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authorRichieSams2013-11-01 00:21:08 -0500
committerRichieSams2013-11-01 02:52:57 -0500
commit5842c5098fbd00c8ab5245ba1d6ca9c2675e3da4 (patch)
treebdb138d047faae28893bdf37758940916a091a12 /engines/zvision/scripting
parent651bf899399de2b5c2d8e62a5bb4964b037950d2 (diff)
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ZVISION: Create a folder structure for ZVision source files
I personally used filters within my IDE, but since others are now joining the project, it was brought to my attention that some better organization would be nice.
Diffstat (limited to 'engines/zvision/scripting')
-rw-r--r--engines/zvision/scripting/actions.cpp401
-rw-r--r--engines/zvision/scripting/actions.h346
-rw-r--r--engines/zvision/scripting/control.cpp124
-rw-r--r--engines/zvision/scripting/control.h146
-rw-r--r--engines/zvision/scripting/controls/animation_control.cpp263
-rw-r--r--engines/zvision/scripting/controls/animation_control.h87
-rw-r--r--engines/zvision/scripting/controls/input_control.cpp142
-rw-r--r--engines/zvision/scripting/controls/input_control.h60
-rw-r--r--engines/zvision/scripting/controls/lever_control.cpp402
-rw-r--r--engines/zvision/scripting/controls/lever_control.h127
-rw-r--r--engines/zvision/scripting/controls/push_toggle_control.cpp98
-rw-r--r--engines/zvision/scripting/controls/push_toggle_control.h67
-rw-r--r--engines/zvision/scripting/controls/timer_node.cpp73
-rw-r--r--engines/zvision/scripting/controls/timer_node.h55
-rw-r--r--engines/zvision/scripting/puzzle.h74
-rw-r--r--engines/zvision/scripting/scr_file_handling.cpp302
-rw-r--r--engines/zvision/scripting/script_manager.cpp444
-rw-r--r--engines/zvision/scripting/script_manager.h224
18 files changed, 3435 insertions, 0 deletions
diff --git a/engines/zvision/scripting/actions.cpp b/engines/zvision/scripting/actions.cpp
new file mode 100644
index 0000000000..0bb553a559
--- /dev/null
+++ b/engines/zvision/scripting/actions.cpp
@@ -0,0 +1,401 @@
+/* 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 "common/scummsys.h"
+
+#include "zvision/actions.h"
+
+#include "zvision/zvision.h"
+#include "zvision/script_manager.h"
+#include "zvision/render_manager.h"
+#include "zvision/zork_raw.h"
+#include "zvision/zork_avi_decoder.h"
+#include "zvision/timer_node.h"
+#include "zvision/animation_control.h"
+
+#include "common/file.h"
+
+#include "audio/decoders/wave.h"
+
+
+namespace ZVision {
+
+//////////////////////////////////////////////////////////////////////////////
+// ActionAdd
+//////////////////////////////////////////////////////////////////////////////
+
+ActionAdd::ActionAdd(const Common::String &line) {
+ sscanf(line.c_str(), "%*[^(](%u,%u)", &_key, &_value);
+}
+
+bool ActionAdd::execute(ZVision *engine) {
+ engine->getScriptManager()->addToStateValue(_key, _value);
+ return true;
+}
+
+
+//////////////////////////////////////////////////////////////////////////////
+// ActionAssign
+//////////////////////////////////////////////////////////////////////////////
+
+ActionAssign::ActionAssign(const Common::String &line) {
+ sscanf(line.c_str(), "%*[^(](%u, %u)", &_key, &_value);
+}
+
+bool ActionAssign::execute(ZVision *engine) {
+ engine->getScriptManager()->setStateValue(_key, _value);
+ return true;
+}
+
+
+//////////////////////////////////////////////////////////////////////////////
+// ActionAttenuate
+//////////////////////////////////////////////////////////////////////////////
+
+ActionAttenuate::ActionAttenuate(const Common::String &line) {
+ sscanf(line.c_str(), "%*[^(](%u, %d)", &_key, &_attenuation);
+}
+
+bool ActionAttenuate::execute(ZVision *engine) {
+ // TODO: Implement
+ return true;
+}
+
+
+//////////////////////////////////////////////////////////////////////////////
+// ActionChangeLocation
+//////////////////////////////////////////////////////////////////////////////
+
+ActionChangeLocation::ActionChangeLocation(const Common::String &line) {
+ sscanf(line.c_str(), "%*[^(](%c,%c,%c%c,%u)", &_world, &_room, &_node, &_view, &_offset);
+}
+
+bool ActionChangeLocation::execute(ZVision *engine) {
+ // We can't directly call ScriptManager::ChangeLocationIntern() because doing so clears all the Puzzles, and thus would corrupt the current puzzle checking
+ engine->getScriptManager()->changeLocation(_world, _room, _node, _view, _offset);
+ // Tell the puzzle system to stop checking any more puzzles
+ return false;
+}
+
+
+//////////////////////////////////////////////////////////////////////////////
+// ActionCrossfade
+//////////////////////////////////////////////////////////////////////////////
+
+ActionCrossfade::ActionCrossfade(const Common::String &line) {
+ sscanf(line.c_str(),
+ "%*[^(](%u %u %u %u %u %u %u)",
+ &_keyOne, &_keyTwo, &_oneStartVolume, &_twoStartVolume, &_oneEndVolume, &_twoEndVolume, &_timeInMillis);
+}
+
+bool ActionCrossfade::execute(ZVision *engine) {
+ // TODO: Implement
+ return true;
+}
+
+
+//////////////////////////////////////////////////////////////////////////////
+// ActionDisableControl
+//////////////////////////////////////////////////////////////////////////////
+
+ActionDisableControl::ActionDisableControl(const Common::String &line) {
+ sscanf(line.c_str(), "%*[^(](%u)", &_key);
+}
+
+bool ActionDisableControl::execute(ZVision *engine) {
+ debug("Disabling control %u", _key);
+
+ ScriptManager *scriptManager = engine->getScriptManager();
+ scriptManager->setStateFlags(_key, scriptManager->getStateFlags(_key) | StateFlags::DISABLED);
+
+ return true;
+}
+
+
+//////////////////////////////////////////////////////////////////////////////
+// ActionEnableControl
+//////////////////////////////////////////////////////////////////////////////
+
+ActionEnableControl::ActionEnableControl(const Common::String &line) {
+ sscanf(line.c_str(), "%*[^(](%u)", &_key);
+}
+
+bool ActionEnableControl::execute(ZVision *engine) {
+ debug("Enabling control %u", _key);
+
+ ScriptManager *scriptManager = engine->getScriptManager();
+ scriptManager->setStateFlags(_key, scriptManager->getStateFlags(_key) & ~StateFlags::DISABLED);
+
+ return true;
+}
+
+
+//////////////////////////////////////////////////////////////////////////////
+// ActionMusic
+//////////////////////////////////////////////////////////////////////////////
+
+ActionMusic::ActionMusic(const Common::String &line) : _volume(255) {
+ uint type;
+ char fileNameBuffer[25];
+ uint loop;
+ uint volume = 255;
+
+ sscanf(line.c_str(), "%*[^:]:%*[^:]:%u(%u %25s %u %u)", &_key, &type, fileNameBuffer, &loop, &volume);
+
+ // type 4 are midi sound effect files
+ if (type == 4) {
+ _soundType = Audio::Mixer::kSFXSoundType;
+ _fileName = Common::String::format("midi/%s/%u.wav", fileNameBuffer, loop);
+ _loop = false;
+ } else {
+ // TODO: See what the other types are so we can specify the correct Mixer::SoundType. In the meantime use kPlainSoundType
+ _soundType = Audio::Mixer::kPlainSoundType;
+ _fileName = Common::String(fileNameBuffer);
+ _loop = loop == 1 ? true : false;
+ }
+
+ // Volume is optional. If it doesn't appear, assume full volume
+ if (volume != 255) {
+ // Volume in the script files is mapped to [0, 100], but the ScummVM mixer uses [0, 255]
+ _volume = volume * 255 / 100;
+ }
+}
+
+bool ActionMusic::execute(ZVision *engine) {
+ Audio::RewindableAudioStream *audioStream;
+
+ if (_fileName.contains(".wav")) {
+ Common::File *file = new Common::File();
+ if (file->open(_fileName)) {
+ audioStream = Audio::makeWAVStream(file, DisposeAfterUse::YES);
+ } else {
+ warning("Unable to open %s", _fileName.c_str());
+ return false;
+ }
+ } else {
+ audioStream = makeRawZorkStream(_fileName, engine);
+ }
+
+ if (_loop) {
+ Audio::LoopingAudioStream *loopingAudioStream = new Audio::LoopingAudioStream(audioStream, 0, DisposeAfterUse::YES);
+ engine->_mixer->playStream(_soundType, 0, loopingAudioStream, -1, _volume);
+ } else {
+ engine->_mixer->playStream(_soundType, 0, audioStream, -1, _volume);
+ }
+
+ return true;
+}
+
+
+//////////////////////////////////////////////////////////////////////////////
+// ActionPreloadAnimation
+//////////////////////////////////////////////////////////////////////////////
+
+ActionPreloadAnimation::ActionPreloadAnimation(const Common::String &line) {
+ char fileName[25];
+
+ // The two %*u are always 0 and dont seem to have a use
+ sscanf(line.c_str(), "%*[^:]:%*[^:]:%u(%25s %*u %*u %u %u)", &_key, fileName, &_mask, &_framerate);
+
+ _fileName = Common::String(fileName);
+}
+
+bool ActionPreloadAnimation::execute(ZVision *engine) {
+ // TODO: We ignore the mask and framerate atm. Mask refers to a key color used for binary alpha. We assume the framerate is the default framerate embedded in the videos
+
+ // TODO: Check if the Control already exists
+
+ // Create the control, but disable it until PlayPreload is called
+ ScriptManager *scriptManager = engine->getScriptManager();
+ scriptManager->addControl(new AnimationControl(engine, _key, _fileName));
+ scriptManager->setStateFlags(_key, scriptManager->getStateFlags(_key) | StateFlags::DISABLED);
+
+ return true;
+}
+
+
+//////////////////////////////////////////////////////////////////////////////
+// ActionPlayAnimation
+//////////////////////////////////////////////////////////////////////////////
+
+ActionPlayAnimation::ActionPlayAnimation(const Common::String &line) {
+ char fileName[25];
+
+ // The two %*u are always 0 and dont seem to have a use
+ sscanf(line.c_str(),
+ "%*[^:]:%*[^:]:%u(%25s %u %u %u %u %u %u %u %*u %*u %u %u)",
+ &_key, fileName, &_x, &_y, &_width, &_height, &_start, &_end, &_loopCount, &_mask, &_framerate);
+
+ _fileName = Common::String(fileName);
+}
+
+bool ActionPlayAnimation::execute(ZVision *engine) {
+ // TODO: Implement
+ return true;
+}
+
+
+//////////////////////////////////////////////////////////////////////////////
+// ActionPlayPreloadAnimation
+//////////////////////////////////////////////////////////////////////////////
+
+ActionPlayPreloadAnimation::ActionPlayPreloadAnimation(const Common::String &line) {
+ sscanf(line.c_str(),
+ "%*[^:]:%*[^:]:%u(%u %u %u %u %u %u %u %u)",
+ &_animationKey, &_controlKey, &_x1, &_y1, &_x2, &_y2, &_startFrame, &_endFrame, &_loopCount);
+}
+
+bool ActionPlayPreloadAnimation::execute(ZVision *engine) {
+ // Find the control
+ AnimationControl *control = (AnimationControl *)engine->getScriptManager()->getControl(_controlKey);
+
+ // Set the needed values within the control
+ control->setAnimationKey(_animationKey);
+ control->setLoopCount(_loopCount);
+ control->setXPos(_x1);
+ control->setYPost(_y1);
+
+ // Enable the control. ScriptManager will take care of the rest
+ control->enable();
+
+ return true;
+}
+
+
+//////////////////////////////////////////////////////////////////////////////
+// ActionQuit
+//////////////////////////////////////////////////////////////////////////////
+
+bool ActionQuit::execute(ZVision *engine) {
+ engine->quitGame();
+
+ return true;
+}
+
+
+//////////////////////////////////////////////////////////////////////////////
+// ActionRandom
+//////////////////////////////////////////////////////////////////////////////
+
+ActionRandom::ActionRandom(const Common::String &line) {
+ sscanf(line.c_str(), "%*[^:]:%*[^:]:%u, %u)", &_key, &_max);
+}
+
+bool ActionRandom::execute(ZVision *engine) {
+ uint randNumber = engine->getRandomSource()->getRandomNumber(_max);
+ engine->getScriptManager()->setStateValue(_key, randNumber);
+ return true;
+}
+
+
+//////////////////////////////////////////////////////////////////////////////
+// ActionSetPartialScreen
+//////////////////////////////////////////////////////////////////////////////
+
+ActionSetPartialScreen::ActionSetPartialScreen(const Common::String &line) {
+ char fileName[25];
+ uint color;
+
+ sscanf(line.c_str(), "%*[^(](%u %u %25s %*u %u)", &_x, &_y, fileName, &color);
+
+ _fileName = Common::String(fileName);
+
+ if (color > 0xFFFF) {
+ warning("Background color for ActionSetPartialScreen is bigger than a uint16");
+ }
+ _backgroundColor = color;
+}
+
+bool ActionSetPartialScreen::execute(ZVision *engine) {
+ RenderManager *renderManager = engine->getRenderManager();
+
+ if (_backgroundColor > 0) {
+ renderManager->clearWorkingWindowTo555Color(_backgroundColor);
+ }
+ renderManager->renderImageToScreen(_fileName, _x, _y);
+
+ return true;
+}
+
+
+//////////////////////////////////////////////////////////////////////////////
+// ActionSetScreen
+//////////////////////////////////////////////////////////////////////////////
+
+ActionSetScreen::ActionSetScreen(const Common::String &line) {
+ char fileName[25];
+ sscanf(line.c_str(), "%*[^(](%25[^)])", fileName);
+
+ _fileName = Common::String(fileName);
+}
+
+bool ActionSetScreen::execute(ZVision *engine) {
+ engine->getRenderManager()->setBackgroundImage(_fileName);
+
+ return true;
+}
+
+
+//////////////////////////////////////////////////////////////////////////////
+// ActionStreamVideo
+//////////////////////////////////////////////////////////////////////////////
+
+ActionStreamVideo::ActionStreamVideo(const Common::String &line) {
+ char fileName[25];
+ uint skippable;
+
+ sscanf(line.c_str(), "%*[^(](%25s %u %u %u %u %u %u)", fileName, &_x1, &_y1, &_x2, &_y2, &_flags, &skippable);
+
+ _fileName = Common::String(fileName);
+ _skippable = (skippable == 0) ? false : true;
+}
+
+bool ActionStreamVideo::execute(ZVision *engine) {
+ ZorkAVIDecoder decoder;
+ if (!decoder.loadFile(_fileName)) {
+ return true;
+ }
+
+ Common::Rect destRect;
+ if ((_flags & DIFFERENT_DIMENSIONS) == DIFFERENT_DIMENSIONS) {
+ destRect = Common::Rect(_x1, _y1, _x2, _y2);
+ }
+
+ engine->playVideo(decoder, destRect, _skippable);
+ return true;
+}
+
+
+//////////////////////////////////////////////////////////////////////////////
+// ActionTimer
+//////////////////////////////////////////////////////////////////////////////
+
+ActionTimer::ActionTimer(const Common::String &line) {
+ sscanf(line.c_str(), "%*[^:]:%*[^:]:%u(%u)", &_key, &_time);
+}
+
+bool ActionTimer::execute(ZVision *engine) {
+ engine->getScriptManager()->addControl(new TimerNode(engine, _key, _time));
+ return true;
+}
+
+} // End of namespace ZVision
diff --git a/engines/zvision/scripting/actions.h b/engines/zvision/scripting/actions.h
new file mode 100644
index 0000000000..afa3e3a2ac
--- /dev/null
+++ b/engines/zvision/scripting/actions.h
@@ -0,0 +1,346 @@
+/* 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.
