/* 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 "pink/archive.h" #include "pink/cursor_mgr.h" #include "pink/pink.h" #include "pink/director.h" #include "pink/objects/actions/action.h" #include "pink/objects/actors/supporting_actor.h" #include "pink/objects/actors/lead_actor.h" #include "pink/objects/pages/game_page.h" #include "pink/objects/sequences/sequence_context.h" #include "pink/objects/sequences/sequencer.h" namespace Pink { LeadActor::LeadActor() : _state(kReady), _nextState(kUndefined), _stateBeforeInventory(kUndefined), _stateBeforePDA(kUndefined), _isHaveItem(false), _recipient(nullptr), _cursorMgr(nullptr), _walkMgr(nullptr), _sequencer(nullptr), _audioInfoMgr(this) {} void LeadActor::deserialize(Archive &archive) { _state = kReady; Actor::deserialize(archive); _cursorMgr = static_cast(archive.readObject()); _walkMgr = static_cast(archive.readObject()); _sequencer = static_cast(archive.readObject()); } void LeadActor::toConsole() { debugC(6, kPinkDebugLoadingObjects, "LeadActor: _name = %s", _name.c_str()); for (uint i = 0; i < _actions.size(); ++i) { _actions[i]->toConsole(); } } void LeadActor::loadState(Archive &archive) { _state = (State)archive.readByte(); _nextState = (State)archive.readByte(); _stateBeforeInventory = (State)archive.readByte(); _stateBeforePDA = (State)archive.readByte(); _isHaveItem = archive.readByte(); Common::String recepient = archive.readString(); if (!recepient.empty()) _recipient = _page->findActor(recepient); else _recipient = nullptr; _sequencer->loadState(archive); _walkMgr->loadState(archive); _page->getGame()->getPdaMgr().loadState(archive); _audioInfoMgr.loadState(archive); } void LeadActor::saveState(Archive &archive) { archive.writeByte(_state); archive.writeByte(_nextState); archive.writeByte(_stateBeforeInventory); archive.writeByte(_stateBeforePDA); archive.writeByte(_isHaveItem); if (_recipient) archive.writeString(_recipient->getName()); else archive.writeString(Common::String()); _sequencer->saveState(archive); _walkMgr->saveState(archive); _page->getGame()->getPdaMgr().saveState(archive); _audioInfoMgr.saveState(archive); } void LeadActor::init(bool paused) { if (_state == kUndefined) _state = kReady; getInventoryMgr()->setLeadActor(this); _page->getGame()->setLeadActor(this); Actor::init(paused); } void LeadActor::start(bool isHandler) { if (isHandler && _state != kPlayingExitSequence) { _state = kPlayingSequence; _nextState = kReady; } switch (_state) { case kInventory: startInventory(1); break; case kPDA: if (_stateBeforePDA == kInventory) startInventory(1); loadPDA(_page->getGame()->getPdaMgr().getSavedPageName()); break; default: forceUpdateCursor(); break; } } void LeadActor::update() { switch (_state) { case kMoving: _walkMgr->update(); // fall through case kReady: _sequencer->update(); _cursorMgr->update(); break; case kPlayingSequence: _sequencer->update(); if (!_sequencer->isPlaying()) { _state = _nextState; _nextState = kUndefined; forceUpdateCursor(); } break; case kInventory: getInventoryMgr()->update(); break; case kPDA: getPage()->getGame()->getPdaMgr().update(); break; case kPlayingExitSequence: _sequencer->update(); if (!_sequencer->isPlaying()) { _state = kUndefined; _page->getGame()->changeScene(); } break; default: break; } } void LeadActor::loadPDA(const Common::String &pageName) { if (_state != kPDA) { if (_state == kMoving) cancelInteraction(); if (_state != kInventory) _page->pause(true); _stateBeforePDA = _state; _state = kPDA; _page->getGame()->getDirector()->saveStage(); } _page->getGame()->getPdaMgr().setLead(this); _page->getGame()->getPdaMgr().goToPage(pageName); } void LeadActor::onKeyboardButtonClick(Common::KeyCode code) { switch (_state) { case kMoving: switch (code) { case Common::KEYCODE_ESCAPE: cancelInteraction(); // fall through case Common::KEYCODE_SPACE: _walkMgr->skip(); break; default: