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global.cpp
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global.cpp
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////////////////////////////////////////////////////////////////////////////////
// Copyright (C) 2004-2011 by The Allacrost Project
// Copyright (C) 2012 by Bertram (Valyria Tear)
// All Rights Reserved
//
// This code is licensed under the GNU GPL version 2. It is free software
// and you may modify it and/or redistribute it under the terms of this license.
// See http://www.gnu.org/copyleft/gpl.html for details.
////////////////////////////////////////////////////////////////////////////////
/** ****************************************************************************
*** \file global.cpp
*** \author Tyler Olsen, roots@allacrost.org
*** \author Yohann Ferreira, yohann ferreira orange fr
*** \brief Source file for the global game manager
*** ***************************************************************************/
#include "global.h"
#include "engine/system.h"
#include "modes/map/map.h"
using namespace hoa_utils;
using namespace hoa_video;
using namespace hoa_script;
using namespace hoa_system;
template<> hoa_global::GameGlobal *Singleton<hoa_global::GameGlobal>::_singleton_reference = NULL;
namespace hoa_global
{
using namespace private_global;
GameGlobal *GlobalManager = NULL;
bool GLOBAL_DEBUG = false;
////////////////////////////////////////////////////////////////////////////////
// GlobalEventGroup class
////////////////////////////////////////////////////////////////////////////////
void GlobalEventGroup::AddNewEvent(const std::string &event_name, int32 event_value)
{
if(DoesEventExist(event_name)) {
IF_PRINT_WARNING(GLOBAL_DEBUG) << "an event with the desired name \"" << event_name << "\" already existed in this group: "
<< _group_name << std::endl;
return;
}
_events.insert(std::make_pair(event_name, event_value));
}
int32 GlobalEventGroup::GetEvent(const std::string &event_name)
{
std::map<std::string, int32>::iterator event_iter = _events.find(event_name);
if(event_iter == _events.end()) {
IF_PRINT_WARNING(GLOBAL_DEBUG) << "an event with the specified name \"" << event_name << "\" did not exist in this group: "
<< _group_name << std::endl;
return GLOBAL_BAD_EVENT;
}
return event_iter->second;
}
void GlobalEventGroup::SetEvent(const std::string &event_name, int32 event_value)
{
std::map<std::string, int32>::iterator event_iter = _events.find(event_name);
if(event_iter == _events.end()) {
AddNewEvent(event_name, event_value);
return;
}
event_iter->second = event_value;
}
////////////////////////////////////////////////////////////////////////////////
// GameGlobal class - Initialization and Destruction
////////////////////////////////////////////////////////////////////////////////
GameGlobal::GameGlobal() :
_game_slot_id(0),
_drunes(0),
_max_experience_level(100),
_x_save_map_position(0),
_y_save_map_position(0),
_same_map_hud_name_as_previous(false)
{
IF_PRINT_DEBUG(GLOBAL_DEBUG) << "GameGlobal constructor invoked" << std::endl;
}
GameGlobal::~GameGlobal()
{
IF_PRINT_DEBUG(GLOBAL_DEBUG) << "GameGlobal destructor invoked" << std::endl;
ClearAllData();
_CloseGlobalScripts();
} // GameGlobal::~GameGlobal()
void GameGlobal::_CloseGlobalScripts() {
// Close all persistent script files
_global_script.CloseFile();
_items_script.CloseTable();
_items_script.CloseFile();
_key_items_script.CloseTable();
_key_items_script.CloseFile();
_weapons_script.CloseTable();
_weapons_script.CloseFile();
_head_armor_script.CloseTable();
_head_armor_script.CloseFile();
_torso_armor_script.CloseTable();
_torso_armor_script.CloseFile();
_arm_armor_script.CloseTable();
_arm_armor_script.CloseFile();
_leg_armor_script.CloseTable();
_leg_armor_script.CloseFile();
_attack_skills_script.CloseTable();
_attack_skills_script.CloseFile();
_defend_skills_script.CloseTable();
_defend_skills_script.CloseFile();
_support_skills_script.CloseTable();
_support_skills_script.CloseFile();
_status_effects_script.CloseTable();
_status_effects_script.CloseFile();
_map_sprites_script.CloseFile();
_map_objects_script.CloseFile();
_map_treasures_script.CloseFile();
}
bool GameGlobal::_LoadGlobalScripts()
{
// Open up the persistent script files
if(_global_script.OpenFile("dat/global.lua") == false) {
return false;
}
if(!_items_script.OpenFile("dat/objects/items.lua"))
return false;
_items_script.OpenTable("items");
if(!_key_items_script.OpenFile("dat/objects/key_items.lua"))
return false;
_key_items_script.OpenTable("key_items");
if(_weapons_script.OpenFile("dat/objects/weapons.lua") == false) {
return false;
}
_weapons_script.OpenTable("weapons");
if(_head_armor_script.OpenFile("dat/objects/head_armor.lua") == false) {
return false;
}
_head_armor_script.OpenTable("armor");
if(_torso_armor_script.OpenFile("dat/objects/torso_armor.lua") == false) {
