scummvm/engines/pink/cursor_mgr.cpp
antoniou79 171be660e4 PINK: Clear global game variables on New Game
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.
2023-07-01 12:45:54 +03:00

107 lines
3 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 "pink/cursor_mgr.h"
#include "pink/pink.h"
#include "pink/objects/pages/page.h"
#include "pink/objects/actors/cursor_actor.h"
namespace Pink {
CursorMgr::CursorMgr(PinkEngine *game, Page *page)
: _actor(nullptr), _page(page), _game(game),
_time(0), _isPlayingAnimation(false),
_isSecondFrame(false), _firstFrameIndex(0) {}
void CursorMgr::setCursor(byte index, Common::Point point, const Common::String &itemName) {
switch (index) {
case kClickableFirstFrameCursor:
// fall through
case kPDAClickableFirstFrameCursor:
startAnimation(index);
hideItem();
break;
case kHoldingItemCursor:
_game->setCursor(index);
_isPlayingAnimation = false;
showItem(itemName, point);
break;
default:
_game->setCursor(index);
_isPlayingAnimation = false;
hideItem();
break;
}
}
void CursorMgr::update() {
if (!_isPlayingAnimation)
return;
uint newTime = _game->getTotalPlayTime();
if (newTime - _time > kCursorsUpdateTime) {
_time = newTime;
_isSecondFrame = !_isSecondFrame;
_game->setCursor(_firstFrameIndex + _isSecondFrame);
}
}
void CursorMgr::setCursor(const Common::String &cursorName, Common::Point point) {
byte index;
if (cursorName == kCursorNameExitLeft)
index = kExitLeftCursor;
else if (cursorName == kCursorNameExitRight)
index = kExitRightCursor;
else if (cursorName == kCursorNameExitForward || cursorName == kCursorNameExitUp || cursorName == kCursorNameExit)
index = kExitForwardCursor;
else if (cursorName == kCursorNameExitBackWards)
index = kExitDownCursor;
else {
warning("%s UNKNOWN CURSOR", cursorName.c_str());
index = kExitForwardCursor;
}
setCursor(index, point, "");
}
void CursorMgr::hideItem() {
if (_actor)
_actor->setAction(kHideAction);
}
void CursorMgr::startAnimation(byte index) {
if (_isPlayingAnimation)
return;
_game->setCursor(index);
_time = _game->getTotalPlayTime();
_firstFrameIndex = index;
_isPlayingAnimation = true;
_isSecondFrame = false;
}
void CursorMgr::showItem(const Common::String &itemName, Common::Point point) {
if (!_actor)
_actor = static_cast<CursorActor *>(_page->findActor(kCursor));
_actor->setCursorItem(itemName, point);
}
} // End of namespace Pink