/* 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 "common/debug.h" #include "pink/archive.h" #include "pink/objects/actions/action.h" #include "pink/objects/actors/actor.h" #include "pink/objects/pages/game_page.h" #include "pink/objects/sequences/sequence_item.h" #include "pink/objects/sequences/sequence.h" #include "pink/objects/sequences/sequencer.h" #include "pink/objects/sequences/sequence_context.h" namespace Pink { void SequenceItem::deserialize(Archive &archive) { _actor = archive.readString(); _action = archive.readString(); } void SequenceItem::toConsole() { debug("\t\t\t\tSequenceItem: _actor=%s, _action=%s", _actor.c_str(), _action.c_str()); } const Common::String &SequenceItem::getActor() const { return _actor; } const Common::String &SequenceItem::getAction() const { return _action; } bool SequenceItem::execute(int index, Sequence *sequence, bool unk2) { Actor *actor; Action *action; if (!(actor = sequence->_sequencer->_page->findActor(_actor)) || !(action = actor->findAction(_action))) { return false; } actor->setAction(action, unk2); SequenceActorState *state = sequence->_sequencer->findSequenceActorState(_actor); state->_index = index; sequence->_context->_actor = isLeader() ? actor : sequence->_context->_actor; return true; } bool SequenceItem::isLeader() { return false; } bool SequenceItemLeader::isLeader() { return true; } void SequenceItemLeader::toConsole() { debug("\t\t\t\tSequenceItemLeader: _actor=%s, _action=%s", _actor.c_str(), _action.c_str()); } void SequenceItemLeaderAudio::deserialize(Archive &archive) { SequenceItem::deserialize(archive); _sample = archive.readDWORD(); } void SequenceItemLeaderAudio::toConsole() { debug("\t\t\t\tSequenceItemLeaderAudio: _actor=%s, _action=%s _sample=%d", _actor.c_str(), _action.c_str(), _sample); } uint32 SequenceItemLeaderAudio::getSample() { return _sample; } bool SequenceItemDefaultAction::execute(int index, Sequence *sequence, bool unk2) { SequenceActorState *state = sequence->_sequencer->findSequenceActorState(_actor); state->_actionName = _action; return true; } void SequenceItemDefaultAction::toConsole() { debug("\t\t\t\tSequenceItemDefaultAction: _actor=%s, _action=%s", _actor.c_str(), _action.c_str()); } void SequenceItemDefaultAction::skip(Sequence *sequence) { execute(0, sequence, 1); } } // End of namespace Pink