diff options
Diffstat (limited to 'engines/zvision/scripting/script_manager.cpp')
-rw-r--r-- | engines/zvision/scripting/script_manager.cpp | 720 |
1 files changed, 720 insertions, 0 deletions
diff --git a/engines/zvision/scripting/script_manager.cpp b/engines/zvision/scripting/script_manager.cpp new file mode 100644 index 0000000000..1a567397a8 --- /dev/null +++ b/engines/zvision/scripting/script_manager.cpp @@ -0,0 +1,720 @@ +/* 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 "zvision/timer_node.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), + _activeControls(NULL) { +} + +ScriptManager::~ScriptManager() { + cleanScriptScope(universe); + cleanScriptScope(world); + cleanScriptScope(room); + cleanScriptScope(nodeview); +} + +void ScriptManager::initialize() { + cleanScriptScope(universe); + cleanScriptScope(world); + cleanScriptScope(room); + cleanScriptScope(nodeview); + + _currentLocation.node = 0; + _currentLocation.world = 0; + _currentLocation.room = 0; + _currentLocation.view = 0; + + parseScrFile("universe.scr", universe); + changeLocation('g', 'a', 'r', 'y', 0); +} + +void ScriptManager::update(uint deltaTimeMillis) { + if (_currentLocation.node != _nextLocation.node || + _currentLocation.room != _nextLocation.room || + _currentLocation.view != _nextLocation.view || + _currentLocation.world != _nextLocation.world) + do_changeLocation(); + + updateNodes(deltaTimeMillis); + execScope(nodeview); + execScope(room); + execScope(world); + execScope(universe); + updateControls(deltaTimeMillis); +} + +void ScriptManager::execScope(script_scope &scope) { + // Swap queues + PuzzleList *tmp = scope.exec_queue; + scope.exec_queue = scope.scope_queue; + scope.scope_queue = tmp; + scope.scope_queue->clear(); + + for (PuzzleList::iterator PuzzleIter = scope._puzzles.begin(); PuzzleIter != scope._puzzles.end(); ++PuzzleIter) + (*PuzzleIter)->addedBySetState = 0; + + if (scope.proc_count < 2 || getStateValue(76)) { + for (PuzzleList::iterator PuzzleIter = scope._puzzles.begin(); PuzzleIter != scope._puzzles.end(); ++PuzzleIter) + checkPuzzleCriteria(*PuzzleIter, scope.proc_count); + } else { + for (PuzzleList::iterator PuzzleIter = scope.exec_queue->begin(); PuzzleIter != scope.exec_queue->end(); ++PuzzleIter) + checkPuzzleCriteria(*PuzzleIter, scope.proc_count); + } + + if (scope.proc_count < 2) { + scope.proc_count++; + } +} + +void ScriptManager::referenceTableAddPuzzle(uint32 key, puzzle_ref ref) { + if (_referenceTable.contains(key)) { + Common::Array<puzzle_ref> *arr = &_referenceTable[key]; + for (uint32 i = 0; i < arr->size(); i++) + if ((*arr)[i].puz == ref.puz) + return; + } + + _referenceTable[key].push_back(ref); +} + +void ScriptManager::addPuzzlesToReferenceTable(script_scope &scope) { + // Iterate through each local Puzzle + for (PuzzleList::iterator PuzzleIter = scope._puzzles.begin(); PuzzleIter != scope._puzzles.end(); ++PuzzleIter) { + Puzzle *puzzlePtr = (*PuzzleIter); + + puzzle_ref ref; + ref.scope = &scope; + ref.puz = puzzlePtr; + + referenceTableAddPuzzle(puzzlePtr->key, ref); + + // Iterate through each CriteriaEntry and add a reference from the criteria key to the Puzzle + for (Common::List<Common::List<Puzzle::CriteriaEntry> >::iterator criteriaIter = (*PuzzleIter)->criteriaList.begin(); criteriaIter != (*PuzzleIter)->criteriaList.end(); ++criteriaIter) + for (Common::List<Puzzle::CriteriaEntry>::iterator entryIter = criteriaIter->begin(); entryIter != criteriaIter->end(); ++entryIter) + referenceTableAddPuzzle(entryIter->key, ref); + } +} + +void ScriptManager::updateNodes(uint deltaTimeMillis) { + // If process() returns true, it means the node can be deleted + for (SideFXList::iterator iter = _activeSideFx.begin(); iter != _activeSideFx.end();) { + if ((*iter)->process(deltaTimeMillis)) { + delete(*iter); + // Remove the node + iter = _activeSideFx.erase(iter); + } else { + ++iter; + } + } +} + +void ScriptManager::updateControls(uint deltaTimeMillis) { + if (!