/* 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 #include #include #include "page.h" #include "cursor_mgr.h" #include "actors/lead_actor.h" #include "engines/pink/sequences/sequencer.h" namespace Pink { void Page::load(Archive &archive) { archive.mapObject(this); NamedObject::deserialize(archive); archive.readString(); //skip directory archive >> _actors; } Actor *Page::findActor(Common::String &name) { return *Common::find_if(_actors.begin(), _actors.end(), [&name] (Actor *actor) { return name == actor->getName(); });; } void GamePage::deserialize(Archive &archive) { Page::deserialize(archive); _module = static_cast(archive.readObject()); assert(dynamic_cast(_module) != 0); } void GamePage::load(Archive &archive) { archive.mapObject(_cursorMgr); archive.mapObject(_walkMgr); archive.mapObject(_sequencer); Page::load(archive); _leadActor = static_cast(archive.readObject()); _walkMgr->deserialize(archive); _sequencer->deserialize(archive); archive >> _handlers; } void GamePage::init(bool isLoadingSave) { if (!isLoadingSave){ //assert(perhapsIsLoaded == 0); loadManagers(); } //init actor which inits actions if (!isLoadingSave) { for (uint i = 0; i < _handlers.size(); ++i) { if (_handlers[i]->initConditions(_leadActor)){ HandlerSequences *handlerSequences = dynamic_cast(_handlers[i]); assert(handlerSequences); handlerSequences->initSequence(_leadActor); break; } } } } void GamePage::loadManagers() { perhapsIsLoaded = true; _cursorMgr = new CursorMgr(this); _walkMgr = new WalkMgr; _sequencer = new Sequencer(this); _resMgr.init(_module->getGame(), this); // memfile manipulations if from save or page changing } PinkEngine *GamePage::getGame() { return _module->getGame(); } Sequencer *GamePage::getSequencer() { return _sequencer; } Module *GamePage::getModule() const { return _module; } } // End of namespace Pink