mirror of
https://github.com/libretro/scummvm.git
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280 lines
6.6 KiB
C++
280 lines
6.6 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "mutationofjb/game.h"
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#include "mutationofjb/commands/command.h"
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#include "mutationofjb/encryptedfile.h"
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#include "mutationofjb/gamedata.h"
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#include "mutationofjb/mutationofjb.h"
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#include "mutationofjb/room.h"
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#include "mutationofjb/script.h"
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#include "mutationofjb/tasks/objectanimationtask.h"
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#include "mutationofjb/util.h"
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#include "common/str.h"
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#include "common/util.h"
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#include "engines/advancedDetector.h"
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namespace MutationOfJB {
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Game::Game(MutationOfJBEngine *vm)
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: _vm(vm),
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_randomSource("mutationofjb"),
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_delayedLocalScript(nullptr),
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_runDelayedScriptStartup(false),
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_gui(*this, _vm->getScreen()),
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_scriptExecCtx(*this),
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_taskManager(*this),
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_assets(*this) {
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_gameData = new GameData;
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loadGameData(false);
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EncryptedFile globalScriptFile;
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globalScriptFile.open("global.atn");
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_globalScript = new Script;
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_globalScript->loadFromStream(globalScriptFile);
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globalScriptFile.close();
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_localScript = nullptr;
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_room = new Room(this, _vm->getScreen());
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_gui.init();
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_taskManager.startTask(TaskPtr(new ObjectAnimationTask));
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}
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MutationOfJBEngine &Game::getEngine() {
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return *_vm;
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}
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Common::RandomSource &Game::getRandomSource() {
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return _randomSource;
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}
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GameData &Game::getGameData() {
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return *_gameData;
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}
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Room &Game::getRoom() {
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return *_room;
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}
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Script *Game::getGlobalScript() const {
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return _globalScript;
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}
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Script *Game::getLocalScript() const {
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return _localScript;
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}
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bool Game::loadGameData(bool partB) {
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EncryptedFile file;
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const char *fileName = !partB ? "startup.dat" : "startupb.dat";
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file.open(fileName);
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if (!file.isOpen()) {
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reportFileMissingError(fileName);
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return false;
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}
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_gameData->loadInitialState(file);
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file.close();
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return true;
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}
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Script *Game::changeSceneLoadScript(uint8 sceneId, bool partB) {
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if (isCurrentSceneMap()) {
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_gui.markDirty();
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}
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_gameData->_lastScene = _gameData->_currentScene;
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_gameData->_currentScene = sceneId;
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_gameData->_partB = partB;
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_room->load(_gameData->_currentScene, partB);
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_gui.refreshAfterSceneChanged();
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EncryptedFile scriptFile;
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Common::String fileName = Common::String::format("scrn%d%s.atn", sceneId, partB ? "b" : "");
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scriptFile.open(fileName);
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if (!scriptFile.isOpen()) {
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reportFileMissingError(fileName.c_str());
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return nullptr;
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}
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// TODO Actually parse this.
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Common::String dummy;
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dummy = scriptFile.readLine(); // Skip first line.
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scriptFile.seek(126, SEEK_CUR); // Skip 126 bytes.
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Script *localScript = new Script;
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localScript->loadFromStream(scriptFile);
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scriptFile.close();
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return localScript;
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}
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void Game::changeScene(uint8 sceneId, bool partB) {
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if (_localScript) {
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delete _localScript;
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_localScript = nullptr;
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}
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_localScript = changeSceneLoadScript(sceneId, partB);
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if (_localScript) {
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_scriptExecCtx.startStartupSection();
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}
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}
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Script *Game::changeSceneDelayScript(uint8 sceneId, bool partB, bool runDelayedScriptStartup) {
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_delayedLocalScript = changeSceneLoadScript(sceneId, partB);
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_runDelayedScriptStartup = runDelayedScriptStartup;
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return _delayedLocalScript;
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}
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static Command *findActionInfoCommand(const ActionInfos &infos, const Common::String &entity1Name, const Common::String &entity2Name = Common::String()) {
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for (ActionInfos::const_iterator it = infos.begin(); it != infos.end(); ++it) {
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if (it->_entity1Name == entity1Name && it->_entity2Name == entity2Name) {
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return it->_command;
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}
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}
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return nullptr;
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}
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bool Game::startActionSection(ActionInfo::Action action, const Common::String &entity1Name, const Common::String &entity2Name) {
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Script *const localScript = getLocalScript();
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Script *const globalScript = getGlobalScript();
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Command *command = nullptr;
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if (localScript) {
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command = findActionInfoCommand(localScript->getActionInfos(action), entity1Name, entity2Name);
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}
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if (!command && globalScript) {
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command = findActionInfoCommand(globalScript->getActionInfos(action), entity1Name, entity2Name);
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}
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if (command) {
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_scriptExecCtx.startCommand(command);
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return true;
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}
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return false;
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}
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bool Game::isCurrentSceneMap() const {
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return _gameData->_currentScene == 12;
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}
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void Game::update() {
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Command::ExecuteResult res = _scriptExecCtx.runActiveCommand();
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if (res == Command::Finished && _delayedLocalScript) {
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delete _localScript;
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_localScript = _delayedLocalScript;
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if (_localScript && _runDelayedScriptStartup)
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_scriptExecCtx.startStartupSection();
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_delayedLocalScript = nullptr;
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_runDelayedScriptStartup = false;
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}
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_taskManager.update();
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}
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GameScreen &Game::getGameScreen() {
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return _gui;
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}
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uint8 Game::colorFromString(const char *colorStr) {
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struct {
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const char *str;
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uint8 color;
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} colors[] = {
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{"white", WHITE},
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{"darkgray", DARKGRAY},
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{"lightgray", LIGHTGRAY},
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{"green", GREEN},
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{"orange", ORANGE},
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{"darkblue", DARKBLUE},
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{"lightblue", LIGHTBLUE},
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{"brown", BROWN}
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};
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for (int i = 0; i < ARRAYSIZE(colors); ++i) {
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if (strcmp(colors[i].str, colorStr) == 0) {
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return colors[i].color;
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}
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}
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if (*colorStr == 'n') {
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return static_cast<uint8>(atoi(colorStr + 1));
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}
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warning("Color not found");
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return 0x00;
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}
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TaskManager &Game::getTaskManager() {
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return _taskManager;
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}
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Assets &Game::getAssets() {
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return _assets;
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}
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Graphics::Screen &Game::getScreen() {
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return *_vm->getScreen();
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}
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TaskPtr Game::getActiveSayTask() const {
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return _activeSayTask;
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}
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void Game::setActiveSayTask(const TaskPtr &sayTask) {
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_activeSayTask = sayTask;
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}
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bool Game::loadSaveAllowed() const {
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if (_scriptExecCtx.isCommandRunning())
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return false;
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if (isCurrentSceneMap())
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return false;
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return true;
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}
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Common::Language Game::getLanguage() const {
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return _vm->getGameDescription()->language;
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}
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void Game::switchToPartB() {
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getGameData().getInventory().removeAllItems();
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loadGameData(true);
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changeSceneDelayScript(3, true, true);
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}
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}
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