scummvm/engines/tetraedge/te/te_scene_warp.cpp
2024-08-04 12:47:37 +03:00

113 lines
3.4 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 "tetraedge/tetraedge.h"
#include "tetraedge/te/te_core.h"
#include "tetraedge/te/te_scene_warp.h"
#include "tetraedge/te/te_scene_warp_xml_parser.h"
namespace Tetraedge {
TeSceneWarp::TeSceneWarp() : _warp(nullptr), _numExitsCreated(0) {
}
TeSceneWarp::~TeSceneWarp() {
close();
}
void TeSceneWarp::close() {
_objects.clear();
_animations.clear();
_exits.clear();
_warpEvents.clear();
_warp = nullptr;
}
const TeSceneWarp::Animation *TeSceneWarp::getAnimation(const Common::String &name) {
for (const auto &anim : _animations)
if (anim._name == name)
return &anim;
return nullptr;
}
const TeSceneWarp::Exit *TeSceneWarp::getExit(const Common::String &linkedWarp) {
for (const auto &exit : _exits)
if (exit._linkedWarp == linkedWarp)
return &exit;
return nullptr;
}
const TeSceneWarp::Object *TeSceneWarp::getObject(const Common::String &name) {
for (const auto &object : _objects)
if (object._name == name)
return &object;
return nullptr;
}
const TeSceneWarp::WarpEvent *TeSceneWarp::getWarpEvent(const Common::String &name) {
for (const auto &warpEvent : _warpEvents)
if (warpEvent._name == name)
return &warpEvent;
return nullptr;
}
bool TeSceneWarp::load(const Common::Path &name, TeWarp *warp, bool flag) {
close();
_warp = warp;
_numExitsCreated = 0;
_name = name;
TeSceneWarpXmlParser parser(this, flag);
TeCore *core = g_engine->getCore();
Common::Path path = core->findFile(name);
if (!parser.loadFile(path))
error("TeSceneWarp::load: failed to load data from %s", name.toString(Common::Path::kNativeSeparator).c_str());
if (!parser.parse())
error("TeSceneWarp::load: failed to parse data from %s", name.toString(Common::Path::kNativeSeparator).c_str());
if (flag) {
// Line 357 ~ 426, plus other fixups
error("TODO: Finish TeSceneWarp::load for flag == true");
} else {
// This is done during parsing but this should work too.
for (const auto &sceneExit : _exits) {
TeWarp::Exit warpExit;
warpExit._name = sceneExit._name;
warpExit._camAngleX = sceneExit._camAngleX;
warpExit._camAngleY = sceneExit._camAngleY;
warpExit._linkedWarpPath = Common::String("3D\\") + sceneExit._linkedWarp;
warpExit._markerId = sceneExit._markerId;
for (const auto &bloc : sceneExit._warpBlocs) {
TeWarp::Block block;
block._offset = bloc.offset();
block._face = bloc.face();
block._x = sceneExit._nbWarpBlock;
block._y = sceneExit._nbWarpBlock;
warpExit._warpBlockList.push_back(block);
}
warp->sendExit(warpExit);
}
_warp->activeMarkers(_warp->markersActive());
}
return true;
}
} // end namespace Tetraedge