findNode()->findRoom();
_gameManager->playClip(_movieList._movieClip, oldRoom, newRoom);
_gameManager->_sound.preEnterView(newView, newRoom != oldRoom);
_gameManager->decTransitions();
oldView->enterView(newView);
_movieList._destView = nullptr;
_movieList._movieClip = nullptr;
}
void CGameState::triggerLink(CLinkItem *link) {
changeView(link->getDestView(), link->getClip());
}
void CGameState::changeView(CViewItem *newView, CMovieClip *clip) {
// Signal the old view that it's being left
CViewItem *oldView = _gameLocation.getView();
oldView->leaveView(newView);
// If Shift key is pressed, skip showing the transition clip
if (g_vm->_events->isSpecialPressed(MK_SHIFT))
clip = nullptr;
if (_mode == GSMODE_CUTSCENE) {
_movieList._destView = newView;
_movieList._movieClip = clip;
_gameManager->incTransitions();
} else {
oldView->preEnterView(newView);
_gameManager->_gameView->setView(newView);
CRoomItem *oldRoom = oldView->findNode()->findRoom();
CRoomItem *newRoom = newView->findNode()->findRoom();
// If a transition clip is defined, play it
if (clip)
_gameManager->playClip(clip, oldRoom, newRoom);
// Final view change handling
_gameManager->_sound.preEnterView(newView, newRoom != oldRoom);
oldView->enterView(newView);
}
}
void CGameState::checkForViewChange() {
if (_mode == GSMODE_CUTSCENE && _movieList.empty()) {
setMode(GSMODE_INTERACTIVE);
if (_movieList._destView)
enterView();
}
}
void CGameState::addMovie(CMovie *movie) {
_movieList.push_back(new CMovieListItem(movie));
setMode(GSMODE_CUTSCENE);
}
} // End of namespace Titanic