/** * 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; } }