📄 playingstate.cpp
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// PlayingState.cpp
//
/////////////////////////////////////////////////////////////////////////////
#include <cassert>
#include "FirstCutscene.h"
#include "SecondCutscene.h"
#include "ThirdCutscene.h"
#include "Game.h"
#include "Writer.h"
#include "CommonCutscene.h"
#include "PlayingState.h"
#include "PlayingSubstates.h"
GameSubstate *PlayingState::substates[0x26];
GameState *PlayingState::cutScene[0x15];
GameState *PlayingState::cutScenes[4];
/////////////////////////////////////////////////////////////////////////////
// initialization and cleanup
/////////////////////////////////////////////////////////////////////////////
PlayingState::PlayingState()
{
substate = 0;
substates[0x00] = new PlayingInitPlayerLevelDataSubstate();
substates[0x01] = new PlayingInitRemainingDataSubstate();
substates[0x02] = 0;
substates[0x03] = new PlayingMainGameLoopSubstate();
substates[0x04] = new PlayingPacmanDeadSubstate();
substates[0x05] = 0;
substates[0x06] = new PlayingCheckForGameOverSubstate();
substates[0x07] = 0;
substates[0x08] = new PlayingInitDemoSubstate();
substates[0x09] = new PlayingInitLevelAndDifficultySubstate();
substates[0x0a] = 0;
substates[0x0b] = new PlayingContinueLevelSubstate();
substates[0x0c] = new PlayingStopSoundAndWaitSubstate();
substates[0x0d] = 0;
substates[0x0e] = new PlayingChangeCRAMSubstate();
substates[0x0f] = 0;
substates[0x10] = new PlayingRestoreCRAMSubstate();
substates[0x11] = 0;
substates[0x12] = new PlayingChangeCRAMSubstate();
substates[0x13] = 0;
substates[0x14] = new PlayingRestoreCRAMSubstate();
substates[0x15] = 0;
substates[0x16] = new PlayingChangeCRAMSubstate();
substates[0x17] = 0;
substates[0x18] = new PlayingRestoreCRAMSubstate();
substates[0x19] = 0;
substates[0x1a] = new PlayingChangeCRAMSubstate();
substates[0x1b] = 0;
substates[0x1c] = new PlayingRestoreCRAMSubstate();
substates[0x1d] = 0;
substates[0x1e] = new PlayingInitCutsceneSubstate();
substates[0x1f] = 0;
substates[0x20] = new PlayingCutsceneSubstate();
substates[0x21] = 0;
substates[0x22] = new PlayingPrepareNextLevelDataSubstate();
substates[0x23] = new PlayingInitLevelAndDifficultySubstate();
substates[0x24] = 0;
substates[0x25] = new PlayingContinueLevelSubstate();
// cutscene states
cutScenes[0] = new NopCutsceneState();
cutScenes[1] = new FirstCutsceneState();
cutScenes[2] = new SecondCutsceneState();
cutScenes[3] = new ThirdCutsceneState();
cutScene[0x00] = cutScenes[0];
cutScene[0x01] = cutScenes[1];
cutScene[0x02] = cutScenes[0];
cutScene[0x03] = cutScenes[0];
cutScene[0x04] = cutScenes[2];
cutScene[0x05] = cutScenes[0];
cutScene[0x06] = cutScenes[0];
cutScene[0x07] = cutScenes[0];
cutScene[0x08] = cutScenes[3];
cutScene[0x09] = cutScenes[0];
cutScene[0x0a] = cutScenes[0];
cutScene[0x0b] = cutScenes[0];
cutScene[0x0c] = cutScenes[3];
cutScene[0x0d] = cutScenes[0];
cutScene[0x0e] = cutScenes[0];
cutScene[0x0f] = cutScenes[0];
cutScene[0x10] = cutScenes[3];
cutScene[0x11] = cutScenes[0];
cutScene[0x12] = cutScenes[0];
cutScene[0x13] = cutScenes[0];
cutScene[0x14] = cutScenes[0];
}
PlayingState::~PlayingState()
{
// delete cutscenes
for (int i = 0; i < 4; i++){
delete cutScenes[i];
}
// delete playing substates
for (int i = 0; i < 0x26; i++){
delete substates[i];
}
}
void PlayingState::run()
{
assert((substate >= 0) && (substate < 0x26));
// delegate the action to the substate
if (substates[substate]){
substates[substate]->run();
}
}
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