+ *
+ */
+
+#ifndef ZVISION_ACTIONS_H
+#define ZVISION_ACTIONS_H
+
+#include "common/str.h"
+
+#include "audio/mixer.h"
+
+
+namespace ZVision {
+
+// Forward declaration of ZVision. This file is included before ZVision is declared
+class ZVision;
+
+/**
+ * The base class that represents any action that a Puzzle can take.
+ * This class is purely virtual.
+ */
+class ResultAction {
+public:
+ virtual ~ResultAction() {}
+ /**
+ * This is called by the script system whenever a Puzzle's criteria are found to be true.
+ * It should execute any necessary actions and return a value indicating whether the script
+ * system should continue to test puzzles. In 99% of cases this will be 'true'.
+ *
+ * @param engine A pointer to the base engine so the ResultAction can access all the necessary methods
+ * @return Should the script system continue to test any remaining puzzles (true) or immediately break and go on to the next frame (false)
+ */
+ virtual bool execute(ZVision *engine) = 0;
+};
+
+
+// The different types of actions
+// DEBUG,
+// DISABLE_CONTROL,
+// DISABLE_VENUS,
+// DISPLAY_MESSAGE,
+// DISSOLVE,
+// DISTORT,
+// ENABLE_CONTROL,
+// FLUSH_MOUSE_EVENTS,
+// INVENTORY,
+// KILL,
+// MENU_BAR_ENABLE,
+// MUSIC,
+// PAN_TRACK,
+// PLAY_PRELOAD,
+// PREFERENCES,
+// QUIT,
+// RANDOM,
+// REGION,
+// RESTORE_GAME,
+// ROTATE_TO,
+// SAVE_GAME,
+// SET_PARTIAL_SCREEN,
+// SET_SCREEN,
+// SET_VENUS,
+// STOP,
+// STREAM_VIDEO,
+// SYNC_SOUND,
+// TTY_TEXT,
+// UNIVERSE_MUSIC,
+
+class ActionAdd : public ResultAction {
+public:
+ ActionAdd(const Common::String &line);
+ bool execute(ZVision *engine);
+
+private:
+ uint32 _key;
+ uint _value;
+};
+
+class ActionAssign : public ResultAction {
+public:
+ ActionAssign(const Common::String &line);
+ bool execute(ZVision *engine);
+
+private:
+ uint32 _key;
+ uint _value;
+};
+
+class ActionAttenuate : public ResultAction {
+public:
+ ActionAttenuate(const Common::String &line);
+ bool execute(ZVision *engine);
+
+private:
+ uint32 _key;
+ int _attenuation;
+};
+
+class ActionChangeLocation : public ResultAction {
+public:
+ ActionChangeLocation(const Common::String &line);
+ bool execute(ZVision *engine);
+
+private:
+ char _world;
+ char _room;
+ char _node;
+ char _view;
+ uint32 _offset;
+};
+
+class ActionCrossfade : public ResultAction {
+public:
+ ActionCrossfade(const Common::String &line);
+ bool execute(ZVision *engine);
+
+private:
+ uint32 _keyOne;
+ uint32 _keyTwo;
+ uint _oneStartVolume;
+ uint _twoStartVolume;
+ uint _oneEndVolume;
+ uint _twoEndVolume;
+ uint _timeInMillis;
+};
+
+class ActionDebug : public ResultAction {
+public:
+ ActionDebug(const Common::String &line);
+ bool execute(ZVision *engine);
+
+private:
+};
+
+class ActionDelayRender : public ResultAction {
+public:
+ ActionDelayRender(const Common::String &line);
+ bool execute(ZVision *engine);
+
+private:
+ // TODO: Check if this should actually be frames or if it should be milliseconds/seconds
+ uint32 framesToDelay;
+};
+
+class ActionDisableControl : public ResultAction {
+public:
+ ActionDisableControl(const Common::String &line);
+ bool execute(ZVision *engine);
+
+private:
+ uint32 _key;
+};
+
+class ActionDisableVenus : public ResultAction {
+public:
+ ActionDisableVenus(const Common::String &line);
+ bool execute(ZVision *engine);
+
+private:
+};
+
+class ActionDisplayMessage : public ResultAction {
+public:
+ ActionDisplayMessage(const Common::String &line);
+ bool execute(ZVision *engine);
+
+private:
+};
+
+class ActionDissolve : public ResultAction {
+public:
+ ActionDissolve();
+ bool execute(ZVision *engine);
+};
+
+class ActionDistort : public ResultAction {
+public:
+ ActionDistort(const Common::String &line);
+ bool execute(ZVision *engine);
+
+private:
+};
+
+class ActionEnableControl : public ResultAction {
+public:
+ ActionEnableControl(const Common::String &line);
+ bool execute(ZVision *engine);
+
+private:
+ uint32 _key;
+};
+
+class ActionMusic : public ResultAction {
+public:
+ ActionMusic(const Common::String &line);
+ bool execute(ZVision *engine);
+
+private:
+ uint32 _key;
+ Audio::Mixer::SoundType _soundType;
+ Common::String _fileName;
+ bool _loop;
+ byte _volume;
+};
+
+class ActionPlayAnimation : public ResultAction {
+public:
+ ActionPlayAnimation(const Common::String &line);
+ bool execute(ZVision *engine);
+
+private:
+ uint32 _key;
+ Common::String _fileName;
+ uint32 _x;
+ uint32 _y;
+ uint32 _width;
+ uint32 _height;
+ uint32 _start;
+ uint32 _end;
+ uint _mask;
+ uint _framerate;
+ uint _loopCount;
+};
+
+class ActionPlayPreloadAnimation : public ResultAction {
+public:
+ ActionPlayPreloadAnimation(const Common::String &line);
+ bool execute(ZVision *engine);
+
+private:
+ uint32 _animationKey;
+ uint32 _controlKey;
+ uint32 _x1;
+ uint32 _y1;
+ uint32 _x2;
+ uint32 _y2;
+ uint _startFrame;
+ uint _endFrame;
+ uint _loopCount;
+};
+
+class ActionPreloadAnimation : public ResultAction {
+public:
+ ActionPreloadAnimation(const Common::String &line);
+ bool execute(ZVision *engine);
+
+private:
+ uint32 _key;
+ Common::String _fileName;
+ uint _mask;
+ uint _framerate;
+};
+
+class ActionQuit : public ResultAction {
+public:
+ ActionQuit() {}
+ bool execute(ZVision *engine);
+};
+
+// TODO: See if this exists in ZGI. It doesn't in ZNem
+class ActionUnloadAnimation : public ResultAction {
+public:
+ ActionUnloadAnimation(const Common::String &line);
+ bool execute(ZVision *engine);
+};
+
+class ActionRandom : public ResultAction {
+public:
+ ActionRandom(const Common::String &line);
+ bool execute(ZVision *engine);
+
+private:
+ uint32 _key;
+ uint _max;
+};
+
+class ActionSetPartialScreen : public ResultAction {
+public:
+ ActionSetPartialScreen(const Common::String &line);
+ bool execute(ZVision *engine);
+
+private:
+ uint _x;
+ uint _y;
+ Common::String _fileName;
+ uint16 _backgroundColor;
+};
+
+class ActionSetScreen : public ResultAction {
+public:
+ ActionSetScreen(const Common::String &line);
+ bool execute(ZVision *engine);
+
+private:
+ Common::String _fileName;
+};
+
+class ActionStreamVideo : public ResultAction {
+public:
+ ActionStreamVideo(const Common::String &line);
+ bool execute(ZVision *engine);
+
+private:
+ enum {
+ DIFFERENT_DIMENSIONS = 0x1 // 0x1 flags that the destRect dimensions are different from the original video dimensions
+ };
+
+ Common::String _fileName;
+ uint _x1;
+ uint _y1;
+ uint _x2;
+ uint _y2;
+ uint _flags;
+ bool _skippable;
+};
+
+class ActionTimer : public ResultAction {
+public:
+ ActionTimer(const Common::String &line);
+ bool execute(ZVision *engine);
+
+private:
+ uint32 _key;
+ uint _time;
+};
+
+} // End of namespace ZVision
+
+#endif
diff --git a/engines/zvision/scripting/control.cpp b/engines/zvision/scripting/control.cpp
new file mode 100644
index 0000000000..bcbdabc143
--- /dev/null
+++ b/engines/zvision/scripting/control.cpp
@@ -0,0 +1,124 @@
+/* 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 "common/scummsys.h"
+
+#include "zvision/control.h"
+
+#include "zvision/zvision.h"
+#include "zvision/render_manager.h"
+#include "zvision/utility.h"
+
+#include "common/stream.h"
+
+
+namespace ZVision {
+
+void Control::enable() {
+ if (!_enabled) {
+ _enabled = true;
+ return;
+ }
+
+ debug("Control %u is already enabled", _key);
+}
+
+void Control::disable() {
+ if (_enabled) {
+ _enabled = false;
+ return;
+ }
+
+ debug("Control %u is already disabled", _key);
+}
+
+void Control::parseFlatControl(ZVision *engine) {
+ engine->getRenderManager()->getRenderTable()->setRenderState(RenderTable::FLAT);
+}
+
+void Control::parsePanoramaControl(ZVision *engine, Common::SeekableReadStream &stream) {
+ RenderTable *renderTable = engine->getRenderManager()->getRenderTable();
+ renderTable->setRenderState(RenderTable::PANORAMA);
+
+ // Loop until we find the closing brace
+ Common::String line = stream.readLine();
+ trimCommentsAndWhiteSpace(&line);
+
+ while (!stream.eos() && !line.contains('}')) {
+ if (line.matchString("angle*", true)) {
+ float fov;
+ sscanf(line.c_str(), "angle(%f)", &fov);
+ renderTable->setPanoramaFoV(fov);
+ } else if (line.matchString("linscale*", true)) {
+ float scale;
+ sscanf(line.c_str(), "linscale(%f)", &scale);
+ renderTable->setPanoramaScale(scale);
+ } else if (line.matchString("reversepana*", true)) {
+ uint reverse;
+ sscanf(line.c_str(), "reversepana(%u)", &reverse);
+ if (reverse == 1) {
+ renderTable->setPanoramaReverse(true);
+ }
+ } else if (line.matchString("zeropoint*", true)) {
+ // TODO: Implement
+ }
+
+ line = stream.readLine();
+ trimCommentsAndWhiteSpace(&line);
+ }
+
+ renderTable->generateRenderTable();
+}
+
+void Control::parseTiltControl(ZVision *engine, Common::SeekableReadStream &stream) {
+ RenderTable *renderTable = engine->getRenderManager()->getRenderTable();
+ renderTable->setRenderState(RenderTable::TILT);
+
+ // Loop until we find the closing brace
+ Common::String line = stream.readLine();
+ trimCommentsAndWhiteSpace(&line);
+
+ while (!stream.eos() && !line.contains('}')) {
+ if (line.matchString("angle*", true)) {
+ float fov;
+ sscanf(line.c_str(), "angle(%f)", &fov);
+ renderTable->setTiltFoV(fov);
+ } else if (line.matchString("linscale*", true)) {
+ float scale;
+ sscanf(line.c_str(), "linscale(%f)", &scale);
+ renderTable->setTiltScale(scale);
+ } else if (line.matchString("reversepana*", true)) {
+ uint reverse;
+ sscanf(line.c_str(), "reversepana(%u)", &reverse);
+ if (reverse == 1) {
+ renderTable->setTiltReverse(true);
+ }
+ }
+
+ line = stream.readLine();
+ trimCommentsAndWhiteSpace(&line);
+ }
+
+ renderTable->generateRenderTable();
+}
+
+} // End of namespace ZVision
diff --git a/engines/zvision/scripting/control.h b/engines/zvision/scripting/control.h
new file mode 100644
index 0000000000..770c540a12
--- /dev/null
+++ b/engines/zvision/scripting/control.h
@@ -0,0 +1,146 @@
+/* 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.
