/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "common/scummsys.h" #include "zvision/script_manager.h" #include "zvision/zvision.h" #include "zvision/render_manager.h" #include "zvision/cursor_manager.h" #include "zvision/save_manager.h" #include "zvision/actions.h" #include "zvision/utility.h" #include "common/algorithm.h" #include "common/hashmap.h" #include "common/debug.h" #include "common/stream.h" namespace ZVision { ScriptManager::ScriptManager(ZVision *engine) : _engine(engine), _currentlyFocusedControl(0), _activeControls(NULL) { } ScriptManager::~ScriptManager() { cleanScriptScope(universe); cleanScriptScope(world); cleanScriptScope(room); cleanScriptScope(nodeview); } void ScriptManager::initialize() { cleanScriptScope(universe); cleanScriptScope(world); cleanScriptScope(room); cleanScriptScope(nodeview); _currentLocation.node = '0'; _currentLocation.world = '0'; _currentLocation.room = '0'; _currentLocation.view = '0'; parseScrFile("universe.scr", universe); changeLocation('g', 'a', 'r', 'y', 0); } void ScriptManager::update(uint deltaTimeMillis) { if (_currentLocation.node != _nextLocation.node || _currentLocation.room != _nextLocation.room || _currentLocation.view != _nextLocation.view || _currentLocation.world != _nextLocation.world) do_changeLocation(); updateNodes(deltaTimeMillis); execScope(nodeview); execScope(room); execScope(world); execScope(universe); updateControls(deltaTimeMillis); } void ScriptManager::execScope(script_scope &scope) { // Swap queues PuzzleList *tmp = scope.exec_queue; scope.exec_queue = scope.scope_queue; scope.scope_queue = tmp; for (PuzzleList::iterator PuzzleIter = scope._puzzles.begin(); PuzzleIter != scope._puzzles.end(); ++PuzzleIter) (*PuzzleIter)->addedBySetState = 0; if (scope.proc_count < 2 || getStateValue(76)) { for (PuzzleList::iterator PuzzleIter = scope._puzzles.begin(); PuzzleIter != scope._puzzles.end(); ++PuzzleIter) checkPuzzleCriteria(*PuzzleIter, scope.proc_count); } else { for (PuzzleList::iterator PuzzleIter = scope.exec_queue->begin(); PuzzleIter != scope.exec_queue->end(); ++PuzzleIter) checkPuzzleCriteria(*PuzzleIter, scope.proc_count); } scope.exec_queue->clear(); if (scope.proc_count < 2) { scope.proc_count++; } } void ScriptManager::addPuzzlesToReferenceTable(script_scope &scope) { // Iterate through each local Puzzle for (PuzzleList::iterator PuzzleIter = scope._puzzles.begin(); PuzzleIter != scope._puzzles.end(); ++PuzzleIter) { Puzzle *puzzlePtr = (*PuzzleIter); puzzle_ref ref; ref.scope = &scope; ref.puz = puzzlePtr; _referenceTable[puzzlePtr->key].push_back(ref); // Iterate through each CriteriaEntry and add a reference from the criteria key to the Puzzle for (Common::List >::iterator criteriaIter = (*PuzzleIter)->criteriaList.begin(); criteriaIter != (*PuzzleIter)->criteriaList.end(); ++criteriaIter) for (Common::List::iterator entryIter = criteriaIter->begin(); entryIter != criteriaIter->end(); ++entryIter) _referenceTable[entryIter->key].push_back(ref); } } void ScriptManager::updateNodes(uint deltaTimeMillis) { // If process() returns true, it means the node can be deleted for (SideFXList::iterator iter = _activeSideFx.begin(); iter != _activeSideFx.end();) { if ((*iter)->process(deltaTimeMillis)) { delete(*iter); // Remove the node iter = _activeSideFx.erase(iter); } else { ++iter; } } } void ScriptManager::updateControls(uint deltaTimeMillis) { if (!