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engines/titanic/game_state.cpp
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169
engines/titanic/game_state.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_state.h"
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#include "titanic/game_view.h"
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#include "titanic/events.h"
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#include "titanic/game_manager.h"
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#include "titanic/support/screen_manager.h"
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#include "titanic/titanic.h"
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namespace Titanic {
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bool CGameStateMovieList::empty() {
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for (CGameStateMovieList::iterator i = begin(); i != end(); ) {
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CMovie *movie = *i;
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if (movie->isActive()) {
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++i;
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} else {
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i = erase(i);
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}
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}
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return Common::List<CMovie *>::empty();
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}
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/*------------------------------------------------------------------------*/
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CGameState::CGameState(CGameManager *gameManager) :
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_gameManager(gameManager), _gameLocation(this), _passengerClass(NO_CLASS),
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_priorClass(NO_CLASS), _mode(GSMODE_NONE), _seasonNum(SEASON_SUMMER),
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_petActive(false), _soundMakerAllowed(false), _quitGame(false), _parrotMet(false),
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_nodeChangeCtr(0), _nodeEnterTicks(0), _parrotResponseIndex(0) {
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}
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void CGameState::save(SimpleFile *file) const {
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file->writeNumber(_petActive);
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file->writeNumber(_passengerClass);
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file->writeNumber(_priorClass);
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file->writeNumber(_seasonNum);
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file->writeNumber(_parrotMet);
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file->writeNumber(_parrotResponseIndex);
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_gameLocation.save(file);
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file->writeNumber(_soundMakerAllowed);
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}
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void CGameState::load(SimpleFile *file) {
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_petActive = file->readNumber() != 0;
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_passengerClass = (PassengerClass)file->readNumber();
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_priorClass = (PassengerClass)file->readNumber();
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_seasonNum = (Season)file->readNumber();
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_parrotMet = file->readNumber();
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_parrotResponseIndex = file->readNumber();
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_gameLocation.load(file);
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_soundMakerAllowed = file->readNumber();
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_nodeChangeCtr = 0;
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_nodeEnterTicks = 0;
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}
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void CGameState::setMode(GameStateMode newMode) {
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CScreenManager *sm = CScreenManager::_screenManagerPtr;
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if (newMode == GSMODE_CUTSCENE && _mode != GSMODE_CUTSCENE) {
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if (_gameManager)
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_gameManager->lockInputHandler();
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if (sm && sm->_mouseCursor)
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sm->_mouseCursor->incBusyCount();
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} else if (newMode != GSMODE_CUTSCENE && _mode == GSMODE_CUTSCENE) {
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if (sm && sm->_mouseCursor)
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sm->_mouseCursor->decBusyCount();
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if (_gameManager)
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_gameManager->unlockInputHandler();
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}
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_mode = newMode;
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}
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void CGameState::enterNode() {
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++_nodeChangeCtr;
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_nodeEnterTicks = g_vm->_events->getTicksCount();
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}
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void CGameState::enterView() {
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CViewItem *oldView = _gameLocation.getView();
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CViewItem *newView = _movieList._destView;
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oldView->preEnterView(newView);
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_gameManager->_gameView->setView(newView);
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CRoomItem *oldRoom = oldView->findNode()->findRoom();
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CRoomItem *newRoom = newView->findNode()->findRoom();
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_gameManager->playClip(_movieList._movieClip, oldRoom, newRoom);
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_gameManager->_sound.preEnterView(newView, newRoom != oldRoom);
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_gameManager->decTransitions();
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oldView->enterView(newView);
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_movieList._destView = nullptr;
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_movieList._movieClip = nullptr;
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}
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void CGameState::triggerLink(CLinkItem *link) {
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changeView(link->getDestView(), link->getClip());
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}
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void CGameState::changeView(CViewItem *newView, CMovieClip *clip) {
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// Signal the old view that it's being left
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CViewItem *oldView = _gameLocation.getView();
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oldView->leaveView(newView);
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// If Shift key is pressed, skip showing the transition clip
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if (g_vm->_events->isSpecialPressed(MK_SHIFT))
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clip = nullptr;
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if (_mode == GSMODE_CUTSCENE) {
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_movieList._destView = newView;
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_movieList._movieClip = clip;
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_gameManager->incTransitions();
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} else {
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oldView->preEnterView(newView);
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_gameManager->_gameView->setView(newView);
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CRoomItem *oldRoom = oldView->findNode()->findRoom();
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CRoomItem *newRoom = newView->findNode()->findRoom();
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// If a transition clip is defined, play it
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if (clip)
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_gameManager->playClip(clip, oldRoom, newRoom);
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// Final view change handling
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_gameManager->_sound.preEnterView(newView, newRoom != oldRoom);
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oldView->enterView(newView);
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}
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}
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void CGameState::checkForViewChange() {
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if (_mode == GSMODE_CUTSCENE && _movieList.empty()) {
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setMode(GSMODE_INTERACTIVE);
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if (_movieList._destView)
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enterView();
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}
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}
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void CGameState::addMovie(CMovie *movie) {
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_movieList.push_back(movie);
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setMode(GSMODE_CUTSCENE);
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}
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} // End of namespace Titanic
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