+ *
+ */
+
+#ifndef ZVISION_CONTROL_H
+#define ZVISION_CONTROL_H
+
+#include "common/keyboard.h"
+
+
+namespace Common {
+class SeekableReadStream;
+struct Point;
+class WriteStream;
+}
+
+namespace ZVision {
+
+class ZVision;
+
+class Control {
+public:
+ Control() : _engine(0), _key(0), _enabled(false) {}
+ Control(ZVision *engine, uint32 key) : _engine(engine), _key(key), _enabled(false) {}
+ virtual ~Control() {}
+
+ uint32 getKey() { return _key; }
+
+ virtual void enable();
+ virtual void disable();
+ virtual void focus() {}
+ virtual void unfocus() {}
+ /**
+ * Called when LeftMouse is pushed. Default is NOP.
+ *
+ * @param screenSpacePos The position of the mouse in screen space
+ * @param backgroundImageSpacePos The position of the mouse in background image space
+ */
+ virtual void onMouseDown(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) {}
+ /**
+ * Called when LeftMouse is lifted. Default is NOP.
+ *
+ * @param screenSpacePos The position of the mouse in screen space
+ * @param backgroundImageSpacePos The position of the mouse in background image space
+ */
+ virtual void onMouseUp(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) {}
+ /**
+ * Called on every MouseMove. Default is NOP.
+ *
+ * @param screenSpacePos The position of the mouse in screen space
+ * @param backgroundImageSpacePos The position of the mouse in background image space
+ * @return Was the cursor changed?
+ */
+ virtual bool onMouseMove(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) { return false; }
+ /**
+ * Called when a key is pressed. Default is NOP.
+ *
+ * @param keycode The key that was pressed
+ */
+ virtual void onKeyDown(Common::KeyState keyState) {}
+ /**
+ * Called when a key is released. Default is NOP.
+ *
+ * @param keycode The key that was pressed
+ */
+ virtual void onKeyUp(Common::KeyState keyState) {}
+ /**
+ * Processes the node given the deltaTime since last frame. Default is NOP.
+ *
+ * @param deltaTimeInMillis The number of milliseconds that have passed since last frame
+ * @return If true, the node can be deleted after process() finishes
+ */
+ virtual bool process(uint32 deltaTimeInMillis) { return false; }
+ /**
+ * Serialize a Control for save game use. This should only be used if a Control needs
+ * to save values that would be different from initialization. AKA a TimerNode needs to
+ * store the amount of time left on the timer. Any Controls overriding this *MUST* write
+ * their key as the first data outputted. The default implementation is NOP.
+ *
+ * NOTE: If this method is overridden, you MUST also override deserialize()
+ * and needsSerialization()
+ *
+ * @param stream Stream to write any needed data to
+ */
+ virtual void serialize(Common::WriteStream *stream) {}
+ /**
+ * De-serialize data from a save game stream. This should only be implemented if the
+ * Control also implements serialize(). The calling method assumes the size of the
+ * data read from the stream exactly equals that written in serialize(). The default
+ * implementation is NOP.
+ *
+ * NOTE: If this method is overridden, you MUST also override serialize()
+ * and needsSerialization()
+ *
+ * @param stream Save game file stream
+ */
+ virtual void deserialize(Common::SeekableReadStream *stream) {}
+ /**
+ * If a Control overrides serialize() and deserialize(), this should return true
+ *
+ * @return Does the Control need save game serialization?
+ */
+ virtual inline bool needsSerialization() { return false; }
+
+protected:
+ ZVision * _engine;
+ uint32 _key;
+ bool _enabled;
+
+// Static member functions
+public:
+ static void parseFlatControl(ZVision *engine);
+ static void parsePanoramaControl(ZVision *engine, Common::SeekableReadStream &stream);
+ static void parseTiltControl(ZVision *engine, Common::SeekableReadStream &stream);
+};
+
+// TODO: Implement InputControl
+// TODO: Implement SaveControl
+// TODO: Implement SlotControl
+// TODO: Implement SafeControl
+// TODO: Implement FistControl
+// TODO: Implement HotMovieControl
+// TODO: Implement PaintControl
+// TODO: Implement TilterControl
+
+} // End of namespace ZVision
+
+#endif
diff --git a/engines/zvision/scripting/controls/animation_control.cpp b/engines/zvision/scripting/controls/animation_control.cpp
new file mode 100644
index 0000000000..1143380501
--- /dev/null
+++ b/engines/zvision/scripting/controls/animation_control.cpp
@@ -0,0 +1,263 @@
+/* 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 "common/scummsys.h"
+
+#include "zvision/animation_control.h"
+
+#include "zvision/zvision.h"
+#include "zvision/render_manager.h"
+#include "zvision/script_manager.h"
+#include "zvision/rlf_animation.h"
+#include "zvision/zork_avi_decoder.h"
+
+#include "video/video_decoder.h"
+
+#include "graphics/surface.h"
+
+
+namespace ZVision {
+
+AnimationControl::AnimationControl(ZVision *engine, uint32 controlKey, const Common::String &fileName)
+ : Control(engine, controlKey),
+ _fileType(RLF),
+ _loopCount(1),
+ _currentLoop(0),
+ _accumulatedTime(0),
+ _cachedFrame(0),
+ _cachedFrameNeedsDeletion(false) {
+ if (fileName.hasSuffix(".rlf")) {
+ _fileType = RLF;
+ _animation.rlf = new RlfAnimation(fileName, false);
+ } else if (fileName.hasSuffix(".avi")) {
+ _fileType = AVI;
+ _animation.avi = new ZorkAVIDecoder();
+ _animation.avi->loadFile(fileName);
+ } else {
+ warning("Unrecognized animation file type: %s", fileName.c_str());
+ }
+
+ _cachedFrame = new Graphics::Surface();
+}
+
+AnimationControl::~AnimationControl() {
+ if (_fileType == RLF) {
+ delete _animation.rlf;
+ } else if (_fileType == AVI) {
+ delete _animation.avi;
+ }
+
+ _cachedFrame->free();
+ delete _cachedFrame;
+}
+
+bool AnimationControl::process(uint32 deltaTimeInMillis) {
+ if (!_enabled) {
+ return false;
+ }
+
+ bool finished = false;
+
+ if (_fileType == RLF) {
+ _accumulatedTime += deltaTimeInMillis;
+
+ uint32 frameTime = _animation.rlf->frameTime();
+ if (_accumulatedTime >= frameTime) {
+ while (_accumulatedTime >= frameTime) {
+ _accumulatedTime -= frameTime;
+
+ // Make sure the frame is inside the working window
+ // If it's not, then just return
+
+ RenderManager *renderManager = _engine->getRenderManager();
+ Common::Point workingWindowPoint = renderManager->imageSpaceToWorkingWindowSpace(Common::Point(_x, _y));
+ Common::Rect subRect(workingWindowPoint.x, workingWindowPoint.y, workingWindowPoint.x + _animation.rlf->width(), workingWindowPoint.y + _animation.rlf->height());
+
+ // If the clip returns false, it means the animation is outside the working window
+ if (!renderManager->clipRectToWorkingWindow(subRect)) {
+ return false;
+ }
+
+ const Graphics::Surface *frame = _animation.rlf->getNextFrame();
+
+ // Animation frames for PANORAMAs are transposed, so un-transpose them
+ RenderTable::RenderState state = renderManager->getRenderTable()->getRenderState();
+ if (state == RenderTable::PANORAMA) {
+ Graphics::Surface *tranposedFrame = RenderManager::tranposeSurface(frame);
+
+ renderManager->copyRectToWorkingWindow((uint16 *)tranposedFrame->getBasePtr(tranposedFrame->w - subRect.width(), tranposedFrame->h - subRect.height()), subRect.left, subRect.top, _animation.rlf->width(), subRect.width(), subRect.height());
+
+ // If the background can move, we need to cache the last frame so it can be rendered during background movement
+ if (state == RenderTable::PANORAMA || state == RenderTable::TILT) {
+ if (_cachedFrameNeedsDeletion) {
+ _cachedFrame->free();
+ delete _cachedFrame;
+ _cachedFrameNeedsDeletion = false;
+ }
+ _cachedFrame = tranposedFrame;
+ _cachedFrameNeedsDeletion = true;
+ } else {
+ // Cleanup
+ tranposedFrame->free();
+ delete tranposedFrame;
+ }
+ } else {
+ renderManager->copyRectToWorkingWindow((const uint16 *)frame->getBasePtr(frame->w - subRect.width(), frame->h - subRect.height()), subRect.left, subRect.top, _animation.rlf->width(), subRect.width(), subRect.height());
+
+ // If the background can move, we need to cache the last frame so it can be rendered during background movement
+ if (state == RenderTable::PANORAMA || state == RenderTable::TILT) {
+ if (_cachedFrameNeedsDeletion) {
+ _cachedFrame->free();
+ delete _cachedFrame;
+ _cachedFrameNeedsDeletion = false;
+ }
+ _cachedFrame->copyFrom(*frame);
+ }
+ }
+
+ // Check if we should continue looping
+ if (_animation.rlf->endOfAnimation()) {
+ _animation.rlf->seekToFrame(-1);
+ if (_loopCount > 0) {
+ _currentLoop++;
+ if (_currentLoop >= _loopCount) {
+ finished = true;
+ }
+ }
+ }
+ }
+ } else {
+ // If the background can move, we have to keep rendering animation frames, otherwise the animation flickers during background movement
+ RenderManager *renderManager = _engine->getRenderManager();
+ RenderTable::RenderState state = renderManager->getRenderTable()->getRenderState();
+
+ if (state == RenderTable::PANORAMA || state == RenderTable::TILT) {
+ Common::Point workingWindowPoint = renderManager->imageSpaceToWorkingWindowSpace(Common::Point(_x, _y));
+ Common::Rect subRect(workingWindowPoint.x, workingWindowPoint.y, workingWindowPoint.x + _cachedFrame->w, workingWindowPoint.y + _cachedFrame->h);
+
+ // If the clip returns false, it means the animation is outside the working window
+ if (!renderManager->clipRectToWorkingWindow(subRect)) {
+ return false;
+ }
+
+ renderManager->copyRectToWorkingWindow((uint16 *)_cachedFrame->getBasePtr(_cachedFrame->w - subRect.width(), _cachedFrame->h - subRect.height()), subRect.left, subRect.top, _cachedFrame->w, subRect.width(), subRect.height());
+ }
+ }
+ } else if (_fileType == AVI) {
+ if (!_animation.avi->isPlaying()) {
+ _animation.avi->start();
+ }
+
+ if (_animation.avi->needsUpdate()) {
+ const Graphics::Surface *frame = _animation.avi->decodeNextFrame();
+
+ if (frame) {
+ // Make sure the frame is inside the working window
+ // If it's not, then just return
+
+ RenderManager *renderManager = _engine->getRenderManager();
+ Common::Point workingWindowPoint = renderManager->imageSpaceToWorkingWindowSpace(Common::Point(_x, _y));
+ Common::Rect subRect(workingWindowPoint.x, workingWindowPoint.y, workingWindowPoint.x + frame->w, workingWindowPoint.y + frame->h);
+
+ // If the clip returns false, it means the animation is outside the working window
+ if (!renderManager->clipRectToWorkingWindow(subRect)) {
+ return false;
+ }
+
+ // Animation frames for PANORAMAs are transposed, so un-transpose them
+ RenderTable::RenderState state = renderManager->getRenderTable()->getRenderState();
+ if (state == RenderTable::PANORAMA) {
+ Graphics::Surface *tranposedFrame = RenderManager::tranposeSurface(frame);
+
+ renderManager->copyRectToWorkingWindow((uint16 *)tranposedFrame->getBasePtr(tranposedFrame->w - subRect.width(), tranposedFrame->h - subRect.height()), subRect.left, subRect.top, frame->w, subRect.width(), subRect.height());
+
+ // If the background can move, we need to cache the last frame so it can be rendered during background movement
+ if (state == RenderTable::PANORAMA || state == RenderTable::TILT) {
+ if (_cachedFrameNeedsDeletion) {
+ _cachedFrame->free();
+ delete _cachedFrame;
+ _cachedFrameNeedsDeletion = false;
+ }
+ _cachedFrame = tranposedFrame;
+ _cachedFrameNeedsDeletion = true;
+ } else {
+ // Cleanup
+ tranposedFrame->free();
+ delete tranposedFrame;
+ }
+ } else {
+ renderManager->copyRectToWorkingWindow((const uint16 *)frame->getBasePtr(frame->w - subRect.width(), frame->h - subRect.height()), subRect.left, subRect.top, frame->w, subRect.width(), subRect.height());
+
+ // If the background can move, we need to cache the last frame so it can be rendered during background movement
+ if (state == RenderTable::PANORAMA || state == RenderTable::TILT) {
+ if (_cachedFrameNeedsDeletion) {
+ _cachedFrame->free();
+ delete _cachedFrame;
+ _cachedFrameNeedsDeletion = false;
+ }
+ _cachedFrame->copyFrom(*frame);
+ }
+ }
+ } else {
+ // If the background can move, we have to keep rendering animation frames, otherwise the animation flickers during background movement
+ RenderManager *renderManager = _engine->getRenderManager();
+ RenderTable::RenderState state = renderManager->getRenderTable()->getRenderState();
+
+ if (state == RenderTable::PANORAMA || state == RenderTable::TILT) {
+ Common::Point workingWindowPoint = renderManager->imageSpaceToWorkingWindowSpace(Common::Point(_x, _y));
+ Common::Rect subRect(workingWindowPoint.x, workingWindowPoint.y, workingWindowPoint.x + _cachedFrame->w, workingWindowPoint.y + _cachedFrame->h);
+
+ // If the clip returns false, it means the animation is outside the working window
+ if (!renderManager->clipRectToWorkingWindow(subRect)) {
+ return false;
+ }
+
+ renderManager->copyRectToWorkingWindow((uint16 *)_cachedFrame->getBasePtr(_cachedFrame->w - subRect.width(), _cachedFrame->h - subRect.height()), subRect.left, subRect.top, _cachedFrame->w, subRect.width(), subRect.height());
+ }
+ }
+ }
+
+ // Check if we should continue looping
+ if (_animation.avi->endOfVideo()) {
+ _animation.avi->rewind();
+ if (_loopCount > 0) {
+ _currentLoop++;
+ if (_currentLoop >= _loopCount) {
+ _animation.avi->stop();
+ finished = true;
+ }
+ }
+ }
+ }
+
+ // If we're done, set _animation key = 2 (Why 2? I don't know. It's just the value that they used)
+ // Then disable the control. DON'T delete it. It can be re-used
+ if (finished) {
+ _engine->getScriptManager()->setStateValue(_animationKey, 2);
+ disable();
+ _currentLoop = 0;
+ }
+
+ return false;
+}
+
+} // End of namespace ZVision
diff --git a/engines/zvision/scripting/controls/animation_control.h b/engines/zvision/scripting/controls/animation_control.h
new file mode 100644
index 0000000000..2ac3691483
--- /dev/null
+++ b/engines/zvision/scripting/controls/animation_control.h
@@ -0,0 +1,87 @@
+/* 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.