_activeControls) + return; + for (ControlList::iterator iter = _activeControls->begin(); iter != _activeControls->end(); iter++) + (*iter)->process(deltaTimeMillis); +} + +void ScriptManager::checkPuzzleCriteria(Puzzle *puzzle, uint counter) { + // Check if the puzzle is already finished + // Also check that the puzzle isn't disabled + if (getStateValue(puzzle->key) == 1 && + (getStateFlag(puzzle->key) & Puzzle::DISABLED) == 0) { + return; + } + + // Check each Criteria + if (counter == 0 && (getStateFlag(puzzle->key) & Puzzle::DO_ME_NOW) == 0) + return; + + 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 + int 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(); + if (!shouldContinue) { + break; + } + } + + if (!shouldContinue) { + return; + } + } +} + +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); + } + } +} + +void ScriptManager::cleanScriptScope(script_scope &scope) { + scope._priv_queue_one.clear(); + scope._priv_queue_two.clear(); + scope.scope_queue = &scope._priv_queue_one; + scope.exec_queue = &scope._priv_queue_two; + for (PuzzleList::iterator iter = scope._puzzles.begin(); iter != scope._puzzles.end(); ++iter) + delete(*iter); + + scope._puzzles.clear(); + + for (ControlList::iterator iter = scope._controls.begin(); iter != scope._controls.end(); ++iter) + delete(*iter); + + scope._controls.clear(); + + scope.proc_count = 0; +} + +int ScriptManager::getStateValue(uint32 key) { + if (_globalState.contains(key)) + return _globalState[key]; + else + return 0; +} + +void ScriptManager::queuePuzzles(uint32 key) { + if (_referenceTable.contains(key)) { + Common::Array<puzzle_ref> *arr = &_referenceTable[key]; + for (int32 i = arr->size() - 1; i >= 0; i--) + if (!(*arr)[i].puz->addedBySetState) { + (*arr)[i].scope->scope_queue->push_back((*arr)[i].puz); + (*arr)[i].puz->addedBySetState = true; + } + } +} + +void ScriptManager::setStateValue(uint32 key, int value) { + if (value == 0) + _globalState.erase(key); + else + _globalState[key] = value; + + queuePuzzles(key); +} + +void ScriptManager::setStateValueSilent(uint32 key, int value) { + if (value == 0) + _globalState.erase(key); + else + _globalState[key] = value; +} + +uint ScriptManager::getStateFlag(uint32 key) { + if (_globalStateFlags.contains(key)) + return _globalStateFlags[key]; + else + return 0; +} + +void ScriptManager::setStateFlag(uint32 key, uint value) { + queuePuzzles(key); + + _globalStateFlags[key] |= value; +} + +void ScriptManager::setStateFlagSilent(uint32 key, uint value) { + if (value == 0) + _globalStateFlags.erase(key); + else + _globalStateFlags[key] = value; +} + +void ScriptManager::unsetStateFlag(uint32 key, uint value) { + queuePuzzles(key); + + if (_globalStateFlags.contains(key)) { + _globalStateFlags[key] &= ~value; + + if (_globalStateFlags[key] == 0) + _globalStateFlags.erase(key); + } +} + +Control *ScriptManager::getControl(uint32 key) { + + return nullptr; +} + +void ScriptManager::focusControl(uint32 key) { + if (!_activeControls) + return; + 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::addSideFX(SideFX *fx) { + _activeSideFx.push_back(fx); +} + +SideFX *ScriptManager::getSideFX(uint32 key) { + for (SideFXList::iterator iter = _activeSideFx.begin(); iter != _activeSideFx.end(); ++iter) { + if ((*iter)->getKey() == key) { + return (*iter); + } + } + + return nullptr; +} + +void ScriptManager::deleteSideFx(uint32 key) { + for (SideFXList::iterator iter = _activeSideFx.begin(); iter != _activeSideFx.end(); ++iter) { + if ((*iter)->getKey() == key) { + delete(*iter); + _activeSideFx.erase(iter); + break; + } + } +} + +void