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path: root/engines/zvision/script_manager.cpp
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2013-08-10ZVISION: Stop checking puzzles if ResultAction::execute() returns falserichiesams
2013-08-10ZVISION: Make ScriptManager::changeLocation delay the actual change until ↵richiesams
the end of the frame This prevents memory corruption since changeLocation could be called in the middle of a Puzzle list iteration and changeLocation clears all the Puzzle lists.
2013-08-10ZVISION: Move the ScriptManager update functions to a single update() function.richiesams
Then make the individual update functions private
2013-08-10ZVISION: Create a global puzzle list and parse universe.scr into it during ↵richiesams
ScriptManager::initialize()
2013-08-05ZVISION: Add StateFlag handling to Puzzle checkingrichiesams
2013-08-05ZVISION: Fix typo in Puzzle checkingrichiesams
2013-08-05ZVISION: Set the puzzle global variable after a Puzzle is completedrichiesams
2013-08-05ZVISION: Add debug statements for Puzzle checkingrichiesams
2013-08-05ZVISION: Check if a key exists before returning _globalState value.richiesams
operator[] creates a key value pair if it doesn't exist. So blindly returning a value without checking if the key exists could result in undefined behavior, depening on what the value is initialized to in its constructor
2013-08-04ZVISION: Add logic to check _referenceTable Puzzles every time a globalState ↵richiesams
is changed
2013-08-04ZVISION: Convert _activeNodes and _activeControls to Lists of SharedPtrrichiesams
2013-08-04ZVISION: Sort using iterators instead of the actual elementsrichiesams
Also convert the argument to a reference instead of a pointer
2013-08-04ZVISION: Convert ResultAction pointers to SharePtrrichiesams
This gets rid of the need for specific destruction as well as making the copy swap operations in the ScriptManger _referenceTable more efficient
2013-08-04ZVISION: Fix typo in format stringrichiesams
2013-08-04ZVISION: Initialize the iteratorrichiesams
2013-08-04ZVISION: Optimize integer type usagesrichiesams
The general thought is int is faster than int16 or byte. So if you can afford the space, use it over int16 or byte. Also, only use int32 when you specifically need the 32 bits.
2013-08-04ZVISION: Move CriteriaOperator, Criteria, and StateFlag inside the Puzzle classrichiesams
2013-08-04ZVISION: Create ScriptManager member function to change locationrichiesams
2013-08-04ZVISION: Move the criteriaMet bool outside of the looprichiesams
Only fire off the Results of ALL of the criteria are met
2013-08-04ZVISION: Conform to GCC spacing for template inside templaterichiesams
2013-08-04ZVISION: Create ScriptManager state handling logicrichiesams
2013-08-04ZVISION: Fix includes to use new underscore namesrichiesams
2013-08-04ZVISION: Rename files to use underscores instead of camelCaserichiesams