/* 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_manager.h" #include "titanic/core/project_item.h" #include "titanic/events.h" #include "titanic/game_view.h" #include "titanic/messages/messages.h" #include "titanic/pet_control/pet_control.h" #include "titanic/sound/background_sound_maker.h" #include "titanic/support/files_manager.h" #include "titanic/support/screen_manager.h" #include "titanic/titanic.h" namespace Titanic { CGameManager::CGameManager(CProjectItem *project, CGameView *gameView, Audio::Mixer *mixer): _project(project), _gameView(gameView), _trueTalkManager(this), _inputHandler(this), _inputTranslator(&_inputHandler), _gameState(this), _sound(this, mixer), _musicRoom(this), _treeItem(nullptr), _soundMaker(nullptr), _movieRoom(nullptr), _dragItem(nullptr), _transitionCtr(0), _lastDiskTicksCount(0), _tickCount2(0) { CTimeEventInfo::_nextId = 0; _movie = nullptr; _movieSurface = CScreenManager::_screenManagerPtr->createSurface(600, 340); _project->setGameManager(this); g_vm->_filesManager->setGameManager(this); } CGameManager::~CGameManager() { delete _movie; delete _movieSurface; destroyTreeItem(); _project->resetGameManager(); } void CGameManager::destroyTreeItem() { if (_treeItem) { _treeItem->destroyAll(); _treeItem = nullptr; } } void CGameManager::save(SimpleFile *file) { file->writeNumber(_lastDiskTicksCount); _gameState.save(file); _timers.save(file, 0); _trueTalkManager.save(file); _sound.save(file); } void CGameManager::load(SimpleFile *file) { file->readNumber(); _gameState.load(file); _timers.load(file); _trueTalkManager.load(file); _sound.load(file); } void CGameManager::preLoad() { updateDiskTicksCount(); _timers.destroyContents(); _soundMaker = nullptr; _sound.preLoad(); _trueTalkManager.preLoad(); } void CGameManager::postLoad(CProjectItem *project) { if (_gameView) { _gameView->postLoad(); if (!_gameView->_surface) { CViewItem *view = getView(); if (view) _gameView->setView(view); } } // Signal to anything interested that the game has been loaded CLoadSuccessMsg msg(_lastDiskTicksCount - _tickCount2); msg.execute(project, nullptr, MSGFLAG_SCAN); // Signal to any registered timers _timers.postLoad(_lastDiskTicksCount, _project); // Signal the true talk manager and sound _trueTalkManager.postLoad(); _sound.postLoad(); } void CGameManager::preSave(CProjectItem *project) { // Generate a message that a save is being done updateDiskTicksCount(); CPreSaveMsg msg(_lastDiskTicksCount); msg.execute(project, nullptr, MSGFLAG_SCAN); // Notify sub-objects of the save _timers.preSave(_lastDiskTicksCount); _trueTalkManager.preSave(); _sound.preSave(); } void CGameManager::postSave() { _timers.postSave(); _trueTalkManager.postSave(); _sound.postSave(); } void CGameManager::roomTransition(CRoomItem *oldRoom, CRoomItem *newRoom) { delete _movie; _movie = nullptr; CResourceKey movieKey; if (newRoom == oldRoom) { movieKey = oldRoom->getTransitionMovieKey(); _movieRoom = oldRoom; } else { movieKey = oldRoom->getExitMovieKey(); _movieRoom = nullptr; } CString filename = movieKey.getFilename(); if (g_vm->_filesManager->fileExists(filename)) { _movieSurface->freeSurface(); _movie = g_vm->_movieManager.createMovie(filename, _movieSurface); } } void CGameManager::playClip(CMovieClip *clip, CRoomItem *oldRoom, CRoomItem *newRoom) { if (oldRoom != newRoom || newRoom != _movieRoom || !