return false;
}
_torso_armor_script.OpenTable("armor");
if(_arm_armor_script.OpenFile("dat/objects/arm_armor.lua") == false) {
return false;
}
_arm_armor_script.OpenTable("armor");
if(_leg_armor_script.OpenFile("dat/objects/leg_armor.lua") == false) {
return false;
}
_leg_armor_script.OpenTable("armor");
if(_attack_skills_script.OpenFile("dat/skills/attack.lua") == false) {
return false;
}
_attack_skills_script.OpenTable("skills");
if(_support_skills_script.OpenFile("dat/skills/support.lua") == false) {
return false;
}
_support_skills_script.OpenTable("skills");
if(_defend_skills_script.OpenFile("dat/skills/defense.lua") == false) {
return false;
}
_defend_skills_script.OpenTable("skills");
if(_status_effects_script.OpenFile("dat/effects/status.lua") == false) {
return false;
}
_status_effects_script.OpenTable("status_effects");
if(!_map_sprites_script.OpenFile("dat/actors/map_sprites.lua"))
return false;
if(!_map_objects_script.OpenFile("dat/actors/map_objects.lua"))
return false;
if(!_map_treasures_script.OpenFile("dat/actors/map_treasures.lua"))
return false;
return true;
}
void GameGlobal::ClearAllData()
{
// Delete all inventory objects
for(std::map<uint32, GlobalObject *>::iterator it = _inventory.begin(); it != _inventory.end(); ++it) {
delete it->second;
}
_inventory.clear();
_inventory_items.clear();
_inventory_weapons.clear();
_inventory_head_armor.clear();
_inventory_torso_armor.clear();
_inventory_arm_armor.clear();
_inventory_leg_armor.clear();
_inventory_shards.clear();
_inventory_key_items.clear();
// Delete all characters
for(std::map<uint32, GlobalCharacter *>::iterator it = _characters.begin(); it != _characters.end(); ++it) {
delete it->second;
}
_characters.clear();
_ordered_characters.clear();
_active_party.RemoveAllActors();
// Delete all event groups
for(std::map<std::string, GlobalEventGroup *>::iterator it = _event_groups.begin(); it != _event_groups.end(); ++it) {
delete(it->second);
}
_event_groups.clear();
// Clear the save location
UnsetSaveLocation();
// Clear out the map previous location
_previous_location.clear();
_map_filename.clear();
_map_hud_name.clear();
// Clear out the time played, in case of a new game
SystemManager->SetPlayTime(0, 0, 0);
} // void GameGlobal::ClearAllData()
////////////////////////////////////////////////////////////////////////////////
// GameGlobal class - Character Functions
////////////////////////////////////////////////////////////////////////////////
void GameGlobal::AddCharacter(uint32 id)
{
std::map<uint32, GlobalCharacter *>::iterator it = _characters.find(id);
if(it != _characters.end()) {
if(it->second->IsEnabled()) {
IF_PRINT_WARNING(GLOBAL_DEBUG) << "attempted to add a character that already existed: " << id << std::endl;
return;
} else {
// Re-enable the character in that case
it->second->Enable(true);
}
}
GlobalCharacter *ch = 0;
// Add the character if not existing in the main character data
if(it == _characters.end()) {
ch = new GlobalCharacter(id);
_characters.insert(std::make_pair(id, ch));
} else {
ch = it->second;
}
// Add the new character to the active party if the active party contains less than four characters
if(_ordered_characters.size() < GLOBAL_MAX_PARTY_SIZE)
_active_party.AddActor(ch);
_ordered_characters.push_back(ch);
}
void GameGlobal::AddCharacter(GlobalCharacter *ch)
{
if(ch == NULL) {
IF_PRINT_WARNING(GLOBAL_DEBUG) << "function received NULL pointer argument" << std::endl;
return;
}
if(_characters.find(ch->GetID()) != _characters.end()) {
IF_PRINT_WARNING(GLOBAL_DEBUG) << "attempted to add a character that already existed: " << ch->GetID() << std::endl;
return;
}
_characters.insert(std::make_pair(ch->GetID(), ch));
// If the charactger is currently disabled, don't add it to the available characters.
if(!ch->IsEnabled())
return;
// Add the new character to the active party if the active party contains less than four characters
if(_ordered_characters.size() < GLOBAL_MAX_PARTY_SIZE)
_active_party.AddActor(ch);
_ordered_characters.push_back(ch);
}
void GameGlobal::RemoveCharacter(uint32 id, bool erase)
{
std::map<uint32, GlobalCharacter *>::iterator it = _characters.find(id);
if(it == _characters.end()) {
IF_PRINT_WARNING(GLOBAL_DEBUG) << "attempted to remove a character that did not exist: " << id << std::endl;
return;
}
// Disable the character
it->second->Enable(false);
for(std::vector<GlobalCharacter *>::iterator it = _ordered_characters.begin(); it != _ordered_characters.end(); ++it) {
if((*it)->GetID() == id) {
_ordered_characters.erase(it);
break;
}
}
// Reform the active party in case the removed character was a member of it
_active_party.RemoveAllActors();
for(uint32 j = 0; j < _ordered_characters.size() && j < GLOBAL_MAX_PARTY_SIZE; j++) {
_active_party.AddActor(_ordered_characters[j]);
}
// If we were asked to remove the character completely from the game data.
