1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
|
/* 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/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) {
_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();
changeScene(13, false); // Initial scene.
}
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->loadFromStream(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);
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;
}
}
|