Beispiel #1
0
        public static void start_unit_editor(string chapterId, string mapDataKey, string unitDataKey)
        {
            UnitEditorActive = true;

            Global.game_temp       = new Game_Temp();
            Global.game_battalions = new Game_Battalions();
            Global.game_actors     = new Game_Actors();
            Global.change_to_new_scene("Scene_Map_Unit_Editor");

            Global.game_system.reset();
            Global.game_system.new_chapter(new List <string>(), Global.game_system.chapter_id, new Dictionary <string, string>());

            Global.reset_game_state();
            var old_map = Global.game_map;

            Global.game_map = new Game_Map();
            Global.player   = new Player();

            // Trying to start this after everything else, instead of in the middle
            //move_range_update_thread(); //Debug
            Global.clear_events();

            //Global.Audio.clear_map_theme(); //@Debug

            Global.set_unit_editor_data(chapterId, mapDataKey, unitDataKey);
            Global.change_game_state_turn();

            if (old_map != null)
            {
                Global.game_map.set_scroll_loc(old_map.display_loc, true, true);
                Global.player.center_cursor(true);
            }
        }
Beispiel #2
0
        internal static void suspend_finish_load(bool resume)
        {
            Global.change_to_new_scene("Scene_Map");
            Global.suspend_fade_in();
            Global.game_map.load_suspend();

            // Resume Preparations
            if (Game_System.home_base)
            {
                if (resume)
                {
                    (Scene as Scene_Map).resume_home_base();
                }
                else
                {
                    (Scene as Scene_Map).activate_home_base();
                }
            }
            else if (Game_System.preparations)
            {
                if (resume)
                {
                    (Scene as Scene_Map).resume_preparations();
                }
                else
                {
                    (Scene as Scene_Map).activate_preparations();
                }
            }
            else
            {
                Game_State.resume_turn_theme();
                if (!Global.game_state.is_map_ready(true))
                {
                    Game_State.any_trigger_start_events();
                }
                else
                {
                    Game_State.any_trigger_events();
                }
#if DEBUG
                Game_State.activate_autorun_events();
#endif
            }
        }
Beispiel #3
0
        public static void start_chapter()
        {
            Global.change_to_new_scene("Scene_Map");

            Global.reset_game_state();
            Global.game_map = new Game_Map();
            Global.player   = new Player();

            // Trying to start this after everything else, instead of in the middle
            //move_range_update_thread(); //Debug
            Global.clear_events();

            //Global.Audio.clear_map_theme(); //@Debug

            Global.set_map_data();
            Global.game_state.reset_support_data();
            Global.change_game_state_turn();
        }
Beispiel #4
0
        private void ChangeScene(string newScene)
        {
            Global.return_to_title = false;
            if (Global.map_exists && MoveRangeUpdateThread == null)
            {
                StartMoveRangeThread();
            }
            bool   sceneChanged = true;
            string text         = Global.game_temp.message_text;

            Global.game_temp.message_text = null;
            switch (newScene)
            {
            case "Scene_Splash":
                Global.scene = new Scene_Splash();
                break;

            case "Scene_Soft_Reset":
                EndMoveRangeThread();
                MoveRangeUpdateThread = null;
                Global.scene          = new Scene_Soft_Reset();
                break;

#if DEBUG
            case "Debug_Start":
#endif
            case "Start_Game":
            case "Scene_Worldmap":

                IOHandler.RefreshSaveId();
#if DEBUG
                IOHandler.RefreshDebugFileId(newScene == "Debug_Start");

                if (newScene == "Start_Game" || newScene == "Debug_Start")
                {
                    newScene = "Start_Game";
#else
                if (newScene == "Start_Game")
                {
#endif
                    IOHandler.LoadFile(true);
                    Global.game_options.post_read();
                    Global.game_temp = new Game_Temp();
                }
                Global.change_to_new_scene(newScene);
                break;

            case "Scene_Save":
                Global.change_to_new_scene("Scene_Save");
                break;

            case "Start_Chapter":
                EndMoveRangeThread();


                Global.start_chapter();


                StartMoveRangeThread();
                break;

#if !MONOGAME && DEBUG
            case "Scene_Map_Unit_Editor":
                EndMoveRangeThread();

                Global.start_unit_editor(
                    MapEditorUnits, MapEditorMap, MapEditorUnitsSource);

                StartMoveRangeThread();
                break;

            case "Scene_Map_Playtest":
                if (!Global.scene.is_unit_editor)
                {
                    Print.message("Failed to start playtest, not currently in unit editor");
                    sceneChanged = false;
                }
                else
                {
                    IOHandler.RefreshFileId();
                    IOHandler.LoadFile(true);
                    Global.game_options.post_read();
                    Global.game_temp = new Game_Temp();



                    EndMoveRangeThread();

