/* 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 "lead_actor.h" #include #include "engines/pink/objects/walk/walk_mgr.h" #include "engines/pink/cursor_mgr.h" #include "engines/pink/objects/sequences/sequencer.h" #include "engines/pink/archive.h" #include "engines/pink/objects/pages/game_page.h" #include "engines/pink/pink.h" namespace Pink { void LeadActor::deserialize(Archive &archive) { Actor::deserialize(archive); _state = kReady; _cursorMgr = static_cast(archive.readObject()); _walkMgr = static_cast(archive.readObject()); _sequencer = static_cast(archive.readObject()); } void LeadActor::setNextExecutors(Common::String &nextModule, Common::String &nextPage) { if (_state == kReady || _state == kMoving || _state == kInDialog1 || _state == kInventory || _state == kPDA) { _state = kPlayingVideo; _page->getGame()->setNextExecutors(nextModule, nextPage); } } void LeadActor::init(bool unk) { if (_state == kUnk_Loading){ _state = kReady; } _page->getModule()->getInventoryMgr()->setLeadActor(this); _page->getGame()->setLeadActor(this); Actor::init(unk); } void LeadActor::toConsole() { debug("LeadActor: _name = %s", _name.c_str()); for (int i = 0; i < _actions.size(); ++i) { _actions[i]->toConsole(); } } LeadActor::State LeadActor::getState() const { return _state; } void LeadActor::update() { switch (_state) { case kPlayingVideo: _sequencer->update(); if (!_sequencer->_context){ _state = kUnk_Loading; _page->getGame()->changeScene(_page); } default: break; } } void ParlSqPink::toConsole() { debug("ParlSqPink: _name = %s", _name.c_str()); for (int i = 0; i < _actions.size(); ++i) { _actions[i]->toConsole(); } } void PubPink::toConsole() { debug("PubPink: _name = %s", _name.c_str()); for (int i = 0; i < _actions.size(); ++i) { _actions[i]->toConsole(); } } } // End of namespace Pink