+ *
+ */
+
+#ifndef ZVISION_ANIMATION_CONTROL_H
+#define ZVISION_ANIMATION_CONTROL_H
+
+#include "zvision/control.h"
+
+
+namespace Common {
+class String;
+}
+
+namespace Video {
+class VideoDecoder;
+}
+
+namespace Graphics {
+struct Surface;
+}
+
+namespace ZVision {
+
+class ZVision;
+class RlfAnimation;
+
+class AnimationControl : public Control {
+public:
+ AnimationControl(ZVision *engine, uint32 controlKey, const Common::String &fileName);
+ ~AnimationControl();
+
+private:
+ enum FileType {
+ RLF = 1,
+ AVI = 2
+ };
+
+private:
+ uint32 _animationKey;
+
+ union {
+ RlfAnimation *rlf;
+ Video::VideoDecoder *avi;
+ } _animation;
+
+ FileType _fileType;
+ uint _loopCount;
+ int32 _x;
+ int32 _y;
+
+ uint _accumulatedTime;
+ uint _currentLoop;
+
+ Graphics::Surface *_cachedFrame;
+ bool _cachedFrameNeedsDeletion;
+
+public:
+ bool process(uint32 deltaTimeInMillis);
+
+ void setAnimationKey(uint32 animationKey) { _animationKey = animationKey; }
+ void setLoopCount(uint loopCount) { _loopCount = loopCount; }
+ void setXPos(int32 x) { _x = x; }
+ void setYPost(int32 y) { _y = y; }
+};
+
+} // End of namespace ZVision
+
+#endif
diff --git a/engines/zvision/scripting/controls/input_control.cpp b/engines/zvision/scripting/controls/input_control.cpp
new file mode 100644
index 0000000000..a445e1aae5
--- /dev/null
+++ b/engines/zvision/scripting/controls/input_control.cpp
@@ -0,0 +1,142 @@
+/* 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 "common/scummsys.h"
+
+#include "zvision/input_control.h"
+
+#include "zvision/zvision.h"
+#include "zvision/script_manager.h"
+#include "zvision/string_manager.h"
+#include "zvision/render_manager.h"
+#include "zvision/utility.h"
+
+#include "common/str.h"
+#include "common/stream.h"
+#include "common/rect.h"
+
+
+namespace ZVision {
+
+InputControl::InputControl(ZVision *engine, uint32 key, Common::SeekableReadStream &stream)
+ : Control(engine, key),
+ _nextTabstop(0),
+ _focused(false),
+ _textChanged(false),
+ _cursorOffset(0) {
+ // Loop until we find the closing brace
+ Common::String line = stream.readLine();
+ trimCommentsAndWhiteSpace(&line);
+
+ while (!stream.eos() && !line.contains('}')) {
+ if (line.matchString("*rectangle*", true)) {
+ int x1;
+ int y1;
+ int x2;
+ int y2;
+
+ sscanf(line.c_str(), "%*[^(](%d %d %d %d)", &x1, &y1, &x2, &y2);
+
+ _textRectangle = Common::Rect(x1, y1, x2, y2);
+ } else if (line.matchString("*aux_hotspot*", true)) {
+ int x1;
+ int y1;
+ int x2;
+ int y2;
+
+ sscanf(line.c_str(), "%*[^(](%d %d %d %d)", &x1, &y1, &x2, &y2);
+
+ _headerRectangle = Common::Rect(x1, y1, x2, y2);
+ } else if (line.matchString("*string_init*", true)) {
+ uint fontFormatNumber;
+
+ sscanf(line.c_str(), "%*[^(](%u)", &fontFormatNumber);
+
+ _textStyle = _engine->getStringManager()->getTextStyle(fontFormatNumber);
+ } else if (line.matchString("*next_tabstop*", true)) {
+ sscanf(line.c_str(), "%*[^(](%u)", &_nextTabstop);
+ } else if (line.matchString("*cursor_animation*", true)) {
+ char fileName[25];
+
+ sscanf(line.c_str(), "%*[^(](%25s %*u)", fileName);
+
+ _cursorAnimationFileName = Common::String(fileName);
+ } else if (line.matchString("*cursor_dimensions*", true)) {
+ // Ignore, use the dimensions in the animation file
+ } else if (line.matchString("*cursor_animation_frames*", true)) {
+ // Ignore, use the frame count in the animation file
+ } else if (line.matchString("*focus*", true)) {
+ _focused = true;
+ }
+
+ line = stream.readLine();
+ trimCommentsAndWhiteSpace(&line);
+ }
+}
+
+void InputControl::onMouseUp(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) {
+ _engine->getScriptManager()->focusControl(_key);
+}
+
+void InputControl::onKeyDown(Common::KeyState keyState) {
+ if (!_focused) {
+ return;
+ }
+
+ if (keyState.keycode == Common::KEYCODE_BACKSPACE) {
+ _currentInputText.deleteLastChar();
+ } else if (keyState.keycode == Common::KEYCODE_TAB) {
+ _focused = false;
+ // Focus the next input control
+ _engine->getScriptManager()->focusControl(_nextTabstop);
+ } else {
+ // Otherwise, append the new character to the end of the current text
+
+ uint16 asciiValue = keyState.ascii;
+ // We only care about text values
+ if (asciiValue >= 32 && asciiValue <= 126) {
+ _currentInputText += (char)asciiValue;
+ _textChanged = true;
+ }
+ }
+}
+
+bool InputControl::process(uint32 deltaTimeInMillis) {
+ if (!_focused) {
+ return false;
+ }
+
+ // First see if we need to render the text
+ if (_textChanged) {
+ // Blit the text using the RenderManager
+ Common::Rect destRect = _engine->getRenderManager()->renderTextToWorkingWindow(_key, _currentInputText, _textStyle.font, _textRectangle.left, _textRectangle.top, _textStyle.color, _textRectangle.width());
+
+ _cursorOffset = destRect.left - _textRectangle.left;
+ }
+
+ // Render the next frame of the animation
+ // TODO: Implement animation handling
+
+ return false;
+}
+
+} // End of namespace ZVision
diff --git a/engines/zvision/scripting/controls/input_control.h b/engines/zvision/scripting/controls/input_control.h
new file mode 100644
index 0000000000..aab2c991dc
--- /dev/null
+++ b/engines/zvision/scripting/controls/input_control.h
@@ -0,0 +1,60 @@
+/* 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.
+ *
+ */
+
+#ifndef ZVISION_INPUT_CONTROL_H
+#define ZVISION_INPUT_CONTROL_H
+
+#include "zvision/control.h"
+#include "zvision/string_manager.h"
+
+#include "common/rect.h"
+
+
+namespace ZVision {
+
+class InputControl : public Control {
+public:
+ InputControl(ZVision *engine, uint32 key, Common::SeekableReadStream &stream);
+
+private:
+ Common::Rect _textRectangle;
+ Common::Rect _headerRectangle;
+ StringManager::TextStyle _textStyle;
+ uint32 _nextTabstop;
+ Common::String _cursorAnimationFileName;
+ bool _focused;
+
+ Common::String _currentInputText;
+ bool _textChanged;
+ uint _cursorOffset;
+
+public:
+ void focus() { _focused = true; }
+ void unfocus() { _focused = false; }
+ void onMouseUp(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos);
+ void onKeyDown(Common::KeyState keyState);
+ bool process(uint32 deltaTimeInMillis);
+};
+
+} // End of namespace ZVision
+
+#endif
diff --git a/engines/zvision/scripting/controls/lever_control.cpp b/engines/zvision/scripting/controls/lever_control.cpp
new file mode 100644
index 0000000000..557dec0a83
--- /dev/null
+++ b/engines/zvision/scripting/controls/lever_control.cpp
@@ -0,0 +1,402 @@
+/* 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 "common/scummsys.h"
+
+#include "zvision/lever_control.h"
+
+#include "zvision/zvision.h"
+#include "zvision/script_manager.h"
+#include "zvision/render_manager.h"
+#include "zvision/cursor_manager.h"
+#include "zvision/rlf_animation.h"
+#include "zvision/zork_avi_decoder.h"
+#include "zvision/utility.h"
+
+#include "common/stream.h"
+#include "common/file.h"
+#include "common/tokenizer.h"
+#include "common/system.h"
+
+#include "graphics/surface.h"
+
+
+namespace ZVision {
+
+LeverControl::LeverControl(ZVision *engine, uint32 key, Common::SeekableReadStream &stream)
+ : Control(engine, key),
+ _frameInfo(0),
+ _frameCount(0),
+ _startFrame(0),
+ _currentFrame(0),
+ _lastRenderedFrame(0),
+ _mouseIsCaptured(false),
+ _isReturning(false),
+ _accumulatedTime(0),
+ _returnRoutesCurrentFrame(0) {
+
+ // Loop until we find the closing brace
+ Common::String line = stream.readLine();
+ trimCommentsAndWhiteSpace(&line);
+
+ while (!stream.eos() && !line.contains('}')) {
+ if (line.matchString("*descfile*", true)) {
+ char levFileName[25];
+ sscanf(line.c_str(), "%*[^(](%25[^)])", levFileName);
+
+ parseLevFile(levFileName);
+ } else if (line.matchString("*cursor*", true)) {
+ char cursorName[25];
+ sscanf(line.c_str(), "%*[^(](%25[^)])", cursorName);
+
+ _cursorName = Common::String(cursorName);
+ }
+
+ line = stream.readLine();
+ trimCommentsAndWhiteSpace(&line);
+ }
+
+ renderFrame(_currentFrame);
+}
+
+LeverControl::~LeverControl() {
+ if (_fileType == AVI) {
+ delete _animation.avi;
+ } else if (_fileType == RLF) {
+ delete _animation.rlf;
+ }
+
+ delete[] _frameInfo;
+}
+
+void LeverControl::parseLevFile(const Common::String &fileName) {
+ Common::File file;
+ if (!file.open(fileName)) {
+ warning("LEV file %s could could be opened", fileName.c_str());
+ return;
+ }
+
+ Common::String line = file.readLine();
+
+ while (!file.eos()) {
+ if (line.matchString("*animation_id*", true)) {
+ // Not used
+ } else if (line.matchString("*filename*", true)) {
+ char fileNameBuffer[25];
+ sscanf(line.c_str(), "%*[^:]:%25[^~]~", fileNameBuffer);
+
+ Common::String animationFileName(fileNameBuffer);
+
+ if (animationFileName.hasSuffix(".avi")) {
+ _animation.avi = new ZorkAVIDecoder();
+ _animation.avi->loadFile(animationFileName);
+ _fileType = AVI;
+ } else if (animationFileName.hasSuffix(".rlf")) {
+ _animation.rlf = new RlfAnimation(animationFileName, false);
+ _fileType = RLF;
+ }
+ } else if (line.matchString("*skipcolor*", true)) {
+ // Not used
+ } else if (line.matchString("*anim_coords*", true)) {
+ int left, top, right, bottom;
+ sscanf(line.c_str(), "%*[^:]:%d %d %d %d~", &left, &top, &right, &bottom);
+
+ _animationCoords.left = left;
+ _animationCoords.top = top;
+ _animationCoords.right = right;
+ _animationCoords.bottom = bottom;
+ } else if (line.matchString("*mirrored*", true)) {
+ uint mirrored;
+ sscanf(line.c_str(), "%*[^:]:%u~", &mirrored);
+
+ _mirrored = mirrored == 0 ? false : true;
+ } else if (line.matchString("*frames*", true)) {
+ sscanf(line.c_str(), "%*[^:]:%u~", &_frameCount);
+
+ _frameInfo = new FrameInfo[_frameCount];
+ } else if (line.matchString("*elsewhere*", true)) {
+ // Not used
+ } else if (line.matchString("*out_of_control*", true)) {
+ // Not used
+ } else if (line.matchString("*start_pos*", true)) {
+ sscanf(line.c_str(), "%*[^:]:%u~", &_startFrame);
+ _currentFrame = _startFrame;
+ } else if (line.matchString("*hotspot_deltas*", true)) {
+ uint x;
+ uint y;
+ sscanf(line.c_str(), "%*[^:]:%u %u~", &x, &y);
+
+ _hotspotDelta.x = x;
+ _hotspotDelta.y = y;
+ } else {
+ uint frameNumber;
+ uint x, y;
+
+ if (sscanf(line.c_str(), "%u:%u %u", &frameNumber, &x, &y) == 3) {
+ _frameInfo[frameNumber].hotspot.left = x;
+ _frameInfo[frameNumber].hotspot.top = y;
+ _frameInfo[frameNumber].hotspot.right = x + _hotspotDelta.x;
+ _frameInfo[frameNumber].hotspot.bottom = y + _hotspotDelta.y;
+ }
+
+ Common::StringTokenizer tokenizer(line, " ^=()");
+ tokenizer.nextToken();
+ tokenizer.nextToken();
+
+ Common::String token = tokenizer.nextToken();
+ while (!tokenizer.empty()) {
+ if (token == "D") {
+ token = tokenizer.nextToken();
+
+ uint angle;
+ uint toFrame;
+ sscanf(token.c_str(), "%u,%u", &toFrame, &angle);
+
+ _frameInfo[frameNumber].directions.push_back(Direction(angle, toFrame));
+ } else if (token.hasPrefix("P")) {
+ // Format: P(<from> to <to>)
+ tokenizer.nextToken();
+ tokenizer.nextToken();
+ token = tokenizer.nextToken();
+ uint to = atoi(token.c_str());
+
+ _frameInfo[frameNumber].returnRoute.push_back(to);
+ }
+
+ token = tokenizer.nextToken();
+ }
+ }
+
+ line = file.readLine();
+ }
+}
+
+void LeverControl::onMouseDown(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) {
+ if (!_enabled) {
+ return;
+ }
+
+ if (_frameInfo[_currentFrame].hotspot.contains(backgroundImageSpacePos)) {
+ _mouseIsCaptured = true;
+ _lastMousePos = backgroundImageSpacePos;
+ }
+}
+
+void LeverControl::onMouseUp(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) {
+ if (!_enabled) {
+ return;
+ }
+
+ if (_mouseIsCaptured) {
+ _mouseIsCaptured = false;
+ _engine->getScriptManager()->setStateValue(_key, _currentFrame);
+
+ _isReturning = true;
+ _returnRoutesCurrentProgress = _frameInfo[_currentFrame].returnRoute.begin();
+ _returnRoutesCurrentFrame = _currentFrame;
+ }
+}
+
+bool LeverControl::onMouseMove(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) {
+ if (!_enabled) {
+ return false;
+ }
+
+ bool cursorWasChanged = false;
+
+ if (_mouseIsCaptured) {
+ // Make sure the square distance between the last point and the current point is greater than 64
+ // This is a heuristic. This determines how responsive the lever is to mouse movement.
