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114
engines/titanic/game_location.cpp
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114
engines/titanic/game_location.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 "titanic/game_location.h"
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#include "titanic/game_manager.h"
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#include "titanic/game_state.h"
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#include "titanic/core/game_object.h"
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#include "titanic/core/project_item.h"
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namespace Titanic {
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#define STARTING_ROOM 3
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#define STARTING_NODE 1
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#define STARTING_VIEW 4
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CGameLocation::CGameLocation(CGameState *owner) : _gameState(owner),
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_view(nullptr), _roomNumber(STARTING_ROOM),
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_nodeNumber(STARTING_NODE), _viewNumber(STARTING_VIEW) {
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}
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void CGameLocation::save(SimpleFile *file) const {
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file->writeNumber(_roomNumber);
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file->writeNumber(_nodeNumber);
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file->writeNumber(_viewNumber);
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}
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void CGameLocation::load(SimpleFile *file) {
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_view = nullptr;
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_roomNumber = file->readNumber();
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_nodeNumber = file->readNumber();
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_viewNumber = file->readNumber();
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}
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void CGameLocation::setView(CViewItem *view) {
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if (_view) {
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for (CTreeItem *treeItem = _view; treeItem;
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treeItem = treeItem->scan(_view)) {
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CGameObject *obj = dynamic_cast<CGameObject *>(treeItem);
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if (obj)
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obj->stopMovie();
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}
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}
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_view = view;
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if (_view) {
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_viewNumber = _view->_viewNumber;
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_nodeNumber = _view->findNode()->_nodeNumber;
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_roomNumber = _view->findRoom()->_roomNumber;
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} else {
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_viewNumber = _nodeNumber = _roomNumber = -1;
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}
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}
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CViewItem *CGameLocation::getView() {
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if (!_view) {
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CGameManager *gm = _gameState->_gameManager;
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_view = gm->_project->findView(_roomNumber, _nodeNumber, _viewNumber);
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if (!_view) {
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// Fallback if view not found
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_view = gm->_project->findView(STARTING_ROOM,
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STARTING_NODE, STARTING_VIEW);
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if (!_view) {
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// Fallback for the fallback
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for (int idx = 0; idx < 99 && !_view; ++idx) {
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_view = gm->_project->findView(idx, 1, 1);
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}
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}
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}
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}
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if (!_view) {
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// Okay seriously, yet another fallback if view not found
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_viewNumber = _nodeNumber = _roomNumber = -1;
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_view = nullptr;
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} else {
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_viewNumber = _view->_viewNumber;
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_nodeNumber = _view->findNode()->_nodeNumber;
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_roomNumber = _view->findRoom()->_roomNumber;
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}
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return _view;
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}
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CNodeItem *CGameLocation::getNode() {
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CViewItem *view = getView();
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return !view ? nullptr : view->findNode();
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}
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CRoomItem *CGameLocation::getRoom() {
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CViewItem *view = getView();
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return !view ? nullptr : view->findRoom();
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}
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} // End of namespace Titanic
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