/* 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/screen_manager.h" namespace Titanic { bool CGameStateMovieList::clear() { for (iterator i = begin(); i != end(); ) { CMovieListItem *listItem = *i; ++i; if (!g_vm->_movieList.contains(listItem->_item)) { remove(listItem); delete listItem; } } return size() > 0; } /*------------------------------------------------------------------------*/ CGameState::CGameState(CGameManager *gameManager) : _gameManager(gameManager), _gameLocation(this), _field8(0), _fieldC(0), _mode(GSMODE_0), _field14(0), _petActive(false), _field1C(0), _field20(0), _field24(0), _nodeChangeCtr(0), _nodeEnterTicks(0), _field38(0) { } void CGameState::save(SimpleFile *file) const { file->writeNumber(_petActive); file->writeNumber(_field8); file->writeNumber(_fieldC); file->writeNumber(_field14); file->writeNumber(_field24); file->writeNumber(_field38); _gameLocation.save(file); file->writeNumber(_field1C); } void CGameState::load(SimpleFile *file) { _petActive = file->readNumber() != 0; _field8 = file->readNumber(); _fieldC = file->readNumber(); _field14 = 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_2 && newMode != _mode) { if (_gameManager) _gameManager->lockInputHandler(); if (sm && sm->_mouseCursor) sm->_mouseCursor->hide(); } else if (newMode != GSMODE_2 && newMode != _mode) { if (sm && sm->_mouseCursor) sm->_mouseCursor->show(); if (_gameManager) _gameManager->unlockInputHandler(); } _mode = newMode; } void CGameState::setMousePos(const Point &pt) { _mousePos = pt; } 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->_events->isSpecialPressed(MK_SHIFT)) clip = nullptr; if (_mode == GSMODE_2) { _movieList._view = newView; _movieList._movieClip = clip; } else { oldView->preEnterView(newView); _gameManager->_gameView->setView(newView); CRoomItem *oldRoom = newView->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_2 && _movieList.clear()) { setMode(GSMODE_1); if (_movieList._view) enterView(); } } void CGameState::addMovie(CMovie *movie) { _movieList.push_back(new CMovieListItem(movie)); setMode(GSMODE_2); } } // End of namespace Titanic