break; } break; case kPlayingSequence: case kPlayingExitSequence: switch (code) { case Common::KEYCODE_SPACE: case Common::KEYCODE_RIGHT: _sequencer->skipSubSequence(); break; case Common::KEYCODE_ESCAPE: _sequencer->skipSequence(); break; case Common::KEYCODE_LEFT: _sequencer->restartSequence(); break; default: break; } break; default: break; } } void LeadActor::onLeftButtonClick(const Common::Point point) { switch (_state) { case kReady: case kMoving: { Actor *clickedActor = getActorByPoint(point); if (!clickedActor) return; if (this == clickedActor) { _audioInfoMgr.stop(); onLeftClickMessage(); } else if (clickedActor->isSupporting()) { if (isInteractingWith(clickedActor)) { _recipient = clickedActor; _audioInfoMgr.stop(); if (!startWalk()) { if (_isHaveItem) sendUseClickMessage(clickedActor); else sendLeftClickMessage(clickedActor); } } } else clickedActor->onLeftClickMessage(); break; } case kPDA: _page->getGame()->getPdaMgr().onLeftButtonClick(point); break; case kInventory: getInventoryMgr()->onClick(point); break; default: break; } } void LeadActor::onLeftButtonUp() { if (_state == kPDA) _page->getGame()->getPdaMgr().onLeftButtonUp(); } void LeadActor::onRightButtonClick(const Common::Point point) { if (_state == kReady || _state == kMoving) { Actor *clickedActor = getActorByPoint(point); if (clickedActor && isInteractingWith(clickedActor)) { _audioInfoMgr.start(clickedActor); } if (_state == kMoving) cancelInteraction(); } } void LeadActor::onMouseMove(const Common::Point point) { if (_state != kPDA) updateCursor(point); else _page->getGame()->getPdaMgr().onMouseMove(point); } void LeadActor::onMouseOverWithItem(const Common::Point point, const Common::String &itemName, CursorMgr *cursorMgr) { _cursorMgr->setCursor(kHoldingItemCursor, point, itemName + kClickable); } void LeadActor::onMouseOver(const Common::Point point, CursorMgr *mgr) { if (getInventoryMgr()->isPinkOwnsAnyItems()) _cursorMgr->setCursor(kClickableFirstFrameCursor, point, Common::String()); else Actor::onMouseOver(point, mgr); } void LeadActor::onLeftClickMessage() { if (_isHaveItem) { _isHaveItem = false; _nextState = _state != kMoving ? kUndefined : kReady; forceUpdateCursor(); } else { if (_state == kMoving) cancelInteraction(); startInventory(0); } } void LeadActor::onInventoryClosed(bool isItemClicked) { _isHaveItem = isItemClicked; _state = _stateBeforeInventory; _stateBeforeInventory = kUndefined; _page->pause(false); forceUpdateCursor(); } void LeadActor::onWalkEnd(const Common::String &stopName) { State oldNextState = _nextState; _state = kReady; _nextState = kUndefined; if (_recipient && oldNextState == kPlayingSequence) { if (_isHaveItem) sendUseClickMessage(_recipient); else sendLeftClickMessage(_recipient); } else { // on ESC button Action *action = findAction(stopName); assert(action); setAction(action); } } void LeadActor::onPDAClose() { _page->initPalette(); _page->getGame()->getDirector()->loadStage(); _state = _stateBeforePDA; if (_state != kInventory) _page->pause(0); } bool LeadActor::isInteractingWith(Actor *actor) { if (!_isHaveItem) return actor->isLeftClickHandlers(); return actor->isUseClickHandlers(getInventoryMgr()->getCurrentItem()); } void LeadActor::setNextExecutors(const Common::String &nextModule, const Common::String &nextPage) { if (_state == kReady || _state == kMoving || _state == kPlayingSequence || _state == kInventory || _state == kPDA) { _state = kPlayingExitSequence; _page->getGame()->setNextExecutors(nextModule, nextPage); } } void LeadActor::forceUpdateCursor() { PinkEngine *vm =_page->getGame(); vm->getDirector()->update(); // we have actions, that should be drawn to properly update cursor const Common::Point point = vm->getEventManager()->getMousePos(); updateCursor(point); } void LeadActor::updateCursor(const Common::Point point) { switch (_state) { case kReady: case kMoving: { Actor *actor = getActorByPoint(point); InventoryItem *item = getInventoryMgr()->getCurrentItem(); if (_isHaveItem) { if (actor) { actor->onMouseOverWithItem(point, item->getName(), _cursorMgr); } else _cursorMgr->setCursor(kHoldingItemCursor, point, item->getName()); } else if (actor) actor->onMouseOver(point, _cursorMgr); else _cursorMgr->setCursor(kDefaultCursor, point, Common::String()); break; } case kPlayingSequence: case kPlayingExitSequence: _cursorMgr->setCursor(kNotClickableCursor, point, Common::String()); break; case kPDA: case kInventory: _cursorMgr->setCursor(kDefaultCursor, point, Common::String()); break; default: break; } } void LeadActor::sendUseClickMessage(Actor *actor) { InventoryMgr *mgr = getInventoryMgr(); assert(_state != kPlayingExitSequence); _nextState = kReady; _state = kPlayingSequence; InventoryItem *item = mgr->getCurrentItem(); actor->onUseClickMessage(mgr->getCurrentItem(), mgr); if (item->getCurrentOwner() != this->_name) _isHaveItem = false; forceUpdateCursor(); } void LeadActor::sendLeftClickMessage(Actor *actor) { assert(_state != kPlayingExitSequence); _nextState = kReady; _state = kPlayingSequence; actor->onLeftClickMessage(); forceUpdateCursor(); } WalkLocation *LeadActor::getWalkDestination() { return _walkMgr->findLocation(_recipient->getLocation()); } Actor *LeadActor::getActorByPoint(const Common::Point point) { return _page->getGame()->getDirector()->getActorByPoint(point); } void LeadActor::startInventory(bool paused) { if (!getInventoryMgr()->start(paused)) return; if (!paused) { _isHaveItem = false; _stateBeforeInventory = _state; _state = kInventory; forceUpdateCursor(); } _page->pause(true); } bool LeadActor::startWalk() { WalkLocation *location = getWalkDestination(); if (location) { _state = kMoving; _nextState = kPlayingSequence; _walkMgr->start(location); return true; } return false; } void LeadActor::cancelInteraction() { _recipient = nullptr; _nextState = kReady; } Actor *LeadActor::findActor(const Common::String &name) { return _page->findActor(name); } void ParlSqPink::toConsole() { debugC(6, kPinkDebugLoadingObjects, "ParlSqPink: _name = %s", _name.c_str()); for (uint i = 0; i < _actions.size(); ++i) { _actions[i]->toConsole(); } } WalkLocation *ParlSqPink::getWalkDestination() { if (_recipient->getName() == kBoy && _page->checkValueOfVariable(kBoyBlocked, kUndefinedValue)) return _walkMgr->findLocation(kSirBaldley); return LeadActor::getWalkDestination(); } void PubPink::toConsole() { debugC(6, kPinkDebugLoadingObjects, "PubPink: _name = %s", _name.c_str()); for (uint i = 0; i < _actions.size(); ++i) { _actions[i]->toConsole(); } } void PubPink::onLeftClickMessage() { if (!playingMiniGame()) LeadActor::onLeftClickMessage(); } void PubPink::onVariableSet() { if (playingMiniGame()) _isHaveItem = true; } void PubPink::updateCursor(const Common::Point point) { if (playingMiniGame()) { Actor *actor = getActorByPoint(point); assert(actor); if (_state == kReady && actor->isUseClickHandlers(getInventoryMgr()->getCurrentItem())) { _cursorMgr->setCursor(kClickableFirstFrameCursor, point, Common::String()); } else _cursorMgr->setCursor(kDefaultCursor, point, Common::String()); } else { LeadActor::updateCursor(point); } } void PubPink::sendUseClickMessage(Actor *actor) { LeadActor::sendUseClickMessage(actor); if (playingMiniGame()) _isHaveItem = true; } WalkLocation *PubPink::getWalkDestination() { if (playingMiniGame()) return nullptr; if (_recipient->getName() == kJackson && !_page->checkValueOfVariable(kDrunkLocation, kBolted)) return _walkMgr->findLocation(_page->findActor(kDrunk)->getName()); return LeadActor::getWalkDestination(); } bool PubPink::playingMiniGame() { return !(_page->checkValueOfVariable(kFoodPuzzle, kTrueValue) || _page->checkValueOfVariable(kFoodPuzzle, kUndefinedValue)); } } // End of namespace Pink