ScriptManager::stopSideFx(uint32 key) { + for (SideFXList::iterator iter = _activeSideFx.begin(); iter != _activeSideFx.end(); ++iter) { + if ((*iter)->getKey() == key) { + bool ret = (*iter)->stop(); + if (ret) { + delete(*iter); + _activeSideFx.erase(iter); + } + break; + } + } +} + +void ScriptManager::killSideFx(uint32 key) { + for (SideFXList::iterator iter = _activeSideFx.begin(); iter != _activeSideFx.end(); ++iter) { + if ((*iter)->getKey() == key) { + (*iter)->kill(); + delete(*iter); + _activeSideFx.erase(iter); + break; + } + } +} + +void ScriptManager::killSideFxType(SideFX::SideFXType type) { + for (SideFXList::iterator iter = _activeSideFx.begin(); iter != _activeSideFx.end();) { + if ((*iter)->getType() & type) { + (*iter)->kill(); + delete(*iter); + iter = _activeSideFx.erase(iter); + } else { + ++iter; + } + } +} + +void ScriptManager::onMouseDown(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) { + if (!_activeControls) + return; + for (ControlList::iterator iter = _activeControls->reverse_begin(); iter != _activeControls->end(); iter--) { + if ((*iter)->onMouseDown(screenSpacePos, backgroundImageSpacePos)) + return; + } +} + +void ScriptManager::onMouseUp(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) { + if (!_activeControls) + return; + for (ControlList::iterator iter = _activeControls->reverse_begin(); iter != _activeControls->end(); iter--) { + if ((*iter)->onMouseUp(screenSpacePos, backgroundImageSpacePos)) + return; + } +} + +bool ScriptManager::onMouseMove(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) { + if (!_activeControls) + return false; + + for (ControlList::iterator iter = _activeControls->reverse_begin(); iter != _activeControls->end(); iter--) { + if ((*iter)->onMouseMove(screenSpacePos, backgroundImageSpacePos)) + return true; + } + + return false; +} + +void ScriptManager::onKeyDown(Common::KeyState keyState) { + if (!_activeControls) + return; + for (ControlList::iterator iter = _activeControls->begin(); iter != _activeControls->end(); ++iter) { + (*iter)->onKeyDown(keyState); + } +} + +void ScriptManager::onKeyUp(Common::KeyState keyState) { + if (!_activeControls) + return; + 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) { + _nextLocation.world = _world; + _nextLocation.room = _room; + _nextLocation.node = _node; + _nextLocation.view = _view; + _nextLocation.offset = offset; + // If next location 0000 - it's indicate to go to previous location. + if (_nextLocation.world == '0' && _nextLocation.room == '0' && _nextLocation.node == '0' && _nextLocation.view == '0') { + if (getStateValue(StateKey_World) != 'g' || getStateValue(StateKey_Room) != 'j') { + _nextLocation.world = getStateValue(StateKey_LastWorld); + _nextLocation.room = getStateValue(StateKey_LastRoom); + _nextLocation.node = getStateValue(StateKey_LastNode); + _nextLocation.view = getStateValue(StateKey_LastView); + _nextLocation.offset = getStateValue(StateKey_LastViewPos); + } else { + _nextLocation.world = getStateValue(StateKey_Menu_LastWorld); + _nextLocation.room = getStateValue(StateKey_Menu_LastRoom); + _nextLocation.node = getStateValue(StateKey_Menu_LastNode); + _nextLocation.view = getStateValue(StateKey_Menu_LastView); + _nextLocation.offset = getStateValue(StateKey_Menu_LastViewPos); + } + } +} + +void ScriptManager::do_changeLocation() { + assert(_nextLocation.world != 0); + debug(1, "Changing location to: %c %c %c %c %u", _nextLocation.world, _nextLocation.room, _nextLocation.node, _nextLocation.view, _nextLocation.offset); + + _engine->setRenderDelay(2); + + if (getStateValue(StateKey_World) != 'g' || getStateValue(StateKey_Room) != 'j') { + if (_nextLocation.world != 'g' || _nextLocation.room != 