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/* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "mutationofjb/game.h"
#include "mutationofjb/commands/command.h"
#include "mutationofjb/encryptedfile.h"
#include "mutationofjb/gamedata.h"
#include "mutationofjb/mutationofjb.h"
#include "mutationofjb/room.h"
#include "mutationofjb/script.h"
#include "mutationofjb/tasks/objectanimationtask.h"
#include "mutationofjb/util.h"
#include "common/str.h"
#include "common/util.h"
#include "engines/advancedDetector.h"
namespace MutationOfJB {
Game::Game(MutationOfJBEngine *vm)
: _vm(vm),
_randomSource("mutationofjb"),
_delayedLocalScript(nullptr),
_runDelayedScriptStartup(false),
_gui(*this, _vm->getScreen()),
_scriptExecCtx(*this),
_taskManager(*this),
_assets(*this) {
_gameData = new GameData;
loadGameData(false);
EncryptedFile globalScriptFile;
globalScriptFile.open("global.atn");
_globalScript = new Script;
_globalScript->loadFromStream(globalScriptFile);
globalScriptFile.close();
_localScript = nullptr;
_room = new Room(this, _vm->getScreen());
_gui.init();
_taskManager.startTask(TaskPtr(new ObjectAnimationTask));
}
MutationOfJBEngine &Game::getEngine() {
return *_vm;
}
Common::RandomSource &Game::getRandomSource() {
return _randomSource;
}
GameData &Game::getGameData() {
return *_gameData;
}
Room &Game::getRoom() {
return *_room;
}
Script *Game::getGlobalScript() const {
return _globalScript;
}
Script *Game::getLocalScript() const {
return _localScript;
}
bool Game::loadGameData(bool partB) {
EncryptedFile file;
const char *fileName = !partB ? "startup.dat" : "startupb.dat";
file.open(fileName);
if (!file.isOpen()) {
reportFileMissingError(fileName);
return false;
}
_gameData->loadInitialState(file);
file.close();
return true;
}
Script *Game::changeSceneLoadScript(uint8 sceneId, bool partB) {
if (isCurrentSceneMap()) {
_gui.markDirty();
}
_gameData->_lastScene = _gameData->_currentScene;
_gameData->_currentScene = sceneId;
_gameData->_partB = partB;
_room->load(_gameData->_currentScene, partB);
_gui.refreshAfterSceneChanged();
EncryptedFile scriptFile;
Common::String fileName = Common::String::format("scrn%d%s.atn", sceneId, partB ? "b" : "");
scriptFile.open(fileName);
if (!scriptFile.isOpen()) {
reportFileMissingError(fileName.c_str());
return nullptr;
}
// TODO Actually parse this.
Common::String dummy;
dummy = scriptFile.readLine(); // Skip first line.
scriptFile.seek(126, SEEK_CUR); // Skip 126 bytes.
Script *localScript = new Script;
localScript->loadFromStream(scriptFile);
scriptFile.close();
return localScript;
}
void Game::changeScene(uint8 sceneId, bool partB) {
if (_localScript) {
delete _localScript;
_localScript = nullptr;
}
_localScript = changeSceneLoadScript(sceneId, partB);
if (_localScript) {
_scriptExecCtx.startStartupSection();
}
}
Script *Game::changeSceneDelayScript(uint8 sceneId, bool partB, bool runDelayedScriptStartup) {
_delayedLocalScript = changeSceneLoadScript(sceneId, partB);
_runDelayedScriptStartup = runDelayedScriptStartup;
return _delayedLocalScript;
}
static Command *findActionInfoCommand(const ActionInfos &infos, const Common::String &entity1Name, const Common::String &entity2Name = Common::String()) {
for (ActionInfos::const_iterator it = infos.begin(); it != infos.end(); ++it) {
if (it->_entity1Name == entity1Name && it->_entity2Name == entity2Name) {
return it->_command;
}
}
return nullptr;
}
bool Game::startActionSection(ActionInfo::Action action, const Common::String &entity1Name, const Common::String &entity2Name) {
Script *const localScript = getLocalScript();
Script *const globalScript = getGlobalScript();
Command *command = nullptr;
if (localScript) {
command = findActionInfoCommand(localScript->getActionInfos(action), entity1Name, entity2Name);
}
if (!command && globalScript) {
command = findActionInfoCommand(globalScript->getActionInfos(action), entity1Name, entity2Name);
}
if (command) {
_scriptExecCtx.startCommand(command);
return true;
}
return false;
}
bool Game::isCurrentSceneMap() const {
return _gameData->_currentScene == 12;
}
void Game::update() {
Command::ExecuteResult res = _scriptExecCtx.runActiveCommand();
if (res == Command::Finished && _delayedLocalScript) {
delete _localScript;
_localScript = _delayedLocalScript;
if (_localScript && _runDelayedScriptStartup)
_scriptExecCtx.startStartupSection();
_delayedLocalScript = nullptr;
_runDelayedScriptStartup = false;
}
_taskManager.update();
}
GameScreen &Game::getGameScreen() {
return _gui;
}
uint8 Game::colorFromString(const char *colorStr) {
struct {
const char *str;
uint8 color;
} colors[] = {
{"white", WHITE},
{"darkgray", DARKGRAY},
{"lightgray", LIGHTGRAY},
{"green", GREEN},
{"orange", ORANGE},
{"darkblue", DARKBLUE},
{"lightblue", LIGHTBLUE},
{"brown", BROWN}
};
for (int i = 0; i < ARRAYSIZE(colors); ++i) {
if (strcmp(colors[i].str, colorStr) == 0) {
return colors[i].color;
}
}
if (*colorStr == 'n') {
return static_cast<uint8>(atoi(colorStr + 1));
}
warning("Color not found");
return 0x00;
}
TaskManager &Game::getTaskManager() {
return _taskManager;
}
Assets &Game::getAssets() {
return _assets;
}
Graphics::Screen &Game::getScreen() {
return *_vm->getScreen();
}
TaskPtr Game::getActiveSayTask() const {
return _activeSayTask;
}
void Game::setActiveSayTask(const TaskPtr &sayTask) {
_activeSayTask = sayTask;
}
bool Game::loadSaveAllowed() const {
if (_scriptExecCtx.isCommandRunning())
return false;
if (isCurrentSceneMap())
return false;
return true;
}
Common::Language Game::getLanguage() const {
return _vm->getGameDescription()->language;
}
void Game::switchToPartB() {
getGameData().getInventory().removeAllItems();
loadGameData(true);
changeSceneDelayScript(3, true, true);
}
}
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