if(erase) {
delete(it->second);
_characters.erase(it);
}
}
GlobalCharacter *GameGlobal::GetCharacter(uint32 id)
{
std::map<uint32, GlobalCharacter *>::iterator ch = _characters.find(id);
if(ch == _characters.end())
return NULL;
else
return (ch->second);
}
void GameGlobal::SwapCharactersByIndex(uint32 first_index, uint32 second_index)
{
// Deal with the ordered characters
if(first_index == second_index) {
IF_PRINT_WARNING(GLOBAL_DEBUG) << "first_index and second_index arguments had the same value: " << first_index << std::endl;
return;
}
if(first_index >= _ordered_characters.size()) {
IF_PRINT_WARNING(GLOBAL_DEBUG) << "first_index argument exceeded current party size: " << first_index << std::endl;
return;
}
if(second_index >= _ordered_characters.size()) {
IF_PRINT_WARNING(GLOBAL_DEBUG) << "second_index argument exceeded current party size: " << second_index << std::endl;
return;
}
// Swap the characters
GlobalCharacter *tmp = _ordered_characters[first_index];
_ordered_characters[first_index] = _ordered_characters[second_index];
_ordered_characters[second_index] = tmp;
// Do the same for the party member.
_active_party.SwapActorsByIndex(first_index, second_index);
}
////////////////////////////////////////////////////////////////////////////////
// GameGlobal class - Inventory Functions
////////////////////////////////////////////////////////////////////////////////
void GameGlobal::AddToInventory(uint32 obj_id, uint32 obj_count)
{
// If the object is already in the inventory, increment the count of the object
if(_inventory.find(obj_id) != _inventory.end()) {
_inventory[obj_id]->IncrementCount(obj_count);
return;
}
// Otherwise create a new object instance and add it to the inventory
if((obj_id > 0) && (obj_id <= MAX_ITEM_ID)) {
GlobalItem *new_obj = new GlobalItem(obj_id, obj_count);
_inventory.insert(std::make_pair(obj_id, new_obj));
_inventory_items.push_back(new_obj);
} else if((obj_id > MAX_ITEM_ID) && (obj_id <= MAX_WEAPON_ID)) {
GlobalWeapon *new_obj = new GlobalWeapon(obj_id, obj_count);
_inventory.insert(std::make_pair(obj_id, new_obj));
_inventory_weapons.push_back(new_obj);
} else if((obj_id > MAX_WEAPON_ID) && (obj_id <= MAX_HEAD_ARMOR_ID)) {
GlobalArmor *new_obj = new GlobalArmor(obj_id, obj_count);
_inventory.insert(std::make_pair(obj_id, new_obj));
_inventory_head_armor.push_back(new_obj);
} else if((obj_id > MAX_HEAD_ARMOR_ID) && (obj_id <= MAX_TORSO_ARMOR_ID)) {
GlobalArmor *new_obj = new GlobalArmor(obj_id, obj_count);
_inventory.insert(std::make_pair(obj_id, new_obj));
_inventory_torso_armor.push_back(new_obj);
} else if((obj_id > MAX_TORSO_ARMOR_ID) && (obj_id <= MAX_ARM_ARMOR_ID)) {
GlobalArmor *new_obj = new GlobalArmor(obj_id, obj_count);
_inventory.insert(std::make_pair(obj_id, new_obj));
_inventory_arm_armor.push_back(new_obj);
} else if((obj_id > MAX_ARM_ARMOR_ID) && (obj_id <= MAX_LEG_ARMOR_ID)) {
GlobalArmor *new_obj = new GlobalArmor(obj_id, obj_count);
_inventory.insert(std::make_pair(obj_id, new_obj));
_inventory_leg_armor.push_back(new_obj);
} else if((obj_id > MAX_LEG_ARMOR_ID) && (obj_id <= MAX_SHARD_ID)) {
// GlobalShard *new_obj = new GlobalShard(obj_id, obj_count);
// _inventory.insert(std::make_pair(obj_id, new_obj));
// _inventory_shards.push_back(new_obj);
} else if((obj_id > MAX_SHARD_ID) && (obj_id <= MAX_KEY_ITEM_ID)) {
GlobalKeyItem *new_obj = new GlobalKeyItem(obj_id, obj_count);
_inventory.insert(std::make_pair(obj_id, new_obj));
_inventory_key_items.push_back(new_obj);
} else {
IF_PRINT_WARNING(GLOBAL_DEBUG) << "attempted to add invalid object to inventory with id: " << obj_id << std::endl;
}
} // void GameGlobal::AddToInventory(uint32 obj_id)
void GameGlobal::AddToInventory(GlobalObject *object)
{
if(object == NULL) {
IF_PRINT_WARNING(GLOBAL_DEBUG) << "function received NULL pointer argument" << std::endl;
return;
}
uint32 obj_id = object->GetID();
uint32 obj_count = object->GetCount();
// If an instance of the same object is already inside the inventory, just increment the count and delete the object
if(_inventory.find(obj_id) != _inventory.end()) {
_inventory[obj_id]->IncrementCount(obj_count);
delete object;
return;