'j') { + setStateValue(StateKey_LastWorld, getStateValue(StateKey_World)); + setStateValue(StateKey_LastRoom, getStateValue(StateKey_Room)); + setStateValue(StateKey_LastNode, getStateValue(StateKey_Node)); + setStateValue(StateKey_LastView, getStateValue(StateKey_View)); + setStateValue(StateKey_LastViewPos, getStateValue(StateKey_ViewPos)); + } else { + setStateValue(StateKey_Menu_LastWorld, getStateValue(StateKey_World)); + setStateValue(StateKey_Menu_LastRoom, getStateValue(StateKey_Room)); + setStateValue(StateKey_Menu_LastNode, getStateValue(StateKey_Node)); + setStateValue(StateKey_Menu_LastView, getStateValue(StateKey_View)); + setStateValue(StateKey_Menu_LastViewPos, getStateValue(StateKey_ViewPos)); + } + } + + // Auto save + //_engine->getSaveManager()->autoSave(); + + setStateValue(StateKey_World, _nextLocation.world); + setStateValue(StateKey_Room, _nextLocation.room); + setStateValue(StateKey_Node, _nextLocation.node); + setStateValue(StateKey_View, _nextLocation.view); + setStateValue(StateKey_ViewPos, _nextLocation.offset); + + _referenceTable.clear(); + addPuzzlesToReferenceTable(universe); + + if (_nextLocation.world != _currentLocation.world) { + cleanScriptScope(nodeview); + cleanScriptScope(room); + cleanScriptScope(world); + + Common::String fileName = Common::String::format("%c%c%c%c.scr", _nextLocation.world, _nextLocation.room, _nextLocation.node, _nextLocation.view); + parseScrFile(fileName, nodeview); + addPuzzlesToReferenceTable(nodeview); + + fileName = Common::String::format("%c%c.scr", _nextLocation.world, _nextLocation.room); + parseScrFile(fileName, room); + addPuzzlesToReferenceTable(room); + + fileName = Common::String::format("%c.scr", _nextLocation.world); + parseScrFile(fileName, world); + addPuzzlesToReferenceTable(world); + } else if (_nextLocation.room != _currentLocation.room) { + cleanScriptScope(nodeview); + cleanScriptScope(room); + + addPuzzlesToReferenceTable(world); + + Common::String fileName = Common::String::format("%c%c%c%c.scr", _nextLocation.world, _nextLocation.room, _nextLocation.node, _nextLocation.view); + parseScrFile(fileName, nodeview); + addPuzzlesToReferenceTable(nodeview); + + fileName = Common::String::format("%c%c.scr", _nextLocation.world, _nextLocation.room); + parseScrFile(fileName, room); + addPuzzlesToReferenceTable(room); + + } else if (_nextLocation.node != _currentLocation.node || _nextLocation.view != _currentLocation.view) { + cleanScriptScope(nodeview); + + addPuzzlesToReferenceTable(room); + addPuzzlesToReferenceTable(world); + + Common::String fileName = Common::String::format("%c%c%c%c.scr", _nextLocation.world, _nextLocation.room, _nextLocation.node, _nextLocation.view); + parseScrFile(fileName, nodeview); + addPuzzlesToReferenceTable(nodeview); + } + + _activeControls = &nodeview._controls; + + // Revert to the idle cursor + _engine->getCursorManager()->changeCursor(CursorIndex_Idle); + + // Change the background position + _engine->getRenderManager()->setBackgroundPosition(_nextLocation.offset); + + if (_currentLocation.world == 0 && _currentLocation.room == 0 && _currentLocation.node == 0 && _currentLocation.view == 0) { + _currentLocation = _nextLocation; + execScope(world); + execScope(room); + execScope(nodeview); + } else if (_nextLocation.world != _currentLocation.world) { + _currentLocation = _nextLocation; + execScope(room); + execScope(nodeview); + } else if (_nextLocation.room != _currentLocation.room) { + _currentLocation = _nextLocation; + execScope(room); + execScope(nodeview); + } else if (_nextLocation.node != _currentLocation.node || _nextLocation.view != _currentLocation.view) { + _currentLocation = _nextLocation; + execScope(nodeview); + } +} + +void ScriptManager::serialize(Common::WriteStream *stream) { + stream->writeUint32BE(MKTAG('Z', 