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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 <common/debug.h>
#include "sequence_context.h"
#include "sequence.h"
#include "sequence_item.h"
#include "sequencer.h"
#include "engines/pink/objects/pages/game_page.h"
#include "engines/pink/objects/actors/actor.h"
namespace Pink {
SequenceActorState::SequenceActorState(const Common::String &name)
:_actorName(name), _index(0)
{}
const Common::String &SequenceActorState::getActor() const {
return _actorName;
}
void SequenceActorState::check(int index, Sequence *sequence, bool unk) {
Actor *actor = sequence->_sequencer->_page->findActor(_actorName);
debug("%s %s", _actorName.c_str(), _actionName.c_str());
if (_index != index && !_actionName.empty()){
Action *action = actor->findAction(_actionName);
if (actor->getAction() != action)
actor->setAction(action, unk);
}
}
SequenceContext::SequenceContext(Sequence *sequence, Sequencer *sequencer)
: _sequence(sequence), _sequencer(sequencer),
_nextItemIndex(0), _index(1), _actor(nullptr)
{
sequence->setContext(this);
Common::Array<SequenceItem*> &items = sequence->getItems();
debug("SequenceContext for %s", _sequence->getName().c_str());
for (uint i = 0; i < items.size(); ++i) {
bool found = 0;
for (uint j = 0; j < _states.size(); ++j) {
if (items[i]->getActor() == _states[j].getActor()){
found = 1;
break;
}
}
if (!found) {
debug(items[i]->getActor().c_str());
_states.push_back({items[i]->getActor()});
}
}
}
int SequenceContext::getNextItemIndex() const {
return _nextItemIndex;
}
Sequence *SequenceContext::getSequence() const {
return _sequence;
}
void SequenceContext::clearActionsFromActorStates() {
for (int i = 0; i < _states.size(); ++i) {
_states[i]._actionName.clear();
}
}
void SequenceContext::setNextItemIndex(int index) {
_nextItemIndex = index;
}
} // End of namespace Pink
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