}
// Figure out which type of object this is, cast it to the correct type, and add it to the inventory
if((obj_id > 0) && (obj_id <= MAX_ITEM_ID)) {
GlobalItem *new_obj = dynamic_cast<GlobalItem *>(object);
_inventory.insert(std::make_pair(obj_id, new_obj));
_inventory_items.push_back(new_obj);
} else if((obj_id > MAX_ITEM_ID) && (obj_id <= MAX_WEAPON_ID)) {
GlobalWeapon *new_obj = dynamic_cast<GlobalWeapon *>(object);
_inventory.insert(std::make_pair(obj_id, new_obj));
_inventory_weapons.push_back(new_obj);
} else if((obj_id > MAX_WEAPON_ID) && (obj_id <= MAX_HEAD_ARMOR_ID)) {
GlobalArmor *new_obj = dynamic_cast<GlobalArmor *>(object);
_inventory.insert(std::make_pair(obj_id, new_obj));
_inventory_head_armor.push_back(new_obj);
} else if((obj_id > MAX_HEAD_ARMOR_ID) && (obj_id <= MAX_TORSO_ARMOR_ID)) {
GlobalArmor *new_obj = dynamic_cast<GlobalArmor *>(object);
_inventory.insert(std::make_pair(obj_id, new_obj));
_inventory_torso_armor.push_back(new_obj);
} else if((obj_id > MAX_TORSO_ARMOR_ID) && (obj_id <= MAX_ARM_ARMOR_ID)) {
GlobalArmor *new_obj = dynamic_cast<GlobalArmor *>(object);
_inventory.insert(std::make_pair(obj_id, new_obj));
_inventory_arm_armor.push_back(new_obj);
} else if((obj_id > MAX_ARM_ARMOR_ID) && (obj_id <= MAX_LEG_ARMOR_ID)) {
GlobalArmor *new_obj = dynamic_cast<GlobalArmor *>(object);
_inventory.insert(std::make_pair(obj_id, new_obj));
_inventory_leg_armor.push_back(new_obj);
} else if((obj_id > MAX_LEG_ARMOR_ID) && (obj_id <= MAX_SHARD_ID)) {
// GlobalShard *new_obj = dynamic_cast<GlobalShard*>(object);
// _inventory.insert(std::make_pair(obj_id, new_obj));
// _inventory_shards.push_back(new_obj);
} else if((obj_id > MAX_SHARD_ID) && (obj_id <= MAX_KEY_ITEM_ID)) {
GlobalKeyItem *new_obj = dynamic_cast<GlobalKeyItem *>(object);
_inventory.insert(std::make_pair(obj_id, new_obj));
_inventory_key_items.push_back(new_obj);
} else {
IF_PRINT_WARNING(GLOBAL_DEBUG) << "attempted to add invalid object to inventory with id: " << obj_id << std::endl;
delete object;
}
} // void GameGlobal::AddToInventory(GlobalObject* object)
void GameGlobal::RemoveFromInventory(uint32 obj_id)
{
if(_inventory.find(obj_id) == _inventory.end()) {
IF_PRINT_WARNING(GLOBAL_DEBUG) << "attempted to remove an object from inventory that didn't exist with id: " << obj_id << std::endl;
return;
}
// Use the id value to figure out what type of object it is, and remove it from the object vector
if((obj_id > 0) && (obj_id <= MAX_ITEM_ID)) {
if(_RemoveFromInventory(obj_id, _inventory_items) == false)
IF_PRINT_WARNING(GLOBAL_DEBUG) << "object to remove was not found in inventory items: " << obj_id << std::endl;
} else if((obj_id > MAX_ITEM_ID) && (obj_id <= MAX_WEAPON_ID)) {
if(_RemoveFromInventory(obj_id, _inventory_weapons) == false)
IF_PRINT_WARNING(GLOBAL_DEBUG) << "object to remove was not found in inventory weapons: " << obj_id << std::endl;
} else if((obj_id > MAX_WEAPON_ID) && (obj_id <= MAX_HEAD_ARMOR_ID)) {
if(_RemoveFromInventory(obj_id, _inventory_head_armor) == false)
IF_PRINT_WARNING(GLOBAL_DEBUG) << "object to remove was not found in inventory head armor: " << obj_id << std::endl;
} else if((obj_id > MAX_HEAD_ARMOR_ID) && (obj_id <= MAX_TORSO_ARMOR_ID)) {
if(_RemoveFromInventory(obj_id, _inventory_torso_armor) == false)
IF_PRINT_WARNING(GLOBAL_DEBUG) << "object to remove was not found in inventory torso armor: " << obj_id << std::endl;
} else if((obj_id > MAX_TORSO_ARMOR_ID) && (obj_id <= MAX_ARM_ARMOR_ID)) {
if(_RemoveFromInventory(obj_id, _inventory_arm_armor) == false)
IF_PRINT_WARNING(GLOBAL_DEBUG) << "object to remove was not found in inventory arm armor: " << obj_id << std::endl;
} else if((obj_id > MAX_ARM_ARMOR_ID) && (obj_id <= MAX_LEG_ARMOR_ID)) {
if(_RemoveFromInventory(obj_id, _inventory_leg_armor) == false)
IF_PRINT_WARNING(GLOBAL_DEBUG) << "object to remove was not found in inventory leg armor: " << obj_id << std::endl;
} else if((obj_id > MAX_LEG_ARMOR_ID) && (obj_id <= MAX_SHARD_ID)) {
if(_RemoveFromInventory(obj_id, _inventory_shards) == false)
IF_PRINT_WARNING(GLOBAL_DEBUG) << "object to remove was not found in inventory shards: " << obj_id << std::endl;