                    Global.start_unit_editor_playtest();

                    StartMoveRangeThread();
                }
                break;
#endif
            case "Load_Suspend":
                IOHandler.RefreshSaveId();

                // Resume Arena
                if (Global.in_arena())
                {
                    ChangeScene("Scene_Arena");
                    StartMoveRangeThread();
                    return;
                }
                else
                {
                    Global.suspend_finish_load(true);
                    StartMoveRangeThread();
                }
                break;

            case "Scene_Map":
                Global.change_to_new_scene("Scene_Map");
                Global.init_map();
                break;

            case "Scene_Dance":
            case "Scene_Staff":
            case "Scene_Arena":
            case "Scene_Battle":
            case "Scene_Promotion":
#if DEBUG
            case "Scene_Test_Battle":
                if (newScene == "Scene_Test_Battle")
                {
                    Global.change_to_new_scene("Scene_Test_Battle");
                }
                else
                {
#endif
                Global.change_to_new_scene(newScene);
                Global.initialize_action_scene(newScene == "Scene_Arena", newScene == "Scene_Promotion");
#if DEBUG
            }
#endif
                break;

            case "Scene_Title_Load":
                Global.reset_system();
                Global.change_to_new_scene("Scene_Title_Load");
                break;

            case "Scene_Title":
                Global.reset_system();
                Global.clear_events();
                Global.change_to_new_scene("Scene_Title");
                break;

            case "Scene_Class_Reel":
                Global.game_temp = new Game_Temp();
                Global.new_game_actors();
                Global.change_to_new_scene("Scene_Class_Reel");
                break;

            default:
                sceneChanged = false;
#if DEBUG
                Print.message("Non-existant scene type called: " + Global.new_scene);
#endif
                break;
            }

            if (sceneChanged)
            {
                Global.dispose_battle_textures();
                Global.dispose_face_textures();
                Global.Audio.stop_bgs(); //@Debug
                Global.Audio.stop_me();  //@Debug
            }
            else
            {
                Global.game_temp.message_text = text;
            }
            Global.scene_change("");
        }
Beispiel #5
0
        public static void start_unit_editor_playtest()
        {
            var old_scene = Global.scene;

            if (!(old_scene is Scene_Map_Unit_Editor))
            {
                return;
            }

            Difficulty_Modes difficulty = Global.game_system.Difficulty_Mode;
            var chapter = Global.data_chapters[Global.game_system.New_Chapter_Id];

            var previous_chapters    = Global.save_file.valid_previous_chapters(chapter.Id);
            var previous_chapter_ids = previous_chapters
                                       .ToDictionary(p => p.Key, p => p.Value.Count == 0 ? "" : p.Value.Last());

            if (previous_chapters.Count == 0 || previous_chapters.Any(x => x.Value.Count == 0))
            {
                if (previous_chapters.Count > 0)
                {
                    Print.message(string.Format(
                                      "Could not load any save data\nfor \"{0}\", tried to use save file {1}",
                                      Global.game_system.New_Chapter_Id, Global.current_save_id));
                }
                previous_chapter_ids = previous_chapter_ids
                                       .ToDictionary(p => p.Key, p => "");
                Global.game_system.reset();
                Global.game_system.reset_event_variables();
                int battalion_index = chapter.Battalion;
                Global.game_battalions.add_battalion(battalion_index);
                Global.game_battalions.current_battalion = battalion_index;
            }
            else
            {
                Global.save_file.load_data(chapter.Id, previous_chapter_ids, "");

                Global.game_actors.heal_battalion();
                Global.battalion.refresh_deployed();
            }
            Global.game_system.Difficulty_Mode = difficulty;

            if (Global.game_system.Style != Mode_Styles.Classic)
            {
                Global.save_file.Difficulty = Global.game_system.Difficulty_Mode;
            }
            Global.game_system.new_chapter(chapter.Prior_Chapters, chapter.Id,
                                           previous_chapter_ids);

            // these weren't copied in like the rest of the Scene_Worldmap.start_chapter() stuff? //Debug
            Global.game_temp = new Game_Temp();
            Global.save_file = null;


            Global.change_to_new_scene("Scene_Map");

            Global.reset_game_state();
            var old_map = Global.game_map;

            Global.game_map = new Game_Map();
            Global.player   = new Player();

            // Trying to start this after everything else, instead of in the middle
            //move_range_update_thread(); //Debug
            Global.clear_events();

            //Global.Audio.clear_map_theme(); //@Debug

            (Scene as Scene_Map).set_map(old_scene as Scene_Map_Unit_Editor);
            Global.game_state.reset_support_data();
            Global.change_game_state_turn();

            if (old_map != null)
            {
                Global.game_map.set_scroll_loc(old_map.display_loc, true, true);
                Global.player.center_cursor(true);
            }
        }