+ // TODO: Fiddle with the heuristic to get a good lever responsiveness 'feel'
+ if (_lastMousePos.sqrDist(backgroundImageSpacePos) >= 64) {
+ int angle = calculateVectorAngle(_lastMousePos, backgroundImageSpacePos);
+ _lastMousePos = backgroundImageSpacePos;
+
+ for (Common::List<Direction>::iterator iter = _frameInfo[_currentFrame].directions.begin(); iter != _frameInfo[_currentFrame].directions.end(); ++iter) {
+ if (angle >= (int)iter->angle - ANGLE_DELTA && angle <= (int)iter->angle + ANGLE_DELTA) {
+ _currentFrame = iter->toFrame;
+ renderFrame(_currentFrame);
+ break;
+ }
+ }
+ }
+ } else if (_frameInfo[_currentFrame].hotspot.contains(backgroundImageSpacePos)) {
+ _engine->getCursorManager()->changeCursor(_cursorName);
+ cursorWasChanged = true;
+ }
+
+ return cursorWasChanged;
+}
+
+bool LeverControl::process(uint32 deltaTimeInMillis) {
+ if (!_enabled) {
+ return false;
+ }
+
+ if (_isReturning) {
+ _accumulatedTime += deltaTimeInMillis;
+ while (_accumulatedTime >= ANIMATION_FRAME_TIME) {
+ _accumulatedTime -= ANIMATION_FRAME_TIME;
+ if (_returnRoutesCurrentFrame == *_returnRoutesCurrentProgress) {
+ _returnRoutesCurrentProgress++;
+ }
+ if (_returnRoutesCurrentProgress == _frameInfo[_currentFrame].returnRoute.end()) {
+ _isReturning = false;
+ _currentFrame = _returnRoutesCurrentFrame;
+ return false;
+ }
+
+ uint toFrame = *_returnRoutesCurrentProgress;
+ if (_returnRoutesCurrentFrame < toFrame) {
+ _returnRoutesCurrentFrame++;
+ } else if (_returnRoutesCurrentFrame > toFrame) {
+ _returnRoutesCurrentFrame--;
+ }
+
+ _engine->getScriptManager()->setStateValue(_key, _returnRoutesCurrentFrame);
+ renderFrame(_returnRoutesCurrentFrame);
+ }
+ }
+
+ return false;
+}
+
+int LeverControl::calculateVectorAngle(const Common::Point &pointOne, const Common::Point &pointTwo) {
+ // Check for the easy angles first
+ if (pointOne.x == pointTwo.x && pointOne.y == pointTwo.y)
+ return -1; // This should never happen
+ else if (pointOne.x == pointTwo.x) {
+ if (pointTwo.y < pointOne.y)
+ return 90;
+ else
+ return 270;
+ } else if (pointOne.y == pointTwo.y) {
+ if (pointTwo.x > pointOne.x)
+ return 0;
+ else
+ return 180;
+ } else {
+ // Calculate the angle with trig
+ int16 xDist = pointTwo.x - pointOne.x;
+ int16 yDist = pointTwo.y - pointOne.y;
+
+ // Calculate the angle using arctan
+ // Then convert to degrees. (180 / 3.14159 = 57.2958)
+ int angle = int(atan((float)yDist / (float)xDist) * 57);
+
+ // Calculate what quadrant pointTwo is in
+ uint quadrant = ((yDist > 0 ? 1 : 0) << 1) | (xDist < 0 ? 1 : 0);
+
+ // Explanation of quadrants:
+ //
+ // yDist > 0 | xDist < 0 | Quadrant number
+ // 0 | 0 | 0
+ // 0 | 1 | 1
+ // 1 | 0 | 2
+ // 1 | 1 | 3
+ //
+ // Note: I know this doesn't line up with traditional mathematical quadrants
+ // but doing it this way allows you can use a switch and is a bit cleaner IMO.
+ //
+ // The graph below shows the 4 quadrants pointTwo can end up in as well
+ // as what the angle as calculated above refers to.
+ // Note: The calculated angle in quadrants 0 and 3 is negative
+ // due to arctan(-x) = -theta
+ //
+ // Origin => (pointOne.x, pointOne.y)
+ // * => (pointTwo.x, pointTwo.y)
+ //
+ // 90 |
+ // ^ |
+ // * | * |
+ // \ | / |
+ // \ | / |
+ // \ | / |
+ // Quadrant 1 \ | / Quadrant 0 |
+ // \ | / |
+ // \ | / |
+ // angle ( \|/ ) -angle |
+ // 180 <----------------------------------------> 0 |
+ // -angle ( /|\ ) angle |
+ // / | \ |
+ // / | \ |
+ // Quadrant 3 / | \ Quadrant 2 |
+ // / | \ |
+ // / | \ |
+ // / | \ |
+ // * | * |
+ // ^ |
+ // 270 |
+
+ // Convert the local angles to unit circle angles
+ switch (quadrant) {
+ case 0:
+ angle = 180 + angle;
+ break;
+ case 1:
+ // Do nothing
+ break;
+ case 2:
+ angle = 180 + angle;
+ break;
+ case 3:
+ angle = 360 + angle;
+ break;
+ }
+
+ return angle;
+ }
+}
+
+void LeverControl::renderFrame(uint frameNumber) {
+ if (frameNumber == 0) {
+ _lastRenderedFrame = frameNumber;
+ } else if (frameNumber < _lastRenderedFrame && _mirrored) {
+ _lastRenderedFrame = frameNumber;
+ frameNumber = (_frameCount * 2) - frameNumber - 1;
+ } else {
+ _lastRenderedFrame = frameNumber;
+ }
+
+ const uint16 *frameData = 0;
+ int x = _animationCoords.left;
+ int y = _animationCoords.top;
+ int width = 0;
+ int height = 0;
+
+ if (_fileType == RLF) {
+ // getFrameData() will automatically optimize to getNextFrame() / getPreviousFrame() if it can
+ frameData = (const uint16 *)_animation.rlf->getFrameData(frameNumber)->getPixels();
+ width = _animation.rlf->width(); // Use the animation width instead of _animationCoords.width()
+ height = _animation.rlf->height(); // Use the animation height instead of _animationCoords.height()
+ } else if (_fileType == AVI) {
+ _animation.avi->seekToFrame(frameNumber);
+ const Graphics::Surface *surface = _animation.avi->decodeNextFrame();
+ frameData = (const uint16 *)surface->getPixels();
+ width = surface->w;
+ height = surface->h;
+ }
+
+ _engine->getRenderManager()->copyRectToWorkingWindow(frameData, x, y, width, width, height);
+}
+
+} // End of namespace ZVision
diff --git a/engines/zvision/scripting/controls/lever_control.h b/engines/zvision/scripting/controls/lever_control.h
new file mode 100644
index 0000000000..8ef8f06fec
--- /dev/null
+++ b/engines/zvision/scripting/controls/lever_control.h
@@ -0,0 +1,127 @@
+/* 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.
+ *
+ */
+
+#ifndef ZVISION_LEVER_CONTROL_H
+#define ZVISION_LEVER_CONTROL_H
+
+#include "zvision/control.h"
+
+#include "common/list.h"
+#include "common/rect.h"
+
+
+namespace ZVision {
+
+class ZorkAVIDecoder;
+class RlfAnimation;
+
+class LeverControl : public Control {
+public:
+ LeverControl(ZVision *engine, uint32 key, Common::SeekableReadStream &stream);
+ ~LeverControl();
+
+private:
+ enum FileType {
+ RLF = 1,
+ AVI = 2
+ };
+
+ struct Direction {
+ Direction(uint a, uint t) : angle(a), toFrame(t) {}
+
+ uint angle;
+ uint toFrame;
+ };
+
+ struct FrameInfo {
+ Common::Rect hotspot;
+ Common::List<Direction> directions;
+ Common::List<uint> returnRoute;
+ };
+
+ enum {
+ ANGLE_DELTA = 30, // How far off a mouse angle can be and still be considered valid. This is in both directions, so the total buffer zone is (2 * ANGLE_DELTA)
+ ANIMATION_FRAME_TIME = 30 // In millis
+ };
+
+private:
+ union {
+ RlfAnimation *rlf;
+ ZorkAVIDecoder *avi;
+ } _animation;
+ FileType _fileType;
+
+ Common::String _cursorName;
+ Common::Rect _animationCoords;
+ bool _mirrored;
+ uint _frameCount;
+ uint _startFrame;
+ Common::Point _hotspotDelta;
+ FrameInfo *_frameInfo;
+
+ uint _currentFrame;
+ uint _lastRenderedFrame;
+ bool _mouseIsCaptured;
+ bool _isReturning;
+ Common::Point _lastMousePos;
+ Common::List<uint>::iterator _returnRoutesCurrentProgress;
+ uint _returnRoutesCurrentFrame;
+ uint32 _accumulatedTime;
+
+public:
+ void onMouseDown(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos);
+ void onMouseUp(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos);
+ bool onMouseMove(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos);
+ bool process(uint32 deltaTimeInMillis);
+
+private:
+ void parseLevFile(const Common::String &fileName);
+ /**
+ * Calculates the angle a vector makes with the negative y-axis
+ *
+ * 90
+ * pointTwo * ^
+ * \ |
+ * \ |
+ * \ |
+ * \ |
+ * angle ( \|pointOne
+ * 180 <-----------*-----------> 0
+ * |
+ * |
+ * |
+ * |
+ * |
+ * ^
+ * 270
+ *
+ * @param pointOne The origin of the vector
+ * @param pointTwo The end of the vector
+ * @return The angle the vector makes with the negative y-axis
+ */
+ static int calculateVectorAngle(const Common::Point &pointOne, const Common::Point &pointTwo);
+ void renderFrame(uint frameNumber);
+};
+
+} // End of namespace ZVision
+
+#endif
diff --git a/engines/zvision/scripting/controls/push_toggle_control.cpp b/engines/zvision/scripting/controls/push_toggle_control.cpp
new file mode 100644
index 0000000000..689311ba5b
--- /dev/null
+++ b/engines/zvision/scripting/controls/push_toggle_control.cpp
@@ -0,0 +1,98 @@
+/* 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 "common/scummsys.h"
+
+#include "zvision/push_toggle_control.h"
+
+#include "zvision/zvision.h"
+#include "zvision/script_manager.h"
+#include "zvision/cursor_manager.h"
+#include "zvision/utility.h"
+
+#include "common/stream.h"
+
+
+namespace ZVision {
+
+PushToggleControl::PushToggleControl(ZVision *engine, uint32 key, Common::SeekableReadStream &stream)
+ : Control(engine, key) {
+ // Loop until we find the closing brace
+ Common::String line = stream.readLine();
+ trimCommentsAndWhiteSpace(&line);
+
+ while (!stream.eos() && !line.contains('}')) {
+ if (line.matchString("*_hotspot*", true)) {
+ uint x;
+ uint y;
+ uint width;
+ uint height;
+
+ sscanf(line.c_str(), "%*[^(](%u,%u,%u,%u)", &x, &y, &width, &height);
+
+ _hotspot = Common::Rect(x, y, x + width, y + height);
+ } else if (line.matchString("cursor*", true)) {
+ char nameBuffer[25];
+
+ sscanf(line.c_str(), "%*[^(](%25[^)])", nameBuffer);
+
+ _hoverCursor = Common::String(nameBuffer);
+ }
+
+ line = stream.readLine();
+ trimCommentsAndWhiteSpace(&line);
+ }
+
+ if (_hotspot.isEmpty() || _hoverCursor.empty()) {
+ warning("Push_toggle cursor %u was parsed incorrectly", key);
+ }
+}
+
+PushToggleControl::~PushToggleControl() {
+ // Clear the state value back to 0
+ _engine->getScriptManager()->setStateValue(_key, 0);
+}
+
+void PushToggleControl::onMouseUp(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) {
+ if (!_enabled) {
+ return;
+ }
+
+ if (_hotspot.contains(backgroundImageSpacePos)) {
+ _engine->getScriptManager()->setStateValue(_key, 1);
+ }
+}
+
+bool PushToggleControl::onMouseMove(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) {
+ if (!_enabled) {
+ return false;
+ }
+
+ if (_hotspot.contains(backgroundImageSpacePos)) {
+ _engine->getCursorManager()->changeCursor(_hoverCursor);
+ return true;
+ }
+
+ return false;
+}
+
+} // End of namespace ZVision
diff --git a/engines/zvision/scripting/controls/push_toggle_control.h b/engines/zvision/scripting/controls/push_toggle_control.h
new file mode 100644
index 0000000000..2a407cada9
--- /dev/null
+++ b/engines/zvision/scripting/controls/push_toggle_control.h
@@ -0,0 +1,67 @@
+/* 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.
