/**
* eAdventure (formerly <e-Adventure> and <e-Game>) is a research project of the
* <e-UCM> research group.
*
* Copyright 2005-2010 <e-UCM> research group.
*
* You can access a list of all the contributors to eAdventure at:
* http://e-adventure.e-ucm.es/contributors
*
* <e-UCM> is a research group of the Department of Software Engineering
* and Artificial Intelligence at the Complutense University of Madrid
* (School of Computer Science).
*
* C Profesor Jose Garcia Santesmases sn,
* 28040 Madrid (Madrid), Spain.
*
* For more info please visit: <http://e-adventure.e-ucm.es> or
* <http://www.e-ucm.es>
*
* ****************************************************************************
*
* This file is part of eAdventure, version 2.0
*
* eAdventure is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* eAdventure 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with eAdventure. If not, see <http://www.gnu.org/licenses/>.
*/
package es.eucm.ead.importer.subconverters.effects;
import es.eucm.ead.importer.ModelQuerier;
import es.eucm.ead.importer.subconverters.CutsceneConverter;
import es.eucm.ead.importer.subconverters.effects.EffectsConverter.EffectConverter;
import es.eucm.ead.model.elements.BasicElement;
import es.eucm.ead.model.elements.conditions.EmptyCond;
import es.eucm.ead.model.elements.conditions.NOTCond;
import es.eucm.ead.model.elements.conditions.OperationCond;
import es.eucm.ead.model.elements.effects.ChangeSceneEf;
import es.eucm.ead.model.elements.effects.Effect;
import es.eucm.ead.model.elements.effects.WaitUntilEf;
import es.eucm.ead.model.elements.effects.variables.ChangeFieldEf;
import es.eucm.ead.model.elements.operations.ElementField;
import es.eucm.eadventure.common.data.chapter.effects.TriggerCutsceneEffect;
import es.eucm.eadventure.common.data.chapter.effects.TriggerLastSceneEffect;
import es.eucm.eadventure.common.data.chapter.effects.TriggerSceneEffect;
import java.util.ArrayList;
import java.util.List;
@SuppressWarnings("rawtypes")
public class ChangeSceneConverter implements EffectConverter {
private final ModelQuerier modelQuerier;
private EffectsConverter effectsConverter;
public ChangeSceneConverter(EffectsConverter effectsConverter,
ModelQuerier modelQuerier) {
this.effectsConverter = effectsConverter;
this.modelQuerier = modelQuerier;
}
@Override
public List<Effect> convert(
es.eucm.eadventure.common.data.chapter.effects.Effect e) {
ArrayList<Effect> list = new ArrayList<Effect>();
// Normal scenes
if (e instanceof TriggerSceneEffect) {
TriggerSceneEffect ef = (TriggerSceneEffect) e;
list.add(new ChangeSceneEf(new BasicElement(ef.getTargetId())));
// Cutscenes
} else if (e instanceof TriggerCutsceneEffect) {
TriggerCutsceneEffect ef = (TriggerCutsceneEffect) e;
BasicElement nextScene = new BasicElement(ef.getTargetId());
ChangeSceneEf changeScene = new ChangeSceneEf(nextScene);
// When a cutscene is triggered, all the effects after it must wait
// to be launched until the cutscene ends. We make sure that
// IN_CUTSCENE is set to true before launching any other effect
ElementField field = new ElementField(modelQuerier
.getCurrentChapter(), CutsceneConverter.IN_CUTSCENE
+ ef.getTargetId(), false);
changeScene.addSimultaneousEffect(new ChangeFieldEf(field,
EmptyCond.TRUE));
WaitUntilEf waitUntil = new WaitUntilEf(new NOTCond(
new OperationCond(field)));
// To avoid be deleted after changing the scene
waitUntil.setPersistent(true);
changeScene.addNextEffect(waitUntil);
// To allow clicks in cutscenes
changeScene.addNextEffect(effectsConverter.hideGhostEffects);
waitUntil.addNextEffect(effectsConverter.showGhostEffects);
list.add(changeScene);
list.add(waitUntil);
} else if (e instanceof TriggerLastSceneEffect) {
list.add(new ChangeSceneEf());
}
return list;
}
}