} else if((obj_id > MAX_SHARD_ID) && (obj_id <= MAX_KEY_ITEM_ID)) {
if(_RemoveFromInventory(obj_id, _inventory_key_items) == false)
IF_PRINT_WARNING(GLOBAL_DEBUG) << "object to remove was not found in inventory key items: " << obj_id << std::endl;
} else {
IF_PRINT_WARNING(GLOBAL_DEBUG) << "attempted to remove an object from inventory with an invalid id: " << obj_id << std::endl;
}
} // void GameGlobal::RemoveFromInventory(uint32 obj_id)
GlobalObject *GameGlobal::RetrieveFromInventory(uint32 obj_id, bool all_counts)
{
if(_inventory.find(obj_id) == _inventory.end()) {
IF_PRINT_WARNING(GLOBAL_DEBUG) << "attempted to retrieve an object from inventory that didn't exist with id: " << obj_id << std::endl;
return NULL;
}
GlobalObject *return_object = NULL;
// Use the id value to figure out what type of object it is, and remove it from the object vector
if((obj_id > 0) && (obj_id <= MAX_ITEM_ID)) {
return_object = _RetrieveFromInventory(obj_id, _inventory_items, all_counts);
if(return_object == NULL)
IF_PRINT_WARNING(GLOBAL_DEBUG) << "object to retrieve was not found in inventory items: " << obj_id << std::endl;
} else if((obj_id > MAX_ITEM_ID) && (obj_id <= MAX_WEAPON_ID)) {
return_object = _RetrieveFromInventory(obj_id, _inventory_weapons, all_counts);
if(return_object == NULL)
IF_PRINT_WARNING(GLOBAL_DEBUG) << "object to retrieve was not found in inventory weapons: " << obj_id << std::endl;
} else if((obj_id > MAX_WEAPON_ID) && (obj_id <= MAX_HEAD_ARMOR_ID)) {
return_object = _RetrieveFromInventory(obj_id, _inventory_head_armor, all_counts);
if(return_object == NULL)
IF_PRINT_WARNING(GLOBAL_DEBUG) << "object to retrieve was not found in inventory head armor: " << obj_id << std::endl;
} else if((obj_id > MAX_HEAD_ARMOR_ID) && (obj_id <= MAX_TORSO_ARMOR_ID)) {
return_object = _RetrieveFromInventory(obj_id, _inventory_torso_armor, all_counts);
if(return_object == NULL)
IF_PRINT_WARNING(GLOBAL_DEBUG) << "object to retrieve was not found in inventory torso armor: " << obj_id << std::endl;
} else if((obj_id > MAX_TORSO_ARMOR_ID) && (obj_id <= MAX_ARM_ARMOR_ID)) {
return_object = _RetrieveFromInventory(obj_id, _inventory_arm_armor, all_counts);
if(return_object == NULL)
IF_PRINT_WARNING(GLOBAL_DEBUG) << "object to retrieve was not found in inventory arm armor: " << obj_id << std::endl;
} else if((obj_id > MAX_ARM_ARMOR_ID) && (obj_id <= MAX_LEG_ARMOR_ID)) {
return_object = _RetrieveFromInventory(obj_id, _inventory_leg_armor, all_counts);
if(return_object == NULL)
IF_PRINT_WARNING(GLOBAL_DEBUG) << "object to retrieve was not found in inventory leg armor: " << obj_id << std::endl;
} else if((obj_id > MAX_LEG_ARMOR_ID) && (obj_id <= MAX_SHARD_ID)) {
return_object = _RetrieveFromInventory(obj_id, _inventory_shards, all_counts);
if(return_object == NULL)
IF_PRINT_WARNING(GLOBAL_DEBUG) << "object to retrieve was not found in inventory shards: " << obj_id << std::endl;
} else if((obj_id > MAX_SHARD_ID) && (obj_id <= MAX_KEY_ITEM_ID)) {
return_object = _RetrieveFromInventory(obj_id, _inventory_key_items, all_counts);
if(return_object == NULL)
IF_PRINT_WARNING(GLOBAL_DEBUG) << "object to retrieve was not found in inventory key items: " << obj_id << std::endl;
} else {
IF_PRINT_WARNING(GLOBAL_DEBUG) << "attempted to retrieve an object from inventory with an invalid id: " << obj_id << std::endl;
}
return return_object;
} // GlobalObject* GameGlobal::RetrieveFromInventory(uint32 obj_id, bool all_counts)
void GameGlobal::IncrementObjectCount(uint32 obj_id, uint32 count)
{
// Do nothing if the item does not exist in the inventory
if(_inventory.find(obj_id) == _inventory.end()) {
IF_PRINT_WARNING(GLOBAL_DEBUG) << "attempted to increment count for an object that was not present in the inventory: " << obj_id << std::endl;
return;
}
_inventory[obj_id]->IncrementCount(count);
}
void GameGlobal::DecrementObjectCount(uint32 obj_id, uint32 count)
{
// Do nothing if the item does not exist in the inventory
if(_inventory.find(obj_id) == _inventory.end()) {
IF_PRINT_WARNING(GLOBAL_DEBUG) << "attempted to decrement count for an object that was not present in the inventory: " << obj_id << std::endl;
