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This addresses the cause for #13869 PINK: Can't pickup the poker in sir Manley's house However, this will not retroactively fix the broken saved games that carry stale global game variables from other playthroughs It will also will not set the "appropriate" global game variables if the player uses the debug console to jump to different modules and pages back and forth.
202 lines
5.0 KiB
C++
202 lines
5.0 KiB
C++
/* 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 "pink/cursor_mgr.h"
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#include "pink/pink.h"
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#include "pink/objects/actors/lead_actor.h"
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#include "pink/objects/handlers/handler.h"
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#include "pink/objects/pages/game_page.h"
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#include "pink/objects/sequences/sequencer.h"
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#include "pink/objects/walk/walk_mgr.h"
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namespace Pink {
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GamePage::GamePage()
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: _module(nullptr), _cursorMgr(nullptr), _walkMgr(nullptr),
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_sequencer(nullptr), _isLoaded(false), _memFile(nullptr) {}
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GamePage::~GamePage() {
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clear();
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delete _memFile;
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}
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void GamePage::toConsole() const {
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Page::toConsole();
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_walkMgr->toConsole();
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_sequencer->toConsole();
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for (uint i = 0; i < _handlers.size(); ++i) {
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_handlers[i]->toConsole();
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}
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}
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void GamePage::deserialize(Archive &archive) {
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Page::deserialize(archive);
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_module = static_cast<Module *>(archive.readObject());
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assert(dynamic_cast<Module *>(_module) != nullptr);
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}
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void GamePage::load(Archive &archive) {
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debugC(6, kPinkDebugLoadingObjects, "GamePage load");
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archive.mapObject(_cursorMgr);
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archive.mapObject(_walkMgr);
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archive.mapObject(_sequencer);
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Page::load(archive);
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_leadActor = static_cast<LeadActor *>(archive.readObject());
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_walkMgr->deserialize(archive);
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_sequencer->deserialize(archive);
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_handlers.deserialize(archive);
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}
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void GamePage::init(bool isLoadingSave) {
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if (!_isLoaded)
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loadManagers();
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toConsole();
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initPalette();
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LeadActor::State state = _leadActor->getState();
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bool paused = (state == LeadActor::kInventory || state == LeadActor::kPDA);
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for (uint i = 0; i < _actors.size(); ++i) {
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_actors[i]->init(paused);
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}
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bool isHandler = false;
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if (!isLoadingSave)
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isHandler = initHandler();
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_leadActor->start(isHandler);
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}
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bool GamePage::initHandler() {
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for (uint i = 0; i < _handlers.size(); ++i) {
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if (_handlers[i]->isSuitable(_leadActor)) {
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_handlers[i]->handle(_leadActor);
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return true;
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}
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}
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return false;
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}
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void GamePage::loadManagers() {
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_isLoaded = true;
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_cursorMgr = new CursorMgr(_module->getGame(), this);
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_walkMgr = new WalkMgr;
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_sequencer = new Sequencer(this);
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debugC(6, kPinkDebugGeneral, "ResMgr init");
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_resMgr.init(_module->getGame(), this);
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if (_memFile != nullptr) {
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loadStateFromMem();
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delete _memFile;
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_memFile = nullptr;
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}
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}
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bool GamePage::checkValueOfVariable(const Common::String &variable, const Common::String &value) const {
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if (!_variables.contains(variable))
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return value == kUndefinedValue;
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return _variables[variable] == value;
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}
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void GamePage::setVariable(Common::String &variable, Common::String &value) {
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_variables[variable] = value;
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_leadActor->onVariableSet();
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}
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void GamePage::loadStateFromMem() {
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Archive archive(static_cast<Common::SeekableReadStream *>(_memFile));
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_variables.deserialize(archive);
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for (uint i = 0; i < _actors.size(); ++i) {
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_actors[i]->loadState(archive);
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}
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}
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void GamePage::saveStateToMem() {
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_memFile = new Common::MemoryReadWriteStream(DisposeAfterUse::YES);
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Archive archive(static_cast<Common::WriteStream *>(_memFile));
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_variables.serialize(archive);
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for (uint i = 0; i < _actors.size(); ++i) {
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_actors[i]->saveState(archive);
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}
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}
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void GamePage::loadState(Archive &archive) {
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uint size = archive.readDWORD();
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if (size) {
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_memFile = new Common::MemoryReadWriteStream(DisposeAfterUse::YES);
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for (uint i = 0; i < size; ++i) {
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_memFile->writeByte(archive.readByte());
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}
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}
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}
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void GamePage::saveState(Archive &archive) {
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if (this == _module->getPage()) {
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saveStateToMem();
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archive.writeDWORD(_memFile->size());
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archive.write(_memFile->getData(), _memFile->size());
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delete _memFile;
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_memFile = nullptr;
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} else {
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if (_memFile != nullptr) {
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archive.writeDWORD(_memFile->size());
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archive.write(_memFile->getData(), _memFile->size());
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} else {
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archive.writeDWORD(0);
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}
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}
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}
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void GamePage::unload() {
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_leadActor->setAction(_leadActor->findAction(kIdleAction));
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saveStateToMem();
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clear();
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_isLoaded = false;
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}
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void GamePage::clear() {
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Page::clear();
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_variables.clear(true);
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for (uint i = 0; i < _handlers.size(); ++i) {
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delete _handlers[i];
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}
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_handlers.clear();
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delete _cursorMgr; _cursorMgr = nullptr;
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delete _sequencer; _sequencer = nullptr;
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delete _walkMgr; _walkMgr = nullptr;
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}
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} // End of namespace Pink
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