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-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.h225
18 files changed, 3436 insertions, 0 deletions
diff --git a/engines/zvision/scripting/actions.cpp b/engines/zvision/scripting/actions.cpp
new file mode 100644
index 0000000000..878fa752d5
--- /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/scripting/actions.h"
+
+#include "zvision/zvision.h"
+#include "zvision/scripting/script_manager.h"
+#include "zvision/graphics/render_manager.h"
+#include "zvision/sound/zork_raw.h"
+#include "zvision/video/zork_avi_decoder.h"
+#include "zvision/scripting/controls/timer_node.h"
+#include "zvision/scripting/controls/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) | ScriptManager::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) & ~ScriptManager::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) | ScriptManager::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..35c4ea1441
--- /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/scripting/control.h"
+
+#include "zvision/zvision.h"
+#include "zvision/graphics/render_manager.h"
+#include "zvision/utility/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..ec8f7a9647
--- /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/scripting/controls/animation_control.h"
+
+#include "zvision/zvision.h"
+#include "zvision/graphics/render_manager.h"
+#include "zvision/scripting/script_manager.h"
+#include "zvision/animation/rlf_animation.h"
+#include "zvision/video/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..77663aaf1e
--- /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/scripting/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..2685b01312
--- /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/scripting/controls/input_control.h"
+
+#include "zvision/zvision.h"
+#include "zvision/scripting/script_manager.h"
+#include "zvision/strings/string_manager.h"
+#include "zvision/graphics/render_manager.h"
+#include "zvision/utility/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..f0fd8b502d
--- /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/scripting/control.h"
+#include "zvision/strings/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..e08fdd10f3
--- /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/scripting/controls/lever_control.h"
+
+#include "zvision/zvision.h"
+#include "zvision/scripting/script_manager.h"
+#include "zvision/graphics/render_manager.h"
+#include "zvision/cursors/cursor_manager.h"
+#include "zvision/animation/rlf_animation.h"
+#include "zvision/video/zork_avi_decoder.h"
+#include "zvision/utility/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..69473cf119
--- /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/scripting/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..11ec4bb73f
--- /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/scripting/controls/push_toggle_control.h"
+
+#include "zvision/zvision.h"
+#include "zvision/scripting/script_manager.h"
+#include "zvision/cursors/cursor_manager.h"
+#include "zvision/utility/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..13dc54a65f
--- /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/scripting/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..3b691be275
--- /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/scripting/controls/timer_node.h"
+
+#include "zvision/zvision.h"
+#include "zvision/scripting/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..a8e579cbe4
--- /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/scripting/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..0d717f1fa9
--- /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/scripting/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..d93094a3b2
--- /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/scripting/script_manager.h"
+
+#include "zvision/utility/utility.h"
+#include "zvision/scripting/puzzle.h"
+#include "zvision/scripting/actions.h"
+#include "zvision/scripting/controls/push_toggle_control.h"
+#include "zvision/scripting/controls/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..adcc5c7545
--- /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/scripting/script_manager.h"
+
+#include "zvision/zvision.h"
+#include "zvision/graphics/render_manager.h"
+#include "zvision/cursors/cursor_manager.h"
+#include "zvision/core/save_manager.h"
+#include "zvision/scripting/actions.h"
+#include "zvision/utility/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..ab9b03ed30
--- /dev/null
+++ b/engines/zvision/scripting/script_manager.h
@@ -0,0 +1,225 @@
+/* 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/scripting/puzzle.h"
+#include "zvision/scripting/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;
+};
+
+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();
+
+public:
+ 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
+ };
+
+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