return;
}
// Print a warning if the amount to decrement by exceeds the object's current count
if(count > _inventory[obj_id]->GetCount()) {
IF_PRINT_WARNING(GLOBAL_DEBUG) << "amount to decrement count by exceeded available count: " << obj_id << std::endl;
}
// Decrement the number of objects so long as the number to decrement by does not equal or exceed the count
if(count < _inventory[obj_id]->GetCount())
_inventory[obj_id]->DecrementCount(count);
// Otherwise remove the object from the inventory completely
else
RemoveFromInventory(obj_id);
}
////////////////////////////////////////////////////////////////////////////////
// GameGlobal class - Event Group Functions
////////////////////////////////////////////////////////////////////////////////
bool GameGlobal::DoesEventExist(const std::string &group_name, const std::string &event_name) const
{
std::map<std::string, GlobalEventGroup *>::const_iterator group_iter = _event_groups.find(group_name);
if(group_iter == _event_groups.end())
return false;
std::map<std::string, int32>::const_iterator event_iter = group_iter->second->GetEvents().find(event_name);
if(event_iter == group_iter->second->GetEvents().end())
return false;
return true;
}
void GameGlobal::AddNewEventGroup(const std::string &group_name)
{
if(DoesEventGroupExist(group_name) == true) {
IF_PRINT_WARNING(GLOBAL_DEBUG) << "failed because there was already an event group that existed for "
<< "the requested group name: " << group_name << std::endl;
return;
}
GlobalEventGroup *geg = new GlobalEventGroup(group_name);
_event_groups.insert(std::make_pair(group_name, geg));
}
GlobalEventGroup *GameGlobal::GetEventGroup(const std::string &group_name) const
{
std::map<std::string, GlobalEventGroup *>::const_iterator group_iter = _event_groups.find(group_name);
if(group_iter == _event_groups.end()) {
IF_PRINT_WARNING(GLOBAL_DEBUG) << "could not find any event group by the requested name: " << group_name << std::endl;
return NULL;
}
return (group_iter->second);
}
int32 GameGlobal::GetEventValue(const std::string &group_name, const std::string &event_name) const
{
std::map<std::string, GlobalEventGroup *>::const_iterator group_iter = _event_groups.find(group_name);
if(group_iter == _event_groups.end())
return GLOBAL_BAD_EVENT;
std::map<std::string, int32>::const_iterator event_iter = group_iter->second->GetEvents().find(event_name);
if(event_iter == group_iter->second->GetEvents().end())
return GLOBAL_BAD_EVENT;
return event_iter->second;
}
void GameGlobal::SetEventValue(const std::string &group_name, const std::string &event_name, int32 event_value)
{
GlobalEventGroup *geg = 0;
std::map<std::string, GlobalEventGroup *>::const_iterator group_iter = _event_groups.find(group_name);
if(group_iter == _event_groups.end()) {
geg = new GlobalEventGroup(group_name);
_event_groups.insert(std::make_pair(group_name, geg));
} else {
geg = group_iter->second;
}
geg->SetEvent(event_name, event_value);
}
uint32 GameGlobal::GetNumberEvents(const std::string &group_name) const
{
std::map<std::string, GlobalEventGroup *>::const_iterator group_iter = _event_groups.find(group_name);
if(group_iter == _event_groups.end()) {
IF_PRINT_WARNING(GLOBAL_DEBUG) << "could not find any event group by the requested name: " << group_name << std::endl;
return 0;
}
return group_iter->second->GetNumberEvents();
}
////////////////////////////////////////////////////////////////////////////////
// GameGlobal class - Other Functions
////////////////////////////////////////////////////////////////////////////////
void GameGlobal::SetMap(const std::string &map_filename, const std::string &map_image_filename,
const hoa_utils::ustring &map_hud_name)
{
_map_filename = map_filename;
if(!_map_image.Load(map_image_filename))
IF_PRINT_WARNING(GLOBAL_DEBUG) << "failed to load map image: " << map_image_filename << std::endl;
// Updates the map hud names info.
_previous_map_hud_name = _map_hud_name;
_map_hud_name = map_hud_name;
_same_map_hud_name_as_previous = (MakeStandardString(_previous_map_hud_name) == MakeStandardString(_map_hud_name));
}
void GameGlobal::NewGame()
{
// Make sure no debug data is in the way.
