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engines/pink/objects/sequences/sequence_item.cpp
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engines/pink/objects/sequences/sequence_item.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/debug.h"
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#include "pink/archive.h"
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#include "pink/pink.h"
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#include "pink/objects/actions/action.h"
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#include "pink/objects/actors/actor.h"
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#include "pink/objects/pages/game_page.h"
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#include "pink/objects/sequences/sequence_item.h"
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#include "pink/objects/sequences/sequence.h"
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#include "pink/objects/sequences/sequencer.h"
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#include "pink/objects/sequences/sequence_context.h"
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namespace Pink {
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void SequenceItem::deserialize(Archive &archive) {
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_actor = archive.readString();
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_action = archive.readString();
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}
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void SequenceItem::toConsole() const {
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debugC(6, kPinkDebugLoadingObjects, "\t\t\t\tSequenceItem: _actor=%s, _action=%s", _actor.c_str(), _action.c_str());
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}
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bool SequenceItem::execute(uint segment, Sequence *sequence, bool loadingSave) {
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Actor *actor = sequence->getSequencer()->getPage()->findActor(_actor);
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Action *action;
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if (!actor || !(action = actor->findAction(_action)))
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return false;
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actor->setAction(action, loadingSave);
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SequenceContext *context = sequence->getContext();
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SequenceActorState *state = context->findState(_actor);
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if (state)
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state->_segment = segment;
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if (isLeader())
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context->setActor(actor);
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return true;
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}
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bool SequenceItem::isLeader() {
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return false;
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}
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bool SequenceItemLeader::isLeader() {
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return true;
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}
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void SequenceItemLeader::toConsole() const {
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debugC(6, kPinkDebugLoadingObjects, "\t\t\t\tSequenceItemLeader: _actor=%s, _action=%s", _actor.c_str(), _action.c_str());
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}
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void SequenceItemLeaderAudio::deserialize(Archive &archive) {
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SequenceItem::deserialize(archive);
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_sample = archive.readDWORD();
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}
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void SequenceItemLeaderAudio::toConsole() const {
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debugC(6, kPinkDebugLoadingObjects, "\t\t\t\tSequenceItemLeaderAudio: _actor=%s, _action=%s _sample=%d", _actor.c_str(), _action.c_str(), _sample);
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}
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bool SequenceItemDefaultAction::execute(uint segment, Sequence *sequence, bool loadingSave) {
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SequenceActorState *state = sequence->getContext()->findState(_actor);
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if (state)
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state->defaultActionName = _action;
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return true;
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}
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void SequenceItemDefaultAction::toConsole() const {
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debugC(6, kPinkDebugLoadingObjects, "\t\t\t\tSequenceItemDefaultAction: _actor=%s, _action=%s", _actor.c_str(), _action.c_str());
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}
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void SequenceItemDefaultAction::skip(Sequence *sequence) {
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execute(0, sequence, 1);
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}
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} // End of namespace Pink
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