'N', 'S', 'G')); + stream->writeUint32LE(4); + stream->writeUint32LE(0); + stream->writeUint32BE(MKTAG('L', 'O', 'C', ' ')); + stream->writeUint32LE(8); + stream->writeByte(getStateValue(StateKey_World)); + stream->writeByte(getStateValue(StateKey_Room)); + stream->writeByte(getStateValue(StateKey_Node)); + stream->writeByte(getStateValue(StateKey_View)); + stream->writeUint32LE(getStateValue(StateKey_ViewPos)); + + for (SideFXList::iterator iter = _activeSideFx.begin(); iter != _activeSideFx.end(); ++iter) + (*iter)->serialize(stream); + + stream->writeUint32BE(MKTAG('F', 'L', 'A', 'G')); + + int32 slots = 20000; + if (_engine->getGameId() == GID_NEMESIS) + slots = 30000; + + stream->writeUint32LE(slots * 2); + + for (int32 i = 0; i < slots; i++) + stream->writeUint16LE(getStateFlag(i)); + + stream->writeUint32BE(MKTAG('P', 'U', 'Z', 'Z')); + + stream->writeUint32LE(slots * 2); + + for (int32 i = 0; i < slots; i++) + stream->writeSint16LE(getStateValue(i)); +} + +void ScriptManager::deserialize(Common::SeekableReadStream *stream) { + // Clear out the current table values + _globalState.clear(); + _globalStateFlags.clear(); + + cleanScriptScope(nodeview); + cleanScriptScope(room); + cleanScriptScope(world); + + _currentLocation.node = 0; + _currentLocation.world = 0; + _currentLocation.room = 0; + _currentLocation.view = 0; + + for (SideFXList::iterator iter = _activeSideFx.begin(); iter != _activeSideFx.end(); iter++) + delete(*iter); + + _activeSideFx.clear(); + + _referenceTable.clear(); + + if (stream->readUint32BE() != MKTAG('Z', 'N', 'S', 'G') || stream->readUint32LE() != 4) { + changeLocation('g', 'a', 'r', 'y', 0); + return; + } + + stream->seek(4, SEEK_CUR); + + if (stream->readUint32BE() != MKTAG('L', 'O', 'C', ' ') || stream->readUint32LE() != 8) { + changeLocation('g', 'a', 'r', 'y', 0); + return; + } + + Location next_loc; + + next_loc.world = stream->readByte(); + next_loc.room = stream->readByte(); + next_loc.node = stream->readByte(); + next_loc.view = stream->readByte(); + next_loc.offset = stream->readUint32LE() & 0x0000FFFF; + + // What the fck, eos is not 'return pos >= size' + // while (!stream->eos()) {*/ + while (stream->pos() < stream->size()) { + uint32 tag = stream->readUint32BE(); + uint32 tag_size = stream->readUint32LE(); + switch (tag) { + case MKTAG('T', 'I', 'M', 'R'): { + uint32 key = stream->readUint32LE(); + uint32 time = stream->readUint32LE(); + if (_engine->getGameId() == GID_GRANDINQUISITOR) + time /= 100; + else if (_engine->getGameId() == GID_NEMESIS) + time /= 1000; + addSideFX(new TimerNode(_engine, key, time)); + } + break; + case MKTAG('F', 'L', 'A', 'G'): + for (uint32 i = 0; i < tag_size / 2; i++) + setStateFlagSilent(i, stream->readUint16LE()); + break; + case MKTAG('P', 'U', 'Z', 'Z'): + for (uint32 i = 0; i < tag_size / 2; i++) + setStateValueSilent(i, stream->readUint16LE()); + break; + default: + stream->seek(tag_size, SEEK_CUR); + } + } + + _nextLocation = next_loc; + + do_changeLocation(); + // Place for read prefs + _engine->setRenderDelay(10); + setStateValue(StateKey_RestoreFlag, 1); +} + +Location ScriptManager::getCurrentLocation() const { + Location location = _currentLocation; + location.offset = _engine->getRenderManager()->getCurrentBackgroundOffset(); + + return location; +} + +ValueSlot::ValueSlot(ScriptManager *sc_man, const char *slot_val): + _sc_man(sc_man) { + value = 0; + slot = false; + const char *is_slot = strstr(slot_val, "["); + if (is_slot) { + slot = true; + value = atoi(is_slot + 1); + } else { + slot = false; + value = atoi(slot_val); + } +} +int16 ValueSlot::getValue() { + if (slot) { + if (value >= 0) + return _sc_man->getStateValue(value); + else + return 0; + } else + return value; +} + +} // End of namespace ZVision |