ClearAllData();
_global_script.RunScriptFunction("NewGame");
}
bool GameGlobal::SaveGame(const std::string &filename, uint32 slot_id, uint32 x_position, uint32 y_position)
{
WriteScriptDescriptor file;
if(file.OpenFile(filename) == false) {
return false;
}
// Write out namespace information
file.WriteNamespace("save_game1");
// Save simple play data
file.InsertNewLine();
file.WriteString("map_filename", _map_filename);
//! \note Coords are in map tiles
file.WriteUInt("location_x", x_position);
file.WriteUInt("location_y", y_position);
file.WriteUInt("play_hours", SystemManager->GetPlayHours());
file.WriteUInt("play_minutes", SystemManager->GetPlayMinutes());
file.WriteUInt("play_seconds", SystemManager->GetPlaySeconds());
file.WriteUInt("drunes", _drunes);
// Save the inventory (object id + object count pairs)
// NOTE: This does not save any weapons/armor that are equipped on the characters. That data
// is stored alongside the character data when it is saved
_SaveInventory(file, "items", _inventory_items);
_SaveInventory(file, "weapons", _inventory_weapons);
_SaveInventory(file, "head_armor", _inventory_head_armor);
_SaveInventory(file, "torso_armor", _inventory_torso_armor);
_SaveInventory(file, "arm_armor", _inventory_arm_armor);
_SaveInventory(file, "leg_armor", _inventory_leg_armor);
_SaveInventory(file, "shards", _inventory_shards);
_SaveInventory(file, "key_items", _inventory_key_items);
// ----- (5) Save character data
file.InsertNewLine();
file.WriteLine("characters = {");
// First save the order of the characters in the party
file.WriteLine("\t[\"order\"] = {");
for(uint32 i = 0; i < _ordered_characters.size(); ++i) {
if(i == 0)
file.WriteLine("\t\t" + NumberToString(_ordered_characters[i]->GetID()), false);
else
file.WriteLine(", " + NumberToString(_ordered_characters[i]->GetID()), false);
}
file.WriteLine("\n\t},");
// Now save each individual character's data
for(uint32 i = 0; i < _ordered_characters.size(); i++) {
if((i + 1) == _ordered_characters.size())
_SaveCharacter(file, _ordered_characters[i], true);
else
_SaveCharacter(file, _ordered_characters[i], false);
}
file.WriteLine("}");
// ----- (6) Save event data
file.InsertNewLine();
file.WriteLine("event_groups = {");
for(std::map<std::string, GlobalEventGroup *>::iterator it = _event_groups.begin(); it != _event_groups.end(); ++it) {
_SaveEvents(file, it->second);
}
file.WriteLine("}");
file.InsertNewLine();
// ----- (7) Report any errors detected from the previous write operations
if(file.IsErrorDetected()) {
if(GLOBAL_DEBUG) {
PRINT_WARNING << "one or more errors occurred while writing the save game file - they are listed below" << std::endl;
std::cerr << file.GetErrorMessages() << std::endl;
file.ClearErrors();
}
}
file.CloseFile();
// Store the game slot the game is coming from.
_game_slot_id = slot_id;
return true;
} // bool GameGlobal::SaveGame(string& filename)
bool GameGlobal::LoadGame(const std::string &filename, uint32 slot_id)
{
ReadScriptDescriptor file;
if(!file.OpenFile(filename))
return false;
ClearAllData();
// open the namespace that the save game is encapsulated in.
file.OpenTable("save_game1");
// Load play data
_map_filename = file.ReadString("map_filename");
// Load a potential saved position
_x_save_map_position = file.ReadUInt("location_x");
_y_save_map_position = file.ReadUInt("location_y");
uint8 hours, minutes, seconds;
hours = file.ReadUInt("play_hours");
minutes = file.ReadUInt("play_minutes");
seconds = file.ReadUInt("play_seconds");
SystemManager->SetPlayTime(hours, minutes, seconds);
_drunes = file.ReadUInt("drunes");
// Load inventory
_LoadInventory(file, "items");
_LoadInventory(file, "weapons");
_LoadInventory(file, "head_armor");
_LoadInventory(file, "torso_armor");
_LoadInventory(file, "arm_armor");
_LoadInventory(file, "leg_armor");
_LoadInventory(file, "shards");
_LoadInventory(file, "key_items");
// Load characters into the party in the correct order
file.OpenTable("characters");
std::vector<uint32> char_ids;
file.ReadUIntVector("order", char_ids);
for(uint32 i = 0; i < char_ids.size(); i++) {
_LoadCharacter(file, char_ids[i]);
}
file.CloseTable();
// Load event data
std::vector<std::string> group_names;
file.OpenTable("event_groups");
file.ReadTableKeys(group_names);
for(uint32 i = 0; i < group_names.size(); i++)
_LoadEvents(file, group_names[i]);
file.CloseTable();
// Report any errors detected from the previous read operations
if(file.IsErrorDetected()) {
if(GLOBAL_DEBUG) {
PRINT_WARNING << "one or more errors occurred while reading the save game file - they are listed below" << std::endl;
std::cerr << file.GetErrorMessages() << std::endl;
file.ClearErrors();
}
}
file.CloseFile();
// Store the game slot the game is coming from.