+ *
+ */
+
+#ifndef ZVISION_PUSH_TOGGLE_CONTROL_H
+#define ZVISION_PUSH_TOGGLE_CONTROL_H
+
+#include "zvision/control.h"
+
+#include "common/rect.h"
+
+
+namespace ZVision {
+
+class PushToggleControl : public Control {
+public:
+ PushToggleControl(ZVision *engine, uint32 key, Common::SeekableReadStream &stream);
+ ~PushToggleControl();
+
+ /**
+ * Called when LeftMouse is lifted. Calls ScriptManager::setStateValue(_key, 1);
+ *
+ * @param screenSpacePos The position of the mouse in screen space
+ * @param backgroundImageSpacePos The position of the mouse in background image space
+ */
+ void onMouseUp(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos);
+ /**
+ * Called on every MouseMove. Tests if the mouse is inside _hotspot, and if so, sets the cursor.
+ *
+ * @param engine The base engine
+ * @param screenSpacePos The position of the mouse in screen space
+ * @param backgroundImageSpacePos The position of the mouse in background image space
+ * @return Was the cursor changed?
+ */
+ bool onMouseMove(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos);
+
+private:
+ /**
+ * The area that will trigger the event
+ * This is in image space coordinates, NOT screen space
+ */
+ Common::Rect _hotspot;
+ /** The cursor to use when hovering over _hotspot */
+ Common::String _hoverCursor;
+};
+
+} // End of namespace ZVision
+
+#endif
diff --git a/engines/zvision/scripting/controls/timer_node.cpp b/engines/zvision/scripting/controls/timer_node.cpp
new file mode 100644
index 0000000000..b529a661cf
--- /dev/null
+++ b/engines/zvision/scripting/controls/timer_node.cpp
@@ -0,0 +1,73 @@
+/* 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 "common/scummsys.h"
+
+#include "zvision/timer_node.h"
+
+#include "zvision/zvision.h"
+#include "zvision/script_manager.h"
+
+#include "common/stream.h"
+
+
+namespace ZVision {
+
+TimerNode::TimerNode(ZVision *engine, uint32 key, uint timeInSeconds)
+ : Control(engine, key) {
+ if (_engine->getGameId() == GID_NEMESIS) {
+ _timeLeft = timeInSeconds * 1000;
+ } else if (_engine->getGameId() == GID_GRANDINQUISITOR) {
+ _timeLeft = timeInSeconds * 100;
+ }
+
+ _engine->getScriptManager()->setStateValue(_key, 1);
+}
+
+TimerNode::~TimerNode() {
+ if (_timeLeft <= 0)
+ _engine->getScriptManager()->setStateValue(_key, 2);
+ else
+ _engine->getScriptManager()->setStateValue(_key, _timeLeft); // If timer was stopped by stop or kill
+}
+
+bool TimerNode::process(uint32 deltaTimeInMillis) {
+ _timeLeft -= deltaTimeInMillis;
+
+ if (_timeLeft <= 0) {
+ // Let the destructor reset the state value
+ return true;
+ }
+
+ return false;
+}
+
+void TimerNode::serialize(Common::WriteStream *stream) {
+ stream->writeUint32LE(_key);
+ stream->writeUint32LE(_timeLeft);
+}
+
+void TimerNode::deserialize(Common::SeekableReadStream *stream) {
+ _timeLeft = stream->readUint32LE();
+}
+
+} // End of namespace ZVision
diff --git a/engines/zvision/scripting/controls/timer_node.h b/engines/zvision/scripting/controls/timer_node.h
new file mode 100644
index 0000000000..a95373353b
--- /dev/null
+++ b/engines/zvision/scripting/controls/timer_node.h
@@ -0,0 +1,55 @@
+/* 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.
+ *
+ */
+
+#ifndef ZVISION_TIMER_NODE_H
+#define ZVISION_TIMER_NODE_H
+
+#include "zvision/control.h"
+
+namespace ZVision {
+
+class ZVision;
+
+class TimerNode : public Control {
+public:
+ TimerNode(ZVision *engine, uint32 key, uint timeInSeconds);
+ ~TimerNode();
+
+ /**
+ * Decrement the timer by the delta time. If the timer is finished, set the status
+ * in _globalState and let this node be deleted
+ *
+ * @param deltaTimeInMillis The number of milliseconds that have passed since last frame
+ * @return If true, the node can be deleted after process() finishes
+ */
+ bool process(uint32 deltaTimeInMillis);
+ void serialize(Common::WriteStream *stream);
+ void deserialize(Common::SeekableReadStream *stream);
+ inline bool needsSerialization() { return true; }
+
+private:
+ int32 _timeLeft;
+};
+
+} // End of namespace ZVision
+
+#endif
diff --git a/engines/zvision/scripting/puzzle.h b/engines/zvision/scripting/puzzle.h
new file mode 100644
index 0000000000..d468da1886
--- /dev/null
+++ b/engines/zvision/scripting/puzzle.h
@@ -0,0 +1,74 @@
+/* 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.
+ *
+ */
+
+#ifndef ZVISION_PUZZLE_H
+#define ZVISION_PUZZLE_H
+
+#include "zvision/actions.h"
+
+#include "common/list.h"
+#include "common/ptr.h"
+
+
+namespace ZVision {
+
+struct Puzzle {
+ Puzzle() : key(0) {}
+
+ ~Puzzle() {
+ for (Common::List<ResultAction *>::iterator iter = resultActions.begin(); iter != resultActions.end(); ++iter) {
+ delete *iter;
+ }
+ }
+
+ /** How criteria should be decided */
+ enum CriteriaOperator {
+ EQUAL_TO,
+ NOT_EQUAL_TO,
+ GREATER_THAN,
+ LESS_THAN
+ };
+
+ /** Criteria for a Puzzle result to be fired */
+ struct CriteriaEntry {
+ /** The key of a global state */
+ uint32 key;
+ /**
+ * What we're comparing the value of the global state against
+ * This can either be a pure value or it can be the key of another global state
+ */
+ uint32 argument;
+ /** How to do the comparison */
+ CriteriaOperator criteriaOperator;
+ /** Whether 'argument' is the key of a global state (true) or a pure value (false) */
+ bool argumentIsAKey;
+ };
+
+ uint32 key;
+ Common::List<Common::List <CriteriaEntry> > criteriaList;
+ // This has to be list of pointers because ResultAction is abstract
+ Common::List<ResultAction *> resultActions;
+};
+
+} // End of namespace ZVision
+
+#endif
diff --git a/engines/zvision/scripting/scr_file_handling.cpp b/engines/zvision/scripting/scr_file_handling.cpp
new file mode 100644
index 0000000000..0c952ae0ce
--- /dev/null
+++ b/engines/zvision/scripting/scr_file_handling.cpp
@@ -0,0 +1,302 @@
+/* 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 "common/scummsys.h"
+
+#include "zvision/script_manager.h"
+
+#include "zvision/utility.h"
+#include "zvision/puzzle.h"
+#include "zvision/actions.h"
+#include "zvision/push_toggle_control.h"
+#include "zvision/lever_control.h"
+
+#include "common/textconsole.h"
+#include "common/file.h"
+#include "common/tokenizer.h"
+
+
+namespace ZVision {
+
+void ScriptManager::parseScrFile(const Common::String &fileName, bool isGlobal) {
+ Common::File file;
+ if (!file.open(fileName)) {
+ warning("Script file not found: %s", fileName.c_str());
+ return;
+ }
+
+ while(!file.eos()) {
+ Common::String line = file.readLine();
+ if (file.err()) {
+ warning("Error parsing scr file: %s", fileName.c_str());
+ return;
+ }
+
+ trimCommentsAndWhiteSpace(&line);
+ if (line.empty())
+ continue;
+
+ if (line.matchString("puzzle:*", true)) {
+ Puzzle *puzzle = new Puzzle();
+ sscanf(line.c_str(),"puzzle:%u",&(puzzle->key));
+
+ parsePuzzle(puzzle, file);
+ if (isGlobal) {
+ _globalPuzzles.push_back(puzzle);
+ } else {
+ _activePuzzles.push_back(puzzle);
+ }
+ } else if (line.matchString("control:*", true)) {
+ parseControl(line, file);
+ }
+ }
+}
+
+void ScriptManager::parsePuzzle(Puzzle *puzzle, Common::SeekableReadStream &stream) {
+ Common::String line = stream.readLine();
+ trimCommentsAndWhiteSpace(&line);
+
+ while (!stream.eos() && !line.contains('}')) {
+ if (line.matchString("criteria {", true)) {
+ parseCriteria(stream, puzzle->criteriaList);
+ } else if (line.matchString("results {", true)) {
+ parseResults(stream, puzzle->resultActions);
+ } else if (line.matchString("flags {", true)) {
+ setStateFlags(puzzle->key, parseFlags(stream));
+ }
+
+ line = stream.readLine();
+ trimCommentsAndWhiteSpace(&line);
+ }
+}
+
+bool ScriptManager::parseCriteria(Common::SeekableReadStream &stream, Common::List<Common::List<Puzzle::CriteriaEntry> > &criteriaList) const {
+ // Loop until we find the closing brace
+ Common::String line = stream.readLine();
+ trimCommentsAndWhiteSpace(&line);
+
+ // Criteria can be empty
+ if (line.contains('}')) {
+ return false;
+ }
+
+ // Create a new List to hold the CriteriaEntries
+ criteriaList.push_back(Common::List<Puzzle::CriteriaEntry>());
+
+ while (!stream.eos() && !line.contains('}')) {
+ Puzzle::CriteriaEntry entry;
+
+ // Split the string into tokens using ' ' as a delimiter
+ Common::StringTokenizer tokenizer(line);
+ Common::String token;
+
+ // Parse the id out of the first token
+ token = tokenizer.nextToken();
+ sscanf(token.c_str(), "[%u]", &(entry.key));
+
+ // Parse the operator out of the second token
+ token = tokenizer.nextToken();
+ if (token.c_str()[0] == '=')
+ entry.criteriaOperator = Puzzle::EQUAL_TO;
+ else if (token.c_str()[0] == '!')