_movie) roomTransition(oldRoom, newRoom); if (clip && clip->_startFrame != clip->_endFrame && _movie) { // Clip details specifying a sub-section of movie to play Rect tempRect(20, 10, SCREEN_WIDTH - 20, 350); CMouseCursor &mouseCursor = *CScreenManager::_screenManagerPtr->_mouseCursor; lockInputHandler(); mouseCursor.incHideCounter(); _movie->playCutscene(tempRect, clip->_startFrame, clip->_endFrame); mouseCursor.decHideCounter(); unlockInputHandler(); } } void CGameManager::update() { updateMovies(); frameMessage(getRoom()); _timers.update(g_vm->_events->getTicksCount()); _trueTalkManager.removeCompleted(); CScreenManager::_screenManagerPtr->_mouseCursor->update(); CViewItem *view = getView(); if (view) { // Expand the game manager's bounds to encompass any modified // areas of any of the view's items for (CTreeItem *item = view; item; item = item->scan(view)) { Rect r = item->getBounds(); if (!r.isEmpty()) _bounds.combine(r); } // Also include any modified area of the PET control if (_project) { CPetControl *pet = _project->getPetControl(); if (pet) _bounds.combine(pet->getBounds()); } // And the text cursor CScreenManager *screenManager = CScreenManager::_screenManagerPtr; CTextCursor *textCursor = screenManager->_textCursor; if (textCursor && textCursor->_active) _bounds.combine(textCursor->getCursorBounds()); // Set the screen's modified area bounds screenManager->setSurfaceBounds(SURFACE_PRIMARY, _bounds); // Handle redrawing the view if there is any changed area if (!_bounds.isEmpty()) { _gameView->draw(_bounds); _bounds = Rect(); } _gameState.checkForViewChange(); } } void CGameManager::updateMovies() { // Initial iteration to mark all the movies as not yet handled for (CMovieList::iterator i = CMovie::_playingMovies->begin(); i != CMovie::_playingMovies->end(); ++i) (*i)->_handled = false; bool repeatFlag; do { repeatFlag = false; // Scan for a movie to process for (CMovieList::iterator i = CMovie::_playingMovies->begin(); i != CMovie::_playingMovies->end(); ++i) { CMovie *movie = *i; if (movie->_handled) continue; // Flag the movie to have been handled movie->_handled = true; CMovieEventList eventsList; if (!movie->handleEvents(eventsList)) movie->removeFromPlayingMovies(); while (!eventsList.empty()) { CMovieEvent *movieEvent = eventsList.front(); switch (movieEvent->_type) { case MET_MOVIE_END: { CMovieEndMsg endMsg(movieEvent->_startFrame, movieEvent->_endFrame); endMsg.execute(movieEvent->_gameObject); break; } case MET_FRAME: { CMovieFrameMsg frameMsg(movieEvent->_initialFrame, 0); frameMsg.execute(movieEvent->_gameObject); break; } default: break; } eventsList.remove(movieEvent); delete movieEvent; } repeatFlag = true; break; } } while (repeatFlag); } void CGameManager::updateDiskTicksCount() { _lastDiskTicksCount = g_vm->_events->getTicksCount(); } void CGameManager::roomChange() { delete _movie; delete _movieSurface; _movie = nullptr; _movieSurface = CScreenManager::_screenManagerPtr->createSurface(600, 340); _trueTalkManager.clear(); for (CTreeItem *treeItem = _project; treeItem; treeItem = treeItem->scan(_project)) treeItem->freeSurface(); markAllDirty(); } void CGameManager::frameMessage(CRoomItem *room) { if (room) { // Signal the next frame CFrameMsg frameMsg(g_vm->_events->getTicksCount()); frameMsg.execute(room, nullptr, MSGFLAG_SCAN); if (_gameState._soundMakerAllowed && !_soundMaker) { // Check for a sound maker in the room _soundMaker = dynamic_cast( _project->findByName("zBackgroundSoundMaker")); } // If there's a sound maker, dispatch the event to it as well if (_soundMaker) frameMsg.execute(_soundMaker); } } void CGameManager::addDirtyRect(const Rect &r) { if (_bounds.isEmpty()) _bounds = r; else _bounds.combine(r); } void CGameManager::markAllDirty() { _bounds = Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); } CScreenManager *CGameManager::setScreenManager() const { return CScreenManager::setCurrent(); } CString CGameManager::getFullViewName() { CViewItem *view = getView(); CNodeItem *node = view->findNode(); CRoomItem *room = node->findRoom(); return CString::format("%s.%s.%s", room->getName().c_str(), node->getName().c_str(), view->getName().c_str()); } } // End of namespace Titanic