scummvm/engines/mutationofjb/game.cpp

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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"
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#include "mutationofjb/gamedata.h"
#include "mutationofjb/encryptedfile.h"
#include "mutationofjb/mutationofjb.h"
#include "mutationofjb/room.h"
#include "mutationofjb/script.h"
#include "mutationofjb/util.h"
#include "mutationofjb/commands/command.h"
#include "common/util.h"
#include "common/str.h"
#include "common/translation.h"
namespace MutationOfJB {
Game::Game(MutationOfJBEngine *vm)
: _vm(vm),
_delayedLocalScript(nullptr),
_gui(*this, _vm->getScreen()),
_scriptExecCtx(*this),
_currentAction(ActionInfo::Walk) {
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_gameData = new GameData;
loadGameData(false);
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EncryptedFile globalScriptFile;
globalScriptFile.open("global.atn");
_globalScript = new Script;
_globalScript->loadFromStream(globalScriptFile);
globalScriptFile.close();
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_localScript = nullptr;
_room = new Room(this, _vm->getScreen());
_gui.init();
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changeScene(13, false); // Initial scene.
}
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GameData &Game::getGameData() {
return *_gameData;
}
Room &Game::getRoom() {
return *_room;
}
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Script *Game::getGlobalScript() const {
return _globalScript;
}
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Script *Game::getLocalScript() const {
return _localScript;
}
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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;
}
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_gameData->loadFromStream(file);
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file.close();
return true;
}
Script *Game::changeSceneLoadScript(uint8 sceneId, bool partB) {
if (isCurrentSceneMap()) {
_gui.markDirty();
}
_gameData->_lastScene = _gameData->_currentScene;
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_gameData->_currentScene = sceneId;
_gameData->_partB = partB;
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_room->load(_gameData->_currentScene, partB);
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) {
_delayedLocalScript = changeSceneLoadScript(sceneId, partB);
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;
_delayedLocalScript = nullptr;
}
_gui.update();
}
Gui &Game::getGui() {
return _gui;
}
ActionInfo::Action Game::getCurrentAction() const {
return _currentAction;
}
void Game::setCurrentAction(ActionInfo::Action action) {
_currentAction = action;
}
Font& Game::getSystemFont() {
return _systemFont;
}
Font& Game::getSpeechFont() {
return _speechFont;
}
}