+ entry.criteriaOperator = Puzzle::NOT_EQUAL_TO;
+ else if (token.c_str()[0] == '>')
+ entry.criteriaOperator = Puzzle::GREATER_THAN;
+ else if (token.c_str()[0] == '<')
+ entry.criteriaOperator = Puzzle::LESS_THAN;
+
+ // First determine if the last token is an id or a value
+ // Then parse it into 'argument'
+ token = tokenizer.nextToken();
+ if (token.contains('[')) {
+ sscanf(token.c_str(), "[%u]", &(entry.argument));
+ entry.argumentIsAKey = true;
+ } else {
+ sscanf(token.c_str(), "%u", &(entry.argument));
+ entry.argumentIsAKey = false;
+ }
+
+ criteriaList.back().push_back(entry);
+
+ line = stream.readLine();
+ trimCommentsAndWhiteSpace(&line);
+ }
+
+ return true;
+}
+
+void ScriptManager::parseResults(Common::SeekableReadStream &stream, Common::List<ResultAction *> &actionList) const {
+ // Loop until we find the closing brace
+ Common::String line = stream.readLine();
+ trimCommentsAndWhiteSpace(&line);
+
+ // TODO: Re-order the if-then statements in order of highest occurrence
+ while (!stream.eos() && !line.contains('}')) {
+ if (line.empty()) {
+ line = stream.readLine();
+ trimCommentsAndWhiteSpace(&line);
+
+ continue;
+ }
+
+ // Parse for the action type
+ if (line.matchString("*:add*", true)) {
+ actionList.push_back(new ActionAdd(line));
+ } else if (line.matchString("*:animplay*", true)) {
+ actionList.push_back(new ActionPlayAnimation(line));
+ } else if (line.matchString("*:animpreload*", true)) {
+ actionList.push_back(new ActionPreloadAnimation(line));
+ } else if (line.matchString("*:animunload*", true)) {
+ //actionList.push_back(new ActionUnloadAnimation(line));
+ } else if (line.matchString("*:attenuate*", true)) {
+ // TODO: Implement ActionAttenuate
+ } else if (line.matchString("*:assign*", true)) {
+ actionList.push_back(new ActionAssign(line));
+ } else if (line.matchString("*:change_location*", true)) {
+ actionList.push_back(new ActionChangeLocation(line));
+ } else if (line.matchString("*:crossfade*", true)) {
+ // TODO: Implement ActionCrossfade
+ } else if (line.matchString("*:debug*", true)) {
+ // TODO: Implement ActionDebug
+ } else if (line.matchString("*:delay_render*", true)) {
+ // TODO: Implement ActionDelayRender
+ } else if (line.matchString("*:disable_control*", true)) {
+ actionList.push_back(new ActionDisableControl(line));
+ } else if (line.matchString("*:disable_venus*", true)) {
+ // TODO: Implement ActionDisableVenus
+ } else if (line.matchString("*:display_message*", true)) {
+ // TODO: Implement ActionDisplayMessage
+ } else if (line.matchString("*:dissolve*", true)) {
+ // TODO: Implement ActionDissolve
+ } else if (line.matchString("*:distort*", true)) {
+ // TODO: Implement ActionDistort
+ } else if (line.matchString("*:enable_control*", true)) {
+ actionList.push_back(new ActionEnableControl(line));
+ } else if (line.matchString("*:flush_mouse_events*", true)) {
+ // TODO: Implement ActionFlushMouseEvents
+ } else if (line.matchString("*:inventory*", true)) {
+ // TODO: Implement ActionInventory
+ } else if (line.matchString("*:kill*", true)) {
+ // TODO: Implement ActionKill
+ } else if (line.matchString("*:menu_bar_enable*", true)) {
+ // TODO: Implement ActionMenuBarEnable
+ } else if (line.matchString("*:music*", true)) {
+ actionList.push_back(new ActionMusic(line));
+ } else if (line.matchString("*:pan_track*", true)) {
+ // TODO: Implement ActionPanTrack
+ } else if (line.matchString("*:playpreload*", true)) {
+ actionList.push_back(new ActionPlayPreloadAnimation(line));
+ } else if (line.matchString("*:preferences*", true)) {
+ // TODO: Implement ActionPreferences
+ } else if (line.matchString("*:quit*", true)) {
+ actionList.push_back(new ActionQuit());
+ } else if (line.matchString("*:random*", true)) {
+ actionList.push_back(new ActionRandom(line));
+ } else if (line.matchString("*:region*", true)) {
+ // TODO: Implement ActionRegion
+ } else if (line.matchString("*:restore_game*", true)) {
+ // TODO: Implement ActionRestoreGame
+ } else if (line.matchString("*:rotate_to*", true)) {
+ // TODO: Implement ActionRotateTo
+ } else if (line.matchString("*:save_game*", true)) {
+ // TODO: Implement ActionSaveGame
+ } else if (line.matchString("*:set_partial_screen*", true)) {
+ actionList.push_back(new ActionSetPartialScreen(line));
+ } else if (line.matchString("*:set_screen*", true)) {
+ actionList.push_back(new ActionSetScreen(line));
+ } else if (line.matchString("*:set_venus*", true)) {
+ // TODO: Implement ActionSetVenus
+ } else if (line.matchString("*:stop*", true)) {
+ // TODO: Implement ActionStop
+ } else if (line.matchString("*:streamvideo*", true)) {
+ actionList.push_back(new ActionStreamVideo(line));
+ } else if (line.matchString("*:syncsound*", true)) {
+ // TODO: Implement ActionSyncSound
+ } else if (line.matchString("*:timer*", true)) {
+ actionList.push_back(new ActionTimer(line));
+ } else if (line.matchString("*:ttytext*", true)) {
+ // TODO: Implement ActionTTYText
+ } else if (line.matchString("*:universe_music*", true)) {
+ // TODO: Implement ActionUniverseMusic
+ } else if (line.matchString("*:copy_file*", true)) {
+ // Not used. Purposely left empty
+ } else {
+ warning("Unhandled result action type: %s", line.c_str());
+ }
+
+ line = stream.readLine();
+ trimCommentsAndWhiteSpace(&line);
+ }
+
+ return;
+}
+
+uint ScriptManager::parseFlags(Common::SeekableReadStream &stream) const {
+ uint flags = 0;
+
+ // Loop until we find the closing brace
+ Common::String line = stream.readLine();
+ trimCommentsAndWhiteSpace(&line);
+
+ while (!stream.eos() && !line.contains('}')) {
+ if (line.matchString("ONCE_PER_INST", true)) {
+ flags |= ONCE_PER_INST;
+ } else if (line.matchString("DO_ME_NOW", true)) {
+ flags |= DO_ME_NOW;
+ } else if (line.matchString("DISABLED", true)) {
+ flags |= DISABLED;
+ }
+
+ line = stream.readLine();
+ trimCommentsAndWhiteSpace(&line);
+ }
+
+ return flags;
+}
+
+void ScriptManager::parseControl(Common::String &line, Common::SeekableReadStream &stream) {
+ uint32 key;
+ char controlTypeBuffer[20];
+
+ sscanf(line.c_str(), "control:%u %s {", &key, controlTypeBuffer);
+
+ Common::String controlType(controlTypeBuffer);
+
+ if (controlType.equalsIgnoreCase("push_toggle")) {
+ _activeControls.push_back(new PushToggleControl(_engine, key, stream));
+ return;
+ } else if (controlType.equalsIgnoreCase("flat")) {
+ Control::parseFlatControl(_engine);
+ return;
+ } else if (controlType.equalsIgnoreCase("pana")) {
+ Control::parsePanoramaControl(_engine, stream);
+ return;
+ } else if (controlType.equalsIgnoreCase("tilt")) {
+ Control::parseTiltControl(_engine, stream);
+ return;
+ } else if (controlType.equalsIgnoreCase("lever")) {
+ _activeControls.push_back(new LeverControl(_engine, key, stream));
+ return;
+ }
+}
+
+} // End of namespace ZVision
diff --git a/engines/zvision/scripting/script_manager.cpp b/engines/zvision/scripting/script_manager.cpp
new file mode 100644
index 0000000000..0e08345f07
--- /dev/null
+++ b/engines/zvision/scripting/script_manager.cpp
@@ -0,0 +1,444 @@
+/* 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 "common/scummsys.h"
+
+#include "zvision/script_manager.h"
+
+#include "zvision/zvision.h"
+#include "zvision/render_manager.h"
+#include "zvision/cursor_manager.h"
+#include "zvision/save_manager.h"
+#include "zvision/actions.h"
+#include "zvision/utility.h"
+
+#include "common/algorithm.h"
+#include "common/hashmap.h"
+#include "common/debug.h"
+#include "common/stream.h"
+
+
+namespace ZVision {
+
+ScriptManager::ScriptManager(ZVision *engine)
+ : _engine(engine),
+ _currentlyFocusedControl(0) {
+}
+
+ScriptManager::~ScriptManager() {
+ for (PuzzleList::iterator iter = _activePuzzles.begin(); iter != _activePuzzles.end(); ++iter) {
+ delete (*iter);
+ }
+ for (PuzzleList::iterator iter = _globalPuzzles.begin(); iter != _globalPuzzles.end(); ++iter) {
+ delete (*iter);
+ }
+ for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
+ delete (*iter);
+ }
+}
+
+void ScriptManager::initialize() {
+ parseScrFile("universe.scr", true);
+ changeLocation('g', 'a', 'r', 'y', 0);
+}
+
+void ScriptManager::update(uint deltaTimeMillis) {
+ updateNodes(deltaTimeMillis);
+ checkPuzzleCriteria();
+}
+
+void ScriptManager::createReferenceTable() {
+ // Iterate through each local Puzzle
+ for (PuzzleList::iterator activePuzzleIter = _activePuzzles.begin(); activePuzzleIter != _activePuzzles.end(); ++activePuzzleIter) {
+ Puzzle *puzzlePtr = (*activePuzzleIter);
+
+ // Iterate through each CriteriaEntry and add a reference from the criteria key to the Puzzle
+ for (Common::List<Common::List<Puzzle::CriteriaEntry> >::iterator criteriaIter = (*activePuzzleIter)->criteriaList.begin(); criteriaIter != (*activePuzzleIter)->criteriaList.end(); ++criteriaIter) {
+ for (Common::List<Puzzle::CriteriaEntry>::iterator entryIter = criteriaIter->begin(); entryIter != criteriaIter->end(); ++entryIter) {
+ _referenceTable[entryIter->key].push_back(puzzlePtr);
+
+ // If the argument is a key, add a reference to it as well
+ if (entryIter->argumentIsAKey) {
+ _referenceTable[entryIter->argument].push_back(puzzlePtr);
+ }
+ }
+ }
+ }
+
+ // Iterate through each global Puzzle
+ for (PuzzleList::iterator globalPuzzleIter = _globalPuzzles.begin(); globalPuzzleIter != _globalPuzzles.end(); ++globalPuzzleIter) {
+ Puzzle *puzzlePtr = (*globalPuzzleIter);
+
+ // Iterate through each CriteriaEntry and add a reference from the criteria key to the Puzzle
+ for (Common::List<Common::List<Puzzle::CriteriaEntry> >::iterator criteriaIter = (*globalPuzzleIter)->criteriaList.begin(); criteriaIter != (*globalPuzzleIter)->criteriaList.end(); ++criteriaIter) {
+ for (Common::List<Puzzle::CriteriaEntry>::iterator entryIter = criteriaIter->begin(); entryIter != criteriaIter->end(); ++entryIter) {
+ _referenceTable[entryIter->key].push_back(puzzlePtr);
+
+ // If the argument is a key, add a reference to it as well
+ if (entryIter->argumentIsAKey) {
+ _referenceTable[entryIter->argument].push_back(puzzlePtr);
+ }
+ }
+ }
+ }
+
+ // Remove duplicate entries
+ for (PuzzleMap::iterator referenceTableIter = _referenceTable.begin(); referenceTableIter != _referenceTable.end(); ++referenceTableIter) {
+ removeDuplicateEntries(referenceTableIter->_value);
+ }
+}
+
+void ScriptManager::updateNodes(uint deltaTimeMillis) {
+ // If process() returns true, it means the node can be deleted
+ for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end();) {
+ if ((*iter)->process(deltaTimeMillis)) {
+ delete (*iter);
+ // Remove the node
+ iter = _activeControls.erase(iter);
+ } else {
+ ++iter;
+ }
+ }
+}
+
+void ScriptManager::checkPuzzleCriteria() {
+ while (!_puzzlesToCheck.empty()) {
+ Puzzle *puzzle = _puzzlesToCheck.pop();
+
+ // Check if the puzzle is already finished
+ // Also check that the puzzle isn't disabled
+ if (getStateValue(puzzle->key) == 1 && (getStateFlags(puzzle->key) & DISABLED) == 0) {
+ continue;
+ }
+
+ // Check each Criteria
+
+ bool criteriaMet = false;
+ for (Common::List<Common::List<Puzzle::CriteriaEntry> >::iterator criteriaIter = puzzle->criteriaList.begin(); criteriaIter != puzzle->criteriaList.end(); ++criteriaIter) {
+ criteriaMet = false;
+
+ for (Common::List<Puzzle::CriteriaEntry>::iterator entryIter = criteriaIter->begin(); entryIter != criteriaIter->end(); ++entryIter) {
+ // Get the value to compare against
+ uint argumentValue;
+ if (entryIter->argumentIsAKey)
+ argumentValue = getStateValue(entryIter->argument);
+ else
+ argumentValue = entryIter->argument;
+
+ // Do the comparison
+ switch (entryIter->criteriaOperator) {
+ case Puzzle::EQUAL_TO:
+ criteriaMet = getStateValue(entryIter->key) == argumentValue;
+ break;
+ case Puzzle::NOT_EQUAL_TO:
+ criteriaMet = getStateValue(entryIter->key) != argumentValue;
+ break;
+ case Puzzle::GREATER_THAN:
+ criteriaMet = getStateValue(entryIter->key) > argumentValue;
+ break;
+ case Puzzle::LESS_THAN:
+ criteriaMet = getStateValue(entryIter->key) < argumentValue;
+ break;
+ }
+
+ // If one check returns false, don't keep checking
+ if (!criteriaMet) {
+ break;
+ }
+ }
+
+ // If any of the Criteria are *fully* met, then execute the results
+ if (criteriaMet) {
+ break;
+ }
+ }
+
+ // criteriaList can be empty. Aka, the puzzle should be executed immediately
+ if (puzzle->criteriaList.empty() || criteriaMet) {
+ debug(1, "Puzzle %u criteria passed. Executing its ResultActions", puzzle->key);
+
+ // Set the puzzle as completed
+ setStateValue(puzzle->key, 1);
+
+ bool shouldContinue = true;
+ for (Common::List<ResultAction *>::iterator resultIter = puzzle->resultActions.begin(); resultIter != puzzle->resultActions.end(); ++resultIter) {
+ shouldContinue = shouldContinue && (*resultIter)->execute(_engine);
+ if (!shouldContinue) {
+ break;
+ }
+ }
+
+ if (!shouldContinue) {
+ break;
+ }
+ }
+ }
+}
+
+void ScriptManager::cleanStateTable() {
+ for (StateMap::iterator iter = _globalState.begin(); iter != _globalState.end(); ++iter) {
+ // If the value is equal to zero, we can purge it since getStateValue()
+ // will return zero if _globalState doesn't contain a key
+ if (iter->_value == 0) {
+ // Remove the node
+ _globalState.erase(iter);
+ }
+ }
+}
+
+uint ScriptManager::getStateValue(uint32 key) {