_activeControls) return; for (ControlList::iterator iter = _activeControls->begin(); iter != _activeControls->end(); iter++) (*iter)->process(deltaTimeMillis); } void ScriptManager::checkPuzzleCriteria(Puzzle *puzzle, uint counter) { // Check if the puzzle is already finished // Also check that the puzzle isn't disabled if (getStateValue(puzzle->key) == 1 && (getStateFlag(puzzle->key) & Puzzle::DISABLED) == 0) { return; } // Check each Criteria if (counter == 0 && (getStateFlag(puzzle->key) & Puzzle::DO_ME_NOW) == 0) return; bool criteriaMet = false; for (Common::List >::iterator criteriaIter = puzzle->criteriaList.begin(); criteriaIter != puzzle->criteriaList.end(); ++criteriaIter) { criteriaMet = false; for (Common::List::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::iterator resultIter = puzzle->resultActions.begin(); resultIter != puzzle->resultActions.end(); ++resultIter) { shouldContinue = shouldContinue && (*resultIter)->execute(); if (!shouldContinue) { break; } } if (!shouldContinue) { return; } } } void ScriptManager::cleanStateTable() { for (StateMap::iterator iter = _globalState.begin(); iter != _globalState.end(); ++iter) { // If the value is equal to zero, we can purge it since getStateValue() // will return zero if _globalState doesn't contain a key if (iter->_value == 0) { // Remove the node _globalState.erase(iter); } } } void ScriptManager::cleanScriptScope(script_scope &scope) { scope._priv_queue_one.clear(); scope._priv_queue_two.clear(); scope.scope_queue = &scope._priv_queue_one; scope.exec_queue = &scope._priv_queue_two; for (PuzzleList::iterator iter = scope._puzzles.begin(); iter != scope._puzzles.end(); ++iter) delete(*iter); scope._puzzles.clear(); for (ControlList::iterator iter = scope._controls.begin(); iter != scope._controls.end(); ++iter) delete(*iter); scope._controls.clear(); scope.proc_count = 0; } uint ScriptManager::getStateValue(uint32 key) { if (_globalState.contains(key)) return _globalState[key]; else return 0; } void ScriptManager::queuePuzzles(uint32 key) { if (_referenceTable.contains(key)) { for (Common::Array::iterator iter = _referenceTable[key].begin(); iter != _referenceTable[key].end(); ++iter) if (!iter->puz->addedBySetState) { iter->scope->scope_queue->push_back(iter->puz); iter->puz->addedBySetState = true; } } } void ScriptManager::setStateValue(uint32 key, uint value) { if (value == 0) _globalState.erase(key); else _globalState[key] = value; debug("setStateValue %d %d\n", key , value); queuePuzzles(key); } uint ScriptManager::getStateFlag(uint32 key) { if (_globalStateFlags.contains(key)) return _globalStateFlags[key]; else return 0; } void ScriptManager::setStateFlag(uint32 key, uint value) { queuePuzzles(key); _globalStateFlags[key] |= value; } void ScriptManager::unsetStateFlag(uint32 key, uint value) { queuePuzzles(key); if (_globalStateFlags.contains(key)) { _globalStateFlags[key] &= ~value; if (_globalStateFlags[key] == 0) _globalStateFlags.erase(key); } } void ScriptManager::addToStateValue(uint32 key, uint valueToAdd) { _globalState[key] += valueToAdd; } Control *ScriptManager::getControl(uint32 key) { return nullptr; } void ScriptManager::focusControl(uint32 key) { if (!_activeControls) return; for (ControlList::iterator iter = _activeControls->begin(); iter != _activeControls->end(); ++iter) { uint32 controlKey = (*iter)->getKey(); if (controlKey == key) { (*iter)->focus(); } else if (controlKey == _currentlyFocusedControl) { (*iter)->unfocus(); } } _currentlyFocusedControl = key; } void ScriptManager::addSideFX(SideFX *fx) { _activeSideFx.push_back(fx); } SideFX *ScriptManager::getSideFX(uint32 key) { for (SideFXList::iterator iter = _activeSideFx.begin(); iter != _activeSideFx.end(); ++iter) { if ((*iter)->getKey() == key) { return (*iter); } } return nullptr; } void ScriptManager::deleteSideFx(uint32 key) { for (SideFXList::iterator iter = _activeSideFx.begin(); iter != _activeSideFx.end(); ++iter) { if ((*iter)->getKey() == key) { delete(*iter); _activeSideFx.erase(iter); break; } } } void ScriptManager::stopSideFx(uint32 key) { for (SideFXList::iterator iter = _activeSideFx.begin(); iter != _activeSideFx.end(); ++iter) { if ((*iter)->getKey() == key) { bool ret = (*iter)->stop(); if (ret) { delete(*iter); _activeSideFx.erase(iter); } break; } } } void ScriptManager::killSideFx(uint32 key) { for (SideFXList::iterator iter = _activeSideFx.begin(); iter != _activeSideFx.end(); ++iter) { if ((*iter)->getKey() == key) { (*iter)->kill(); delete(*iter); _activeSideFx.erase(iter); break; } } } void ScriptManager::killSideFxType(SideFX::SideFXType type) { for (SideFXList::iterator iter = _activeSideFx.begin(); iter != _activeSideFx.end();) { if ((*iter)->getType() & type) { (*iter)->kill(); delete(*iter); _activeSideFx.erase(iter); } else { ++iter; } } } void ScriptManager::onMouseDown(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) { if (!_activeControls) return; 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) { if (!_activeControls) return; 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) { if (!_activeControls) return false; 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) { if (!_activeControls) return; for (ControlList::iterator iter = _activeControls->begin(); iter != _activeControls->end(); ++iter) { (*iter)->onKeyDown(keyState); } } void ScriptManager::onKeyUp(Common::KeyState keyState) { if (!_activeControls) return; for (ControlList::iterator iter = _activeControls->begin(); iter != _activeControls->end(); ++iter) { (*iter)->onKeyUp(keyState); } } void ScriptManager::changeLocation(char _world, char _room, char _node, char _view, uint32 offset) { _nextLocation.world = _world; _nextLocation.room = _room; _nextLocation.node = _node; _nextLocation.view = _view; _nextLocation.offset = offset; } void ScriptManager::do_changeLocation() { assert(_nextLocation.world != 0); debug(1, "Changing location to: %c %c %c %c %u", _nextLocation.world, _nextLocation.room, _nextLocation.node, _nextLocation.view, _nextLocation.offset); // Auto save //_engine->getSaveManager()->autoSave(); // Clear all the containers _referenceTable.clear(); cleanScriptScope(nodeview); cleanScriptScope(room); cleanScriptScope(world); addPuzzlesToReferenceTable(universe); // Parse into puzzles and controls Common::String fileName = Common::String::format("%c%c%c%c.scr", _nextLocation.world, _nextLocation.room, _nextLocation.node, _nextLocation.view); parseScrFile(fileName, nodeview); addPuzzlesToReferenceTable(nodeview); fileName = Common::String::format("%c%c.scr", _nextLocation.world, _nextLocation.room); parseScrFile(fileName, room); addPuzzlesToReferenceTable(room); fileName = Common::String::format("%c.scr", _nextLocation.world); parseScrFile(fileName, world); addPuzzlesToReferenceTable(world); _activeControls = &nodeview._controls; // Revert to the idle cursor _engine->getCursorManager()->revertToIdle(); // Reset the background velocity _engine->getRenderManager()->setBackgroundVelocity(0); // Remove any alphaEntries _engine->getRenderManager()->clearAlphaEntries(); // Change the background position _engine->getRenderManager()->setBackgroundPosition(_nextLocation.offset); execScope(room); execScope(nodeview); // Update _currentLocation _currentLocation = _nextLocation; } 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; } } Location ScriptManager::getCurrentLocation() const { Location location = _currentLocation; location.offset = _engine->getRenderManager()->getCurrentBackgroundOffset(); return location; } } // End of namespace ZVision