_game_slot_id = slot_id;
return true;
} // bool GameGlobal::LoadGame(string& filename)
void GameGlobal::LoadEmotes(const std::string &emotes_filename)
{
// First, clear the list in case of reloading
_emotes.clear();
hoa_script::ReadScriptDescriptor emotes_script;
if(!emotes_script.OpenFile(emotes_filename))
return;
if(!emotes_script.DoesTableExist("emotes")) {
emotes_script.CloseFile();
return;
}
std::vector<std::string> emotes_id;
emotes_script.ReadTableKeys("emotes", emotes_id);
// Read all the values
emotes_script.OpenTable("emotes");
for(uint32 i = 0; i < emotes_id.size(); ++i) {
if(!emotes_script.DoesTableExist(emotes_id[i]))
continue;
emotes_script.OpenTable(emotes_id[i]);
std::string animation_file = emotes_script.ReadString("animation");
AnimatedImage anim;
if(anim.LoadFromAnimationScript(animation_file)) {
// NOTE: The map mode should one day be fixed to use the same coords
// than everything else, thus making possible to remove this
hoa_map::MapMode::ScaleToMapCoords(anim);
_emotes.insert(std::make_pair(emotes_id[i], anim));
// The vector containing the offsets
std::vector<std::pair<float, float> > emote_offsets;
emote_offsets.resize(hoa_map::private_map::NUM_ANIM_DIRECTIONS);
// For each directions
for(uint32 j = 0; j < hoa_map::private_map::NUM_ANIM_DIRECTIONS; ++j) {
emotes_script.OpenTable(j);
std::pair<float, float> offsets;
offsets.first = emotes_script.ReadFloat("x");
offsets.second = emotes_script.ReadFloat("y");
emote_offsets[j] = offsets;
emotes_script.CloseTable(); // direction table.
}
_emotes_offsets.insert(std::make_pair(emotes_id[i], emote_offsets));
}
emotes_script.CloseTable(); // emote_id[i]
}
emotes_script.CloseAllTables();
emotes_script.CloseFile();
}
void GameGlobal::GetEmoteOffset(float &x, float &y, const std::string &emote_id, hoa_map::private_map::ANIM_DIRECTIONS dir)
{
x = 0.0f;
y = 0.0f;
if(dir < hoa_map::private_map::ANIM_SOUTH || dir >= hoa_map::private_map::NUM_ANIM_DIRECTIONS)
return;
std::map<std::string, std::vector<std::pair<float, float> > >::const_iterator it =
_emotes_offsets.find(emote_id);
if(it == _emotes_offsets.end())
return;
x = it->second[dir].first;
y = it->second[dir].second;
}
////////////////////////////////////////////////////////////////////////////////
// GameGlobal class - Private Methods
////////////////////////////////////////////////////////////////////////////////
void GameGlobal::_SaveCharacter(WriteScriptDescriptor &file, GlobalCharacter *character, bool last)
{
if(file.IsFileOpen() == false) {
IF_PRINT_WARNING(GLOBAL_DEBUG) << "the file provided in the function argument was not open" << std::endl;
return;
}
if(character == NULL) {
IF_PRINT_WARNING(GLOBAL_DEBUG) << "function received a NULL character pointer argument" << std::endl;
return;
}
file.WriteLine("\t[" + NumberToString(character->GetID()) + "] = {");
// Store whether the character is available
file.WriteLine("\t\tenabled = " + std::string(character->IsEnabled() ? "true" : "false") + ",");
// ----- (1): Write out the character's stats
file.WriteLine("\t\texperience_level = " + NumberToString(character->GetExperienceLevel()) + ",");
file.WriteLine("\t\texperience_points = " + NumberToString(character->GetExperiencePoints()) + ",");
file.WriteLine("\t\texperience_points_next = " + NumberToString(character->GetExperienceForNextLevel()) + ", ");
file.WriteLine("\t\tmax_hit_points = " + NumberToString(character->GetMaxHitPoints()) + ",");
file.WriteLine("\t\thit_points = " + NumberToString(character->GetHitPoints()) + ",");
file.WriteLine("\t\tmax_skill_points = " + NumberToString(character->GetMaxSkillPoints()) + ",");
file.WriteLine("\t\tskill_points = " + NumberToString(character->GetSkillPoints()) + ",");
file.WriteLine("\t\tstrength = " + NumberToString(character->GetStrength()) + ",");
file.WriteLine("\t\tvigor = " + NumberToString(character->GetVigor()) + ",");
file.WriteLine("\t\tfortitude = " + NumberToString(character->GetFortitude()) + ",");
file.WriteLine("\t\tprotection = " + NumberToString(character->GetProtection()) + ",");
file.WriteLine("\t\tagility = " + NumberToString(character->GetAgility()) + ",");
file.WriteLine("\t\tevade = " + NumberToString(character->GetEvade()) + ",");
// ----- (2): Write out the character's equipment
uint32 weapon_id = 0;
uint32 head_id = 0;
uint32 torso_id = 0;
uint32 arm_id = 0;
uint32 leg_id = 0;
GlobalObject *obj_tmp = NULL;
obj_tmp = character->GetWeaponEquipped();
if(obj_tmp != NULL)