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+/* 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 "common/algorithm.h"
+#include "common/hashmap.h"
+#include "common/debug.h"
+#include "common/stream.h"
+
+#include "zvision/zvision.h"
+#include "zvision/script_manager.h"
+#include "zvision/render_manager.h"
+#include "zvision/cursor_manager.h"
+#include "zvision/save_manager.h"
+#include "zvision/actions.h"
+#include "zvision/action_node.h"
+#include "zvision/utility.h"
+
+namespace ZVision {
+
+ScriptManager::ScriptManager(ZVision *engine)
+ : _engine(engine) {
+}
+
+ScriptManager::~ScriptManager() {
+ for (Common::List<Puzzle *>::iterator iter = _activePuzzles.begin(); iter != _activePuzzles.end(); iter++) {
+ delete (*iter);
+ }
+ for (Common::List<Puzzle *>::iterator iter = _globalPuzzles.begin(); iter != _globalPuzzles.end(); iter++) {
+ delete (*iter);
+ }
+ for (Common::List<Control *>::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 (Common::List<Puzzle *>::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 (Common::List<Puzzle *>::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 (Common::HashMap<uint32, Common::Array<Puzzle *> >::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 (Common::List<Control *>::iterator iter = _activeControls.begin(); iter != _activeControls.end();) {
+ if ((*iter)->process(deltaTimeMillis)) {
+ // 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 &&
+ (puzzle->flags & Puzzle::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("Puzzle %u criteria passed. Executing its ResultActions", puzzle->key);
+
+ 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;
+ }
+ }
+
+ // Set the puzzle as completed
+ setStateValue(puzzle->key, 1);
+
+ if (!shouldContinue) {
+ break;
+ }
+ }
+ }
+}
+
+void ScriptManager::cleanStateTable() {
+ for (Common::HashMap<uint32, uint32>::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));
+ }
+ }
+}
+
+void ScriptManager::addToStateValue(uint32 key, uint valueToAdd) {
+ _globalState[key] += valueToAdd;
+}
+
+void ScriptManager::addControl(Control *control) {
+ _activeControls.push_back(control);
+}
+
+void ScriptManager::enableControl(uint32 key) {
+ for (Common::List<Control *>::iterator iter = _activeControls.begin(); iter != _activeControls.end(); iter++) {
+ if ((*iter)->getKey() == key) {
+ (*iter)->enable();
+ break;
+ }
+ }
+}
+
+void ScriptManager::disableControl(uint32 key) {
+ for (Common::List<Control *>::iterator iter = _activeControls.begin(); iter != _activeControls.end(); iter++) {
+ if ((*iter)->getKey() == key) {
+ (*iter)->disable();
+ break;
+ }
+ }
+}
+
+void ScriptManager::onMouseDown(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) {
+ for (Common::List<Control *>::iterator iter = _activeControls.begin(); iter != _activeControls.end(); iter++) {
+ (*iter)->onMouseDown(screenSpacePos, backgroundImageSpacePos);
+ }
+}
+
+void ScriptManager::onMouseUp(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) {
+ for (Common::List<Control *>::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 (Common::List<Control *>::iterator iter = _activeControls.begin(); iter != _activeControls.end(); iter++) {
+ cursorWasChanged = cursorWasChanged || (*iter)->onMouseMove(screenSpacePos, backgroundImageSpacePos);
+ }
+
+ return cursorWasChanged;
+}
+
+void ScriptManager::changeLocation(char world, char room, char node, char view, uint32 offset) {
+ assert(world != 0);
+ debug("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 (Common::List<Puzzle *>::iterator iter = _activePuzzles.begin(); iter != _activePuzzles.end(); iter++) {
+ delete (*iter);
+ }
+ _activePuzzles.clear();
+ for (Common::List<Control *>::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);
+
+ // 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 (Common::List<Control *>::iterator iter = _activeControls.begin(); iter != _activeControls.end(); iter++) {
+ (*iter)->enable();
+ }
+
+ // Add all the local puzzles to the queue to be checked
+ for (Common::List<Puzzle *>::iterator iter = _activePuzzles.begin(); iter != _activePuzzles.end(); iter++) {
+ // Reset any Puzzles that have the flag ONCE_PER_INST
+ if (((*iter)->flags & Puzzle::ONCE_PER_INST) == Puzzle::ONCE_PER_INST) {
+ setStateValue((*iter)->key, 0);
+ }
+
+ _puzzlesToCheck.push((*iter));
+ }
+
+ // Add all the global puzzles to the queue to be checked
+ for (Common::List<Puzzle *>::iterator iter = _globalPuzzles.begin(); iter != _globalPuzzles.end(); iter++) {
+ // Reset any Puzzles that have the flag ONCE_PER_INST
+ if (((*iter)->flags & Puzzle::ONCE_PER_INST) == Puzzle::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 (Common::HashMap<uint32, uint32>::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) {
+ // 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();
+ setStateValue(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 (Common::List<Control *>::iterator iter = _activeControls.begin(); iter != _activeControls.end(); iter++) {
+ if ((*iter)->needsSerialization()) {
+ numberOfControlsNeedingSerialization++;
+ }
+ }
+ stream->writeUint32LE(numberOfControlsNeedingSerialization);
+
+ for (Common::List<Control *>::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 (Common::List<Control *>::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