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/* 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 "actor.h"
#include "../page.h"
#include "lead_actor.h"
#include "../actions/action.h"
namespace Pink {
void Actor::deserialize(Archive &archive) {
NamedObject::deserialize(archive);
_page = static_cast<GamePage*>(archive.readObject());
if (dynamic_cast<LeadActor*>(this))
debug("LeadActor: _name = %s", _name.c_str());
else debug("Actor: _name = %s", _name.c_str());
archive >> _actions;
}
Sequencer *Actor::getSequencer() {
return _page->getSequencer();
}
Action *Actor::findAction(Common::String &name) {
return *Common::find_if(_actions.begin(), _actions.end(), [&name]
(Action* action) {
return name == action->getName();
});;
}
GamePage *Actor::getPage() const {
return _page;
}
void Actor::setIdleAction(bool unk) {
assert(_action == nullptr);
uint i;
for (i = 0; i < _actions.size(); ++i) {
if (_action[i].getName() == "Idle") {
_action = _actions[i];
break;
}
}
if (!_action) {
_isActionEnd = 1;
}
else {
_isActionEnd = 0;
//call action virt method
}
}
} // End of namespace Pink
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