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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 "titanic/game_location.h"
#include "titanic/game_manager.h"
#include "titanic/game_state.h"
#include "titanic/core/game_object.h"
#include "titanic/core/project_item.h"
namespace Titanic {
#define STARTING_ROOM 3
#define STARTING_NODE 1
#define STARTING_VIEW 4
CGameLocation::CGameLocation(CGameState *owner) : _gameState(owner),
_view(nullptr), _roomNumber(STARTING_ROOM),
_nodeNumber(STARTING_NODE), _viewNumber(STARTING_VIEW) {
}
void CGameLocation::save(SimpleFile *file) const {
file->writeNumber(_roomNumber);
file->writeNumber(_nodeNumber);
file->writeNumber(_viewNumber);
}
void CGameLocation::load(SimpleFile *file) {
_view = nullptr;
_roomNumber = file->readNumber();
_nodeNumber = file->readNumber();
_viewNumber = file->readNumber();
}
void CGameLocation::setView(CViewItem *view) {
if (_view) {
for (CTreeItem *treeItem = _view; treeItem;
treeItem = treeItem->scan(_view)) {
CGameObject *obj = dynamic_cast<CGameObject *>(treeItem);
if (obj)
obj->stopMovie();
}
}
_view = view;
if (_view) {
_viewNumber = _view->_viewNumber;
_nodeNumber = _view->findNode()->_nodeNumber;
_roomNumber = _view->findRoom()->_roomNumber;
} else {
_viewNumber = _nodeNumber = _roomNumber = -1;
}
}
CViewItem *CGameLocation::getView() {
if (!_view) {
CGameManager *gm = _gameState->_gameManager;
_view = gm->_project->findView(_roomNumber, _nodeNumber, _viewNumber);
if (!_view) {
// Fallback if view not found
_view = gm->_project->findView(STARTING_ROOM,
STARTING_NODE, STARTING_VIEW);
if (!_view) {
// Fallback for the fallback
for (int idx = 0; idx < 99 && !_view; ++idx) {
_view = gm->_project->findView(idx, 1, 1);
}
}
}
}
if (!_view) {
// Okay seriously, yet another fallback if view not found
_viewNumber = _nodeNumber = _roomNumber = -1;
_view = nullptr;
} else {
_viewNumber = _view->_viewNumber;
_nodeNumber = _view->findNode()->_nodeNumber;
_roomNumber = _view->findRoom()->_roomNumber;
}
return _view;
}
CNodeItem *CGameLocation::getNode() {
CViewItem *view = getView();
return !view ? nullptr : view->findNode();
}
CRoomItem *CGameLocation::getRoom() {
CViewItem *view = getView();
return !view ? nullptr : view->findRoom();
}
} // End of namespace Titanic
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