/* 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/game_location.h" #include "titanic/game_manager.h" #include "titanic/game_state.h" #include "titanic/core/game_object.h" #include "titanic/core/project_item.h" namespace Titanic { #define STARTING_ROOM 3 #define STARTING_NODE 1 #define STARTING_VIEW 4 CGameLocation::CGameLocation(CGameState *owner) : _gameState(owner), _view(nullptr), _roomNumber(STARTING_ROOM), _nodeNumber(STARTING_NODE), _viewNumber(STARTING_VIEW) { } void CGameLocation::save(SimpleFile *file) const { file->writeNumber(_roomNumber); file->writeNumber(_nodeNumber); file->writeNumber(_viewNumber); } void CGameLocation::load(SimpleFile *file) { _view = nullptr; _roomNumber = file->readNumber(); _nodeNumber = file->readNumber(); _viewNumber = file->readNumber(); } void CGameLocation::setView(CViewItem *view) { if (_view) { for (CTreeItem *treeItem = _view; treeItem; treeItem = treeItem->scan(_view)) { CGameObject *obj = dynamic_cast(treeItem); if (obj) obj->stopMovie(); } } _view = view; if (_view) { _viewNumber = _view->_viewNumber; _nodeNumber = _view->findNode()->_nodeNumber; _roomNumber = _view->findRoom()->_roomNumber; } else { _viewNumber = _nodeNumber = _roomNumber = -1; } } CViewItem *CGameLocation::getView() { if (!_view) { CGameManager *gm = _gameState->_gameManager; _view = gm->_project->findView(_roomNumber, _nodeNumber, _viewNumber); if (!_view) { // Fallback if view not found _view = gm->_project->findView(STARTING_ROOM, STARTING_NODE, STARTING_VIEW); if (!_view) { // Fallback for the fallback for (int idx = 0; idx < 99 && !_view; ++idx) { _view = gm->_project->findView(idx, 1, 1); } } } } if (!_view) { // Okay seriously, yet another fallback if view not found _viewNumber = _nodeNumber = _roomNumber = -1; _view = nullptr; } else { _viewNumber = _view->_viewNumber; _nodeNumber = _view->findNode()->_nodeNumber; _roomNumber = _view->findRoom()->_roomNumber; } return _view; } CNodeItem *CGameLocation::getNode() { CViewItem *view = getView(); return !view ? nullptr : view->findNode(); } CRoomItem *CGameLocation::getRoom() { CViewItem *view = getView(); return !view ? nullptr : view->findRoom(); } } // End of namespace Titanic