/* 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(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); } }