/* 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_state.h" #include "titanic/titanic.h" #include "titanic/game_manager.h" #include "titanic/support/screen_manager.h" namespace Titanic { bool CGameStateMovieList::clear() { for (CGameStateMovieList::iterator i = begin(); i != end(); ) { CMovieListItem *movieItem = *i; if (movieItem->_item->isActive()) { ++i; } else { i = erase(i); delete movieItem; } } return !empty(); } /*------------------------------------------------------------------------*/ CGameState::CGameState(CGameManager *gameManager) : _gameManager(gameManager), _gameLocation(this), _passengerClass(NO_CLASS), _priorClass(NO_CLASS), _mode(GSMODE_NONE), _seasonNum(SEASON_SUMMER), _petActive(false), _field1C(false), _quitGame(false), _field24(0), _nodeChangeCtr(0), _nodeEnterTicks(0), _field38(0) { } void CGameState::save(SimpleFile *file) const { file->writeNumber(_petActive); file->writeNumber(_passengerClass); file->writeNumber(_priorClass); file->writeNumber(_seasonNum); file->writeNumber(_field24); file->writeNumber(_field38); _gameLocation.save(file); file->writeNumber(_field1C); } void CGameState::load(SimpleFile *file) { _petActive = file->readNumber() != 0; _passengerClass = (PassengerClass)file->readNumber(); _priorClass = (PassengerClass)file->readNumber(); _seasonNum = (Season)file->readNumber(); _field24 = file->readNumber(); _field38 = file->readNumber(); _gameLocation.load(file); _field1C = file->readNumber(); _nodeChangeCtr = 0; _nodeEnterTicks = 0; } void CGameState::setMode(GameStateMode newMode) { CScreenManager *sm = CScreenManager::_screenManagerPtr; if (newMode == GSMODE_CUTSCENE && _mode != GSMODE_CUTSCENE) { if (_gameManager) _gameManager->lockInputHandler(); if (sm && sm->_mouseCursor) sm->_mouseCursor->hide(); } else if (newMode != GSMODE_CUTSCENE && _mode == GSMODE_CUTSCENE) { if (sm && sm->_mouseCursor) sm->_mouseCursor->show(); if (_gameManager) _gameManager->unlockInputHandler(); } _mode = newMode; } void CGameState::enterNode() { ++_nodeChangeCtr; _nodeEnterTicks = g_vm->_events->getTicksCount(); } void CGameState::enterView() { CViewItem *oldView = _gameLocation.getView(); CViewItem *newView = _movieList._view; oldView->preEnterView(newView); _gameManager->_gameView->setView(newView); CRoomItem *oldRoom = oldView->findNode()->findRoom(); CRoomItem *newRoom = newView->findNode()->findRoom(); _gameManager->playClip(_movieList._movieClip, oldRoom, newRoom); _gameManager->_sound.preEnterView(newView, newRoom != oldRoom); _gameManager->dec54(); oldView->enterView(newView); _movieList._view = nullptr; _movieList._movieClip = nullptr; } void CGameState::triggerLink(CLinkItem *link) { changeView(link->getDestView(), link->getClip()); } void CGameState::changeView(CViewItem *newView, CMovieClip *clip) { // Signal the old view that it's being left CViewItem *oldView = _gameLocation.getView(); oldView->leaveView(newView); // If Shift key is pressed, skip showing the transition clip if (g_vm->_window->isSpecialPressed(MK_SHIFT)) clip = nullptr; if (_mode == GSMODE_CUTSCENE) { _movieList._view = newView; _movieList._movieClip = clip; } else { oldView->preEnterView(newView); _gameManager->_gameView->setView(newView); CRoomItem *oldRoom = oldView->findNode()->findRoom(); CRoomItem *newRoom = newView->findNode()->findRoom(); // If a transition clip is defined, play it if (clip) _gameManager->playClip(clip, oldRoom, newRoom); // Final view change handling _gameManager->_sound.preEnterView(newView, newRoom != oldRoom); oldView->enterView(newView); } } void CGameState::checkForViewChange() { if (_mode == GSMODE_CUTSCENE && _movieList.clear()) { setMode(GSMODE_INTERACTIVE); if (_movieList._view) enterView(); } } void CGameState::addMovie(CMovie *movie) { _movieList.push_back(new CMovieListItem(movie)); setMode(GSMODE_CUTSCENE); } } // End of namespace Titanic