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93 lines
3.0 KiB
C++
93 lines
3.0 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/debug.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.h"
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#include "pink/objects/sequences/sequence_context.h"
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#include "pink/objects/sequences/sequence_item.h"
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#include "pink/objects/sequences/sequencer.h"
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namespace Pink {
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SequenceActorState::SequenceActorState(const Common::String &name)
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:_actorName(name), _index(0)
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{}
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const Common::String &SequenceActorState::getActor() const {
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return _actorName;
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}
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void SequenceActorState::check(int index, Sequence *sequence, bool unk) {
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Actor *actor = sequence->_sequencer->_page->findActor(_actorName);
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debug("%s %s", _actorName.c_str(), _actionName.c_str());
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if (_index != index && !_actionName.empty()){
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Action *action = actor->findAction(_actionName);
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if (actor->getAction() != action)
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actor->setAction(action, unk);
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}
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}
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SequenceContext::SequenceContext(Sequence *sequence, Sequencer *sequencer)
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: _sequence(sequence), _sequencer(sequencer),
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_nextItemIndex(0), _index(1), _actor(nullptr)
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{
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sequence->setContext(this);
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Common::Array<SequenceItem*> &items = sequence->getItems();
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debug("SequenceContext for %s", _sequence->getName().c_str());
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for (uint i = 0; i < items.size(); ++i) {
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bool found = 0;
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for (uint j = 0; j < _states.size(); ++j) {
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if (items[i]->getActor() == _states[j].getActor()){
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found = 1;
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break;
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}
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}
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if (!found) {
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debug(items[i]->getActor().c_str());
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_states.push_back({items[i]->getActor()});
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}
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}
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}
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uint SequenceContext::getNextItemIndex() const {
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return _nextItemIndex;
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}
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Sequence *SequenceContext::getSequence() const {
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return _sequence;
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}
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void SequenceContext::clearActionsFromActorStates() {
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for (uint i = 0; i < _states.size(); ++i) {
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_states[i]._actionName.clear();
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}
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}
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void SequenceContext::setNextItemIndex(int index) {
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_nextItemIndex = index;
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}
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} // End of namespace Pink
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