/* 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/titanic.h" #include "titanic/game_manager.h" #include "titanic/game_view.h" #include "titanic/screen_manager.h" #include "titanic/core/project_item.h" #include "titanic/messages/messages.h" #include "titanic/pet_control/pet_control.h" namespace Titanic { void CGameManagerList::postLoad(uint ticks, CProjectItem *project) { for (iterator i = begin(); i != end(); ++i) (*i)->postLoad(ticks, project); } void CGameManagerList::preSave() { for (iterator i = begin(); i != end(); ++i) (*i)->preSave(); } void CGameManagerList::postSave() { for (iterator i = begin(); i != end(); ++i) (*i)->postSave(); } void CGameManagerList::update(uint ticks) { warning("TODO: CGameManagerList::update"); } /*------------------------------------------------------------------------*/ void CGameManagerListItem::postLoad(uint ticks, CProjectItem *project) { warning("TODO"); } void CGameManagerListItem::preSave() { warning("TODO: CGameManagerListItem::preSave"); } void CGameManagerListItem::postSave() { warning("TODO: CGameManagerListItem::postSave"); } /*------------------------------------------------------------------------*/ CGameManager::CGameManager(CProjectItem *project, CGameView *gameView): _project(project), _gameView(gameView), _trueTalkManager(this), _inputHandler(this), _inputTranslator(&_inputHandler), _gameState(this), _sound(this), _musicRoom(this), _field30(0), _soundMaker(nullptr), _field4C(0), _dragItem(nullptr), _field54(0), _lastDiskTicksCount(0), _tickCount2(0) { _videoSurface1 = nullptr; _videoSurface2 = CScreenManager::_screenManagerPtr->createSurface(600, 340); _project->setGameManager(this); g_vm->_filesManager.setGameManager(this); } void CGameManager::load(SimpleFile *file) { file->readNumber(); _gameState.load(file); _list.load(file); _trueTalkManager.load(file); _sound.load(file); } void CGameManager::preLoad() { updateDiskTicksCount(); _list.destroyContents(); _soundMaker = nullptr; _trueTalkManager.preLoad(); _sound.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 list items _list.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 _list.preSave(); _trueTalkManager.preSave(); _sound.preSave(); } void CGameManager::postSave() { _list.postSave(); _trueTalkManager.postSave(); } void CGameManager::initBounds() { _bounds = Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); } void CGameManager::fn2() { warning("TODO"); } void CGameManager::playClip(CMovieClip *clip, CRoomItem *oldRoom, CRoomItem *newRoom) { warning("TODO: CGameManager::playClip"); } void CGameManager::update() { handleMovies(); frameMessage(getRoom()); _list.update(g_vm->_events->getTicksCount()); _trueTalkManager.update1(); _trueTalkManager.update2(); CScreenManager::_screenManagerPtr->_mouseCursor->update(); CViewItem *view = getView(); if (view) { // Expand the game manager's bounds to encompass all the view's items for (CTreeItem *item = view; item; item = item->scan(view)) { Rect r = item->getBounds(); if (!r.isEmpty()) _bounds.extend(r); } // Also include the PET control in the bounds if (_project) { CPetControl *pet = _project->getPetControl(); if (pet) _bounds.extend(pet->getBounds()); } // And the text cursor CScreenManager *screenManager = CScreenManager::_screenManagerPtr; CTextCursor *textCursor = screenManager->_textCursor; if (textCursor && textCursor->_active) _bounds.extend(textCursor->getBounds()); // Set the surface bounds screenManager->setSurfaceBounds(SURFACE_BACKBUFFER, _bounds); // Handle redrawing the view if (!_bounds.isEmpty()) { _gameView->draw(_bounds); _bounds = Rect(); } _gameState.checkForViewChange(); } } void CGameManager::handleMovies() { warning("TODO: CGameManager::handleMovies"); } void CGameManager::updateDiskTicksCount() { _lastDiskTicksCount = g_vm->_events->getTicksCount(); } void CGameManager::viewChange() { delete _videoSurface1; delete _videoSurface2; _videoSurface1 = nullptr; _videoSurface2 = CScreenManager::_screenManagerPtr->createSurface(600, 340); _trueTalkManager.viewChange(); for (CTreeItem *treeItem = _project; treeItem; treeItem = treeItem->scan(_project)) treeItem->viewChange(); initBounds(); } void CGameManager::frameMessage(CRoomItem *room) { if (room) { // Signal the next frame CFrameMsg frameMsg(g_vm->_events->getTicksCount()); frameMsg.execute(room, nullptr, MSGFLAG_SCAN); if (!_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::extendBounds(const Rect &r) { if (_bounds.isEmpty()) _bounds = r; else _bounds.combine(r); } } // End of namespace Titanic