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