Files
2026-02-02 04:50:13 +01:00

190 lines
5.1 KiB
C++

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "titanic/game/head_slot.h"
#include "titanic/core/project_item.h"
#include "titanic/game/brain_slot.h"
#include "titanic/game_manager.h"
namespace Titanic {
BEGIN_MESSAGE_MAP(CHeadSlot, CGameObject)
ON_MESSAGE(AddHeadPieceMsg)
ON_MESSAGE(SenseWorkingMsg)
ON_MESSAGE(EnterViewMsg)
ON_MESSAGE(LeaveViewMsg)
ON_MESSAGE(LoadSuccessMsg)
ON_MESSAGE(TimerMsg)
ON_MESSAGE(ActMsg)
ON_MESSAGE(MouseDragStartMsg)
END_MESSAGE_MAP()
bool CHeadSlot::_titaniaWoken;
CHeadSlot::CHeadSlot() : CGameObject(), _senseState("NotWorking"), _target("NULL"),
_occupied(false), _timerDuration(0), _frameNum1(27), _frameNum2(56),
_frameNum3(82), _frameNum4(112), _workingFlag(false) {
}
void CHeadSlot::save(SimpleFile *file, int indent) {
file->writeNumberLine(1, indent);
file->writeNumberLine(_occupied, indent);
file->writeQuotedLine(_senseState, indent);
file->writeQuotedLine(_target, indent);
file->writeNumberLine(_timerDuration, indent);
file->writeNumberLine(_frameNum1, indent);
file->writeNumberLine(_frameNum2, indent);
file->writeNumberLine(_frameNum3, indent);
file->writeNumberLine(_frameNum4, indent);
file->writeNumberLine(_titaniaWoken, indent);
file->writeNumberLine(_workingFlag, indent);
CGameObject::save(file, indent);
}
void CHeadSlot::load(SimpleFile *file) {
file->readNumber();
_occupied = file->readNumber();
_senseState = file->readString();
_target = file->readString();
_timerDuration = file->readNumber();
_frameNum1 = file->readNumber();
_frameNum2 = file->readNumber();
_frameNum3 = file->readNumber();
_frameNum4 = file->readNumber();
_titaniaWoken = file->readNumber();
_workingFlag = file->readNumber();
CGameObject::load(file);
}
bool CHeadSlot::AddHeadPieceMsg(CAddHeadPieceMsg *msg) {
setVisible(true);
_occupied = true;
_target = msg->_value;
playMovie(_frameNum1, _frameNum4, 0);
_cursorId = CURSOR_HAND;
msg->execute("TitaniaControl");
return true;
}
bool CHeadSlot::SenseWorkingMsg(CSenseWorkingMsg *msg) {
if (_workingFlag)
playMovie(_frameNum3, _frameNum4, 0);
_senseState = msg->_value;
_workingFlag = false;
return true;
}
bool CHeadSlot::EnterViewMsg(CEnterViewMsg *msg) {
setVisible(true);
if (_titaniaWoken)
_cursorId = CURSOR_ARROW;
if (_titaniaWoken || _senseState == "Working") {
playMovie(_frameNum2, _frameNum3, MOVIE_WAIT_FOR_FINISH);
_workingFlag = true;
} else if (_occupied) {
playMovie(_frameNum2, _frameNum4, MOVIE_WAIT_FOR_FINISH);
_workingFlag = false;
} else {
playMovie(0, _frameNum1, MOVIE_WAIT_FOR_FINISH);
}
addTimer(5000 + getRandomNumber(3000));
return true;
}
bool CHeadSlot::LeaveViewMsg(CLeaveViewMsg *msg) {
if (getName() == "YepItsASlot") {
stopMovie();
if (_occupied) {
loadFrame(_frameNum2);
playMovie(_frameNum2, _frameNum4, MOVIE_WAIT_FOR_FINISH);
} else {
loadFrame(_frameNum1);
playMovie(_frameNum1, _frameNum2, MOVIE_WAIT_FOR_FINISH);
}
_workingFlag = false;
}
return true;
}
bool CHeadSlot::LoadSuccessMsg(CLoadSuccessMsg *msg) {
return true;
}
bool CHeadSlot::TimerMsg(CTimerMsg *msg) {
if (compareViewNameTo("Titania.Node 15.S") && CBrainSlot::_numAdded == 5
&& _occupied) {
// WORKAROUND: Fix original bug where returning to Titania closeup when all the brain slots
// were inserted in an incorrect order, would result in endless busy cursor
if (getGameManager()->_gameState._mode != GSMODE_CUTSCENE) {
if (_senseState == "Working" && !_workingFlag) {
playMovie(_frameNum2, _frameNum3, 0);
_workingFlag = true;
} else if (_senseState == "Random") {
playMovie(_frameNum2, _frameNum4, 0);
}
}
}
if (compareViewNameTo("Titania.Node 15.S")) {
_timerDuration = 7000 + getRandomNumber(5000);
addTimer(_timerDuration);
}
return true;
}
bool CHeadSlot::ActMsg(CActMsg *msg) {
if (msg->_action == "Woken")
_titaniaWoken = true;
return true;
}
bool CHeadSlot::MouseDragStartMsg(CMouseDragStartMsg *msg) {
if (_occupied && !_titaniaWoken && checkPoint(msg->_mousePos, false, true)) {
CPassOnDragStartMsg passMsg;
passMsg._mousePos = msg->_mousePos;
passMsg.execute(_target);
msg->_dragItem = getRoot()->findByName(_target);
_cursorId = CURSOR_ARROW;
_occupied = false;
_workingFlag = false;
_target = "NULL";
stopMovie();
loadFrame(0);
playMovie(0, _frameNum1, 0);
return true;
}
return false;
}
} // End of namespace Titanic