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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 "pink/archive.h"
#include "pink/pink.h"
#include "pink/objects/actions/action.h"
#include "pink/objects/actors/actor.h"
#include "pink/objects/pages/game_page.h"
#include "pink/objects/sequences/sequence_item.h"
#include "pink/objects/sequences/sequence.h"
#include "pink/objects/sequences/sequencer.h"
#include "pink/objects/sequences/sequence_context.h"
namespace Pink {
void SequenceItem::deserialize(Archive &archive) {
_actor = archive.readString();
_action = archive.readString();
}
void SequenceItem::toConsole() {
debugC(6, kPinkDebugLoadingObjects, "\t\t\t\tSequenceItem: _actor=%s, _action=%s", _actor.c_str(), _action.c_str());
}
bool SequenceItem::execute(uint segment, Sequence *sequence, bool loadingSave) {
Actor *actor = sequence->getSequencer()->getPage()->findActor(_actor);
Action *action;
if (!actor || !(action = actor->findAction(_action)))
return false;
actor->setAction(action, loadingSave);
SequenceContext *context = sequence->getContext();
SequenceActorState *state = context->findState(_actor);
if (state)
state->_segment = segment;
if (isLeader())
context->setActor(actor);
return true;
}
bool SequenceItem::isLeader() {
return false;
}
bool SequenceItemLeader::isLeader() {
return true;
}
void SequenceItemLeader::toConsole() {
debugC(6, kPinkDebugLoadingObjects, "\t\t\t\tSequenceItemLeader: _actor=%s, _action=%s", _actor.c_str(), _action.c_str());
}
void SequenceItemLeaderAudio::deserialize(Archive &archive) {
SequenceItem::deserialize(archive);
_sample = archive.readDWORD();
}
void SequenceItemLeaderAudio::toConsole() {
debugC(6, kPinkDebugLoadingObjects, "\t\t\t\tSequenceItemLeaderAudio: _actor=%s, _action=%s _sample=%d", _actor.c_str(), _action.c_str(), _sample);
}
bool SequenceItemDefaultAction::execute(uint segment, Sequence *sequence, bool loadingSave) {
SequenceActorState *state = sequence->getContext()->findState(_actor);
if (state)
state->defaultActionName = _action;
return true;
}
void SequenceItemDefaultAction::toConsole() {
debugC(6, kPinkDebugLoadingObjects, "\t\t\t\tSequenceItemDefaultAction: _actor=%s, _action=%s", _actor.c_str(), _action.c_str());
}
void SequenceItemDefaultAction::skip(Sequence *sequence) {
execute(0, sequence, 1);
}
} // End of namespace Pink
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