+ if (_globalState.contains(key))
+ return _globalState[key];
+ else
+ return 0;
+}
+
+void ScriptManager::setStateValue(uint32 key, uint value) {
+ _globalState[key] = value;
+
+ if (_referenceTable.contains(key)) {
+ for (Common::Array<Puzzle *>::iterator iter = _referenceTable[key].begin(); iter != _referenceTable[key].end(); ++iter) {
+ _puzzlesToCheck.push((*iter));
+ }
+ }
+}
+
+uint ScriptManager::getStateFlags(uint32 key) {
+ if (_globalStateFlags.contains(key))
+ return _globalStateFlags[key];
+ else
+ return 0;
+}
+
+void ScriptManager::setStateFlags(uint32 key, uint flags) {
+ _globalStateFlags[key] = flags;
+
+ if (_referenceTable.contains(key)) {
+ for (Common::Array<Puzzle *>::iterator iter = _referenceTable[key].begin(); iter != _referenceTable[key].end(); ++iter) {
+ _puzzlesToCheck.push((*iter));
+ }
+ }
+}
+
+void ScriptManager::addToStateValue(uint32 key, uint valueToAdd) {
+ _globalState[key] += valueToAdd;
+}
+
+void ScriptManager::addControl(Control *control) {
+ _activeControls.push_back(control);
+}
+
+Control *ScriptManager::getControl(uint32 key) {
+ for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
+ if ((*iter)->getKey() == key) {
+ return (*iter);
+ }
+ }
+
+ return nullptr;
+}
+
+void ScriptManager::focusControl(uint32 key) {
+ for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
+ uint32 controlKey = (*iter)->getKey();
+
+ if (controlKey == key) {
+ (*iter)->focus();
+ } else if (controlKey == _currentlyFocusedControl) {
+ (*iter)->unfocus();
+ }
+ }
+
+ _currentlyFocusedControl = key;
+}
+
+void ScriptManager::onMouseDown(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) {
+ for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
+ (*iter)->onMouseDown(screenSpacePos, backgroundImageSpacePos);
+ }
+}
+
+void ScriptManager::onMouseUp(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) {
+ for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
+ (*iter)->onMouseUp(screenSpacePos, backgroundImageSpacePos);
+ }
+}
+
+bool ScriptManager::onMouseMove(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) {
+ bool cursorWasChanged = false;
+ for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
+ cursorWasChanged = cursorWasChanged || (*iter)->onMouseMove(screenSpacePos, backgroundImageSpacePos);
+ }
+
+ return cursorWasChanged;
+}
+
+void ScriptManager::onKeyDown(Common::KeyState keyState) {
+ for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
+ (*iter)->onKeyDown(keyState);
+ }
+}
+
+void ScriptManager::onKeyUp(Common::KeyState keyState) {
+ for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
+ (*iter)->onKeyUp(keyState);
+ }
+}
+
+void ScriptManager::changeLocation(char world, char room, char node, char view, uint32 offset) {
+ assert(world != 0);
+ debug(1, "Changing location to: %c %c %c %c %u", world, room, node, view, offset);
+
+ // Auto save
+ _engine->getSaveManager()->autoSave();
+
+ // Clear all the containers
+ _referenceTable.clear();
+ _puzzlesToCheck.clear();
+ for (PuzzleList::iterator iter = _activePuzzles.begin(); iter != _activePuzzles.end(); ++iter) {
+ delete (*iter);
+ }
+ _activePuzzles.clear();
+ for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
+ delete (*iter);
+ }
+ _activeControls.clear();
+
+ // Revert to the idle cursor
+ _engine->getCursorManager()->revertToIdle();
+
+ // Reset the background velocity
+ _engine->getRenderManager()->setBackgroundVelocity(0);
+
+ // Remove any alphaEntries
+ _engine->getRenderManager()->clearAlphaEntries();
+
+ // Clean the global state table
+ cleanStateTable();
+
+ // Parse into puzzles and controls
+ Common::String fileName = Common::String::format("%c%c%c%c.scr", world, room, node, view);
+ parseScrFile(fileName);
+
+ // Change the background position
+ _engine->getRenderManager()->setBackgroundPosition(offset);
+
+ // Enable all the controls
+ for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
+ (*iter)->enable();
+ }
+
+ // Add all the local puzzles to the queue to be checked
+ for (PuzzleList::iterator iter = _activePuzzles.begin(); iter != _activePuzzles.end(); ++iter) {
+ // Reset any Puzzles that have the flag ONCE_PER_INST
+ if ((getStateFlags((*iter)->key) & ONCE_PER_INST) == ONCE_PER_INST) {
+ setStateValue((*iter)->key, 0);
+ }
+
+ _puzzlesToCheck.push((*iter));
+ }
+
+ // Add all the global puzzles to the queue to be checked
+ for (PuzzleList::iterator iter = _globalPuzzles.begin(); iter != _globalPuzzles.end(); ++iter) {
+ // Reset any Puzzles that have the flag ONCE_PER_INST
+ if ((getStateFlags((*iter)->key) & ONCE_PER_INST) == ONCE_PER_INST) {
+ setStateValue((*iter)->key, 0);
+ }
+
+ _puzzlesToCheck.push((*iter));
+ }
+
+ // Create the puzzle reference table
+ createReferenceTable();
+
+ // Update _currentLocation
+ _currentLocation.world = world;
+ _currentLocation.room = room;
+ _currentLocation.node = node;
+ _currentLocation.view = view;
+ _currentLocation.offset = offset;
+}
+
+void ScriptManager::serializeStateTable(Common::WriteStream *stream) {
+ // Write the number of state value entries
+ stream->writeUint32LE(_globalState.size());
+
+ for (StateMap::iterator iter = _globalState.begin(); iter != _globalState.end(); ++iter) {
+ // Write out the key/value pair
+ stream->writeUint32LE(iter->_key);
+ stream->writeUint32LE(iter->_value);
+ }
+}
+
+void ScriptManager::deserializeStateTable(Common::SeekableReadStream *stream) {
+ // Clear out the current table values
+ _globalState.clear();
+
+ // Read the number of key/value pairs
+ uint32 numberOfPairs = stream->readUint32LE();
+
+ for (uint32 i = 0; i < numberOfPairs; ++i) {
+ uint32 key = stream->readUint32LE();
+ uint32 value = stream->readUint32LE();
+ // Directly access the state table so we don't trigger Puzzle checks
+ _globalState[key] = value;
+ }
+}
+
+void ScriptManager::serializeControls(Common::WriteStream *stream) {
+ // Count how many controls need to save their data
+ // Because WriteStream isn't seekable
+ uint32 numberOfControlsNeedingSerialization = 0;
+ for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
+ if ((*iter)->needsSerialization()) {
+ numberOfControlsNeedingSerialization++;
+ }
+ }
+ stream->writeUint32LE(numberOfControlsNeedingSerialization);
+
+ for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
+ (*iter)->serialize(stream);
+ }
+}
+
+void ScriptManager::deserializeControls(Common::SeekableReadStream *stream) {
+ uint32 numberOfControls = stream->readUint32LE();
+
+ for (uint32 i = 0; i < numberOfControls; ++i) {
+ uint32 key = stream->readUint32LE();
+ for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
+ if ((*iter)->getKey() == key) {
+ (*iter)->deserialize(stream);
+ break;
+ }
+ }
+ }
+}
+
+Location ScriptManager::getCurrentLocation() const {
+ Location location = _currentLocation;
+ location.offset = _engine->getRenderManager()->getCurrentBackgroundOffset();
+
+ return location;
+}
+
+} // End of namespace ZVision
diff --git a/engines/zvision/scripting/script_manager.h b/engines/zvision/scripting/script_manager.h
new file mode 100644
index 0000000000..a5079e3332
--- /dev/null
+++ b/engines/zvision/scripting/script_manager.h
@@ -0,0 +1,224 @@
+/* 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.
+ *
+ */
+
+#ifndef ZVISION_SCRIPT_MANAGER_H
+#define ZVISION_SCRIPT_MANAGER_H
+
+#include "zvision/puzzle.h"
+#include "zvision/control.h"
+
+#include "common/hashmap.h"
+#include "common/queue.h"
+
+
+namespace Common {
+class String;
+class SeekableReadStream;
+}
+
+namespace ZVision {
+
+class ZVision;
+
+struct Location {
+ Location() : world('g'), room('a'), node('r'), view('y'), offset(0) {}
+
+ char world;
+ char room;
+ char node;
+ char view;
+ uint32 offset;
+};
+
+enum StateFlags {
+ ONCE_PER_INST = 0x01,
+ DO_ME_NOW = 0x02, // Somewhat useless flag since anything that needs to be done immediately has no criteria
+ DISABLED = 0x04
+};
+
+typedef Common::HashMap<uint32, Common::Array<Puzzle *> > PuzzleMap;
+typedef Common::List<Puzzle *> PuzzleList;
+typedef Common::Queue<Puzzle *> PuzzleQueue;
+typedef Common::List<Control *> ControlList;
+typedef Common::HashMap<uint32, uint32> StateMap;
+typedef Common::HashMap<uint32, uint> StateFlagMap;
+
+class ScriptManager {
+public:
+ ScriptManager(ZVision *engine);
+ ~ScriptManager();
+
+private:
+ ZVision *_engine;
+ /**
+ * Holds the global state variable. Do NOT directly modify this. Use the accessors and
+ * mutators getStateValue() and setStateValue(). This ensures that Puzzles that reference a
+ * particular state key are checked after the key is modified.
+ */
+ StateMap _globalState;
+ /**
+ * Holds the flags for the global states. This is used to enable/disable puzzles and/or
+ * controls as well as which puzzles should are allowed to be re-executed
+ */
+ StateFlagMap _globalStateFlags;
+ /** References _globalState keys to Puzzles */
+ PuzzleMap _referenceTable;
+ /** Holds the Puzzles that should be checked this frame */
+ PuzzleQueue _puzzlesToCheck;
+ /** Holds the currently active puzzles */
+ PuzzleList _activePuzzles;
+ /** Holds the global puzzles */
+ PuzzleList _globalPuzzles;
+ /** Holds the currently active controls */
+ ControlList _activeControls;
+
+ Location _currentLocation;
+
+ uint32 _currentlyFocusedControl;
+
+public:
+ void initialize();
+ void update(uint deltaTimeMillis);
+
+ uint getStateValue(uint32 key);
+ void setStateValue(uint32 key, uint value);
+ void addToStateValue(uint32 key, uint valueToAdd);
+
+ uint getStateFlags(uint32 key);
+ void setStateFlags(uint32 key, uint flags);
+
+ void addControl(Control *control);
+ Control *getControl(uint32 key);
+
+ void focusControl(uint32 key);
+
+ /**
+ * Called when LeftMouse is pushed.
+ *
+ * @param screenSpacePos The position of the mouse in screen space
+ * @param backgroundImageSpacePos The position of the mouse in background image space
+ */
+ void onMouseDown(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos);
+ /**
+ * Called when LeftMouse is lifted.
+ *
+ * @param screenSpacePos The position of the mouse in screen space
+ * @param backgroundImageSpacePos The position of the mouse in background image space
+ */
+ void onMouseUp(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos);
+ /**
+ * Called on every MouseMove.
+ *
+ * @param screenSpacePos The position of the mouse in screen space
+ * @param backgroundImageSpacePos The position of the mouse in background image space
+ * @return Was the cursor changed?
+ */
+ bool onMouseMove(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos);
+ /**
+ * Called when a key is pressed.
+ *
+ * @param keycode The key that was pressed
+ */
+ void onKeyDown(Common::KeyState keyState);
+ /**
+ * Called when a key is released.
+ *
+ * @param keycode The key that was pressed
+ */
+ void onKeyUp(Common::KeyState keyState);
+
+ void changeLocation(char world, char room, char node, char view, uint32 offset);
+
+ void serializeStateTable(Common::WriteStream *stream);
+ void deserializeStateTable(Common::SeekableReadStream *stream);
+ void serializeControls(Common::WriteStream *stream);
+ void deserializeControls(Common::SeekableReadStream *stream);
+
+ Location getCurrentLocation() const;
+
+private:
+ void createReferenceTable();
+ void updateNodes(uint deltaTimeMillis);
+ void checkPuzzleCriteria();
+ void cleanStateTable();
+
+// TODO: Make this private. It was only made public so Console::cmdParseAllScrFiles() could use it
+public:
+ /**
+ * Parses a script file into triggers and events
+ *
+ * @param fileName Name of the .scr file
+ * @param isGlobal Are the puzzles included in the file global (true). AKA, the won't be purged during location changes
+ */
+ void parseScrFile(const Common::String &fileName, bool isGlobal = false);
+
+private:
+ /**
+ * Parses the stream into a Puzzle object
+ * Helper method for parseScrFile.
+ *
+ * @param puzzle The object to store what is parsed
+ * @param stream Scr file stream
+ */
+ void parsePuzzle(Puzzle *puzzle, Common::SeekableReadStream &stream);
+
+ /**
+ * Parses the stream into a Criteria object
+ * Helper method for parsePuzzle.
+ *
+ * @param criteria Pointer to the Criteria object to fill
+ * @param stream Scr file stream
+ * @return Whether any criteria were read
+ */
+ bool parseCriteria(Common::SeekableReadStream &stream, Common::List<Common::List<Puzzle::CriteriaEntry> > &criteriaList) const;
+
+ /**
+ * Parses the stream into a ResultAction objects
+ * Helper method for parsePuzzle.
+ *
+ * @param stream Scr file stream
+ * @param actionList The list where the results will be added
+ * @return Created Results object
+ */
+ void parseResults(Common::SeekableReadStream &stream, Common::List<ResultAction *> &actionList) const;
+
+ /**
+ * Helper method for parsePuzzle. Parses the stream into a bitwise or of the StateFlags enum
+ *
+ * @param stream Scr file stream
+ * @return Bitwise OR of all the flags set within the puzzle
+ */
+ uint parseFlags(Common::SeekableReadStream &stream) const;
+
+ /**
+ * Helper method for parseScrFile. Parses the stream into a Control object
+ *
+ * @param line The line initially read
+ * @param stream Scr file stream
+ */
+ void parseControl(Common::String &line, Common::SeekableReadStream &stream);
+};
+
+
+} // End of namespace ZVision
+
+#endif