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https://github.com/scummvm/scummvm.git
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173 lines
4.5 KiB
C++
173 lines
4.5 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 "sequence_item.h"
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#include "sequence.h"
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#include "sequencer.h"
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#include "engines/pink/archive.h"
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#include "engines/pink/objects/pages/game_page.h"
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#include "engines/pink/objects/actors/actor.h"
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#include "sequence_context.h"
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#include "pink/sound.h"
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namespace Pink {
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Sequence::Sequence()
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: _unk(0), _context(nullptr),
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_sequencer(nullptr) {}
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Sequence::~Sequence() {
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for (int i = 0; i < _items.size(); ++i) {
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delete _items[i];
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}
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}
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void Sequence::deserialize(Archive &archive) {
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NamedObject::deserialize(archive);
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_sequencer = static_cast<Sequencer*>(archive.readObject());
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archive >> _items;
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}
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void Sequence::toConsole() {
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debug("\t\tSequence %s", _name.c_str());
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debug("\t\t\tItems:");
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for (int i = 0; i < _items.size(); ++i) {
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_items[i]->toConsole();
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}
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}
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Common::Array<SequenceItem*> &Sequence::getItems() {
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return _items;
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}
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void Sequence::setContext(SequenceContext *context) {
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_context = context;
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}
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void Sequence::init(int unk) {
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assert(_items.size());
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assert(dynamic_cast<SequenceItemLeader*>(_items[0])); // first item must always be a leader
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start(unk);
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}
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void Sequence::start(int unk) {
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if (_context->_nextItemIndex >= _items.size()){
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debug("Sequence %s ended", _name.c_str());
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end();
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return;
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}
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if (!_items[_context->_nextItemIndex]->execute(_context->_index, this, unk)){
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assert(0);
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}
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uint i;
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for (i = _context->_nextItemIndex + 1; i <_items.size(); ++i){
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if (_items[i]->isLeader())
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break;
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_items[i]->execute(_context->_index, this, unk);
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}
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_context->_nextItemIndex = i;
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Common::Array<SequenceActorState> &states = _context->_states;
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for (uint j = 0; j < states.size(); ++j) {
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states[j].check(_context->_index, this, unk);
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}
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_context->_index++;
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}
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void Sequence::update() {
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if (!_context->_actor->isPlaying()){
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debug("Sequence step ended");
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start(0);
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}
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}
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void Sequence::end() {
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_context->_actor = 0;
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_unk = 1;
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_sequencer->removeContext(_context);
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}
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void Sequence::restart() {
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_context->setNextItemIndex(0);
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_context->clearActionsFromActorStates();
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start(0);
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}
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void Sequence::skipToLastSubSequence() {
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if (_unk && _context->getNextItemIndex() < _items.size()){
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int i = _items.size() - 1;
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while(i >= 0 && !_items[i--]->isLeader());
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assert(i >= 0);
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_context->setNextItemIndex(i);
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_context->clearActionsFromActorStates();
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skipItemsTo(i);
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start(0);
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}
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}
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void Sequence::skipItemsTo(int index) {
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for(int i = 0; i < index; ++i){
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_items[i]->skip(this);
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}
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}
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void SequenceAudio::deserialize(Archive &archive) {
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Sequence::deserialize(archive);
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archive >> _soundName;
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}
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void SequenceAudio::toConsole() {
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debug("\t\tSequenceAudio %s : _sound = %s", _name.c_str(), _soundName.c_str());
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debug("\t\t\tItems:");
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for (int i = 0; i < _items.size(); ++i) {
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_items[i]->toConsole();
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}
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}
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void SequenceAudio::end() {
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delete _sound;
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_sound = nullptr;
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Sequence::end();
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}
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void SequenceAudio::update() {
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// Not Working. In original there is check for current buffer size of wav file
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Sequence::update();
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}
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void SequenceAudio::init(int unk) {
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_unk2 = 0;
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_sound = _sequencer->_page->loadSound(_soundName);
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_sound->play(Audio::Mixer::SoundType::kMusicSoundType, 100, 0);
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Sequence::init(unk);
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}
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void SequenceAudio::restart() {
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_sound->play(Audio::Mixer::SoundType::kMusicSoundType, 100, 0);
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Sequence::restart();
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}
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} // End of namespace Pink
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