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-rw-r--r--engines/titanic/game_manager.cpp313
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diff --git a/engines/titanic/game_manager.cpp b/engines/titanic/game_manager.cpp
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+/* 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/titanic.h"
+#include "titanic/game_manager.h"
+#include "titanic/game_view.h"
+#include "titanic/support/screen_manager.h"
+#include "titanic/core/project_item.h"
+#include "titanic/messages/messages.h"
+#include "titanic/pet_control/pet_control.h"
+
+namespace Titanic {
+
+CGameManager::CGameManager(CProjectItem *project, CGameView *gameView):
+ _project(project), _gameView(gameView), _trueTalkManager(this),
+ _inputHandler(this), _inputTranslator(&_inputHandler),
+ _gameState(this), _sound(this), _musicRoom(this),
+ _treeItem(nullptr), _soundMaker(nullptr), _movieRoom(nullptr),
+ _dragItem(nullptr), _field54(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;
+
+ _trueTalkManager.preLoad();
+ _sound.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::initBounds() {
+ _bounds = Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
+}
+
+void CGameManager::roomTransition(CRoomItem *oldRoom, CRoomItem *newRoom) {
+ delete _movie;
+ _movie = nullptr;
+
+ CResourceKey movieKey = (oldRoom == newRoom) ? oldRoom->getTransitionMovieKey() :
+ oldRoom->getExitMovieKey();
+ CString filename = movieKey.exists();
+ 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);
+
+ lockInputHandler();
+ CScreenManager::_screenManagerPtr->_mouseCursor->hide();
+ _movie->playClip(tempRect, clip->_startFrame, clip->_endFrame);
+ CScreenManager::_screenManagerPtr->_mouseCursor->show();
+ unlockInputHandler();
+ }
+}
+
+void CGameManager::update() {
+ updateMovies();
+ frameMessage(getRoom());
+ _timers.update(g_vm->_events->getTicksCount());
+ _trueTalkManager.removeCompleted();
+ _trueTalkManager.update2();
+ CScreenManager::_screenManagerPtr->_mouseCursor->update();
+
+ CViewItem *view = getView();
+ if (view) {
+ // Expand the game manager's bounds to encompass all the view's items
+ for (CTreeItem *item = view; item; item = item->scan(view)) {
+ Rect r = item->getBounds();
+ if (!r.isEmpty())
+ _bounds.extend(r);
+ }
+
+ // Also include the PET control in the bounds
+ if (_project) {
+ CPetControl *pet = _project->getPetControl();
+ if (pet)
+ _bounds.extend(pet->getBounds());
+ }
+
+ // And the text cursor
+ CScreenManager *screenManager = CScreenManager::_screenManagerPtr;
+ CTextCursor *textCursor = screenManager->_textCursor;
+ if (textCursor && textCursor->_active)
+ _bounds.extend(textCursor->getCursorBounds());
+
+ // Set the surface bounds
+ screenManager->setSurfaceBounds(SURFACE_BACKBUFFER, _bounds);
+
+ // Handle redrawing the view
+ 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;
+
+ 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);
+ }
+
+ // Flag the movie as having been handled
+ movie->_handled = true;
+ repeatFlag = true;
+ break;
+ }
+ } while (repeatFlag);
+}
+
+void CGameManager::updateDiskTicksCount() {
+ _lastDiskTicksCount = g_vm->_events->getTicksCount();
+}
+
+void CGameManager::viewChange() {
+ delete _movie;
+ delete _movieSurface;
+
+ _movie = nullptr;
+ _movieSurface = CScreenManager::_screenManagerPtr->createSurface(600, 340);
+ _trueTalkManager.clear();
+
+ for (CTreeItem *treeItem = _project; treeItem; treeItem = treeItem->scan(_project))
+ treeItem->viewChange();
+
+ initBounds();
+}
+
+void CGameManager::frameMessage(CRoomItem *room) {
+ if (room) {
+ // Signal the next frame
+ CFrameMsg frameMsg(g_vm->_events->getTicksCount());
+ frameMsg.execute(room, nullptr, MSGFLAG_SCAN);
+
+ if (!_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::extendBounds(const Rect &r) {
+ if (_bounds.isEmpty())
+ _bounds = r;
+ else
+ _bounds.combine(r);
+}
+
+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