/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "common/scummsys.h" #include "common/algorithm.h" #include "common/hashmap.h" #include "common/debug.h" #include "zvision/zvision.h" #include "zvision/script_manager.h" #include "zvision/render_manager.h" #include "zvision/cursor_manager.h" #include "zvision/actions.h" #include "zvision/action_node.h" #include "zvision/utility.h" namespace ZVision { ScriptManager::ScriptManager(ZVision *engine) : _engine(engine), _changeLocation(false) { } void ScriptManager::initialize() { parseScrFile("universe.scr", true); changeLocation('g', 'a', 'r', 'y', 0); } void ScriptManager::update(uint deltaTimeMillis) { updateNodes(deltaTimeMillis); checkPuzzleCriteria(); if (_changeLocation) { changeLocationIntern(); _changeLocation = false; } } void ScriptManager::createReferenceTable() { // Iterate through each local Puzzle for (Common::List::iterator activePuzzleIter = _activePuzzles.begin(); activePuzzleIter != _activePuzzles.end(); activePuzzleIter++) { Puzzle *puzzlePtr = &(*activePuzzleIter); // Iterate through each Criteria and add a reference from the criteria key to the Puzzle for (Common::List::iterator criteriaIter = activePuzzleIter->criteriaList.begin(); criteriaIter != (*activePuzzleIter).criteriaList.end(); criteriaIter++) { _referenceTable[criteriaIter->key].push_back(puzzlePtr); // If the argument is a key, add a reference to it as well if (criteriaIter->argumentIsAKey) _referenceTable[criteriaIter->argument].push_back(puzzlePtr); } } // Iterate through each global Puzzle for (Common::List::iterator globalPuzzleIter = _globalPuzzles.begin(); globalPuzzleIter != _globalPuzzles.end(); globalPuzzleIter++) { Puzzle *puzzlePtr = &(*globalPuzzleIter); // Iterate through each Criteria and add a reference from the criteria key to the Puzzle for (Common::List::iterator criteriaIter = globalPuzzleIter->criteriaList.begin(); criteriaIter != (*globalPuzzleIter).criteriaList.end(); criteriaIter++) { _referenceTable[criteriaIter->key].push_back(puzzlePtr); // If the argument is a key, add a reference to it as well if (criteriaIter->argumentIsAKey) _referenceTable[criteriaIter->argument].push_back(puzzlePtr); } } // Remove duplicate entries for (Common::HashMap >::iterator referenceTableIter = _referenceTable.begin(); referenceTableIter != _referenceTable.end(); referenceTableIter++) { removeDuplicateEntries(referenceTableIter->_value); } } void ScriptManager::updateNodes(uint deltaTimeMillis) { // If process() returns true, it means the node can be deleted for (Common::List >::iterator iter = _activeNodes.begin(); iter != _activeNodes.end();) { if ((*iter)->process(_engine, deltaTimeMillis)) { // Remove the node from _activeNodes, the SharedPtr destructor will delete the actual ActionNode iter = _activeNodes.erase(iter); } else { iter++; } } } void ScriptManager::checkPuzzleCriteria() { while (!_puzzlesToCheck.empty()) { Puzzle *puzzle = _puzzlesToCheck.pop(); // Check if the puzzle is already finished // If it doesn't have the flag ONCE_PER_INST it can be done more than once // Also check that the puzzle isn't disabled if (getStateValue(puzzle->key) == 1 && (puzzle->flags & Puzzle::ONCE_PER_INST) == Puzzle::ONCE_PER_INST && (puzzle->flags & Puzzle::DISABLED) == 0) { continue; } // Check each Criteria bool criteriaMet = false; for (Common::List::iterator iter = puzzle->criteriaList.begin(); iter != puzzle->criteriaList.end(); iter++) { // Get the value to compare against uint argumentValue; if ((*iter).argumentIsAKey) argumentValue = getStateValue(iter->argument); else argumentValue = iter->argument; // Do the comparison switch ((*iter).criteriaOperator) { case Puzzle::EQUAL_TO: criteriaMet = getStateValue(iter->key) == argumentValue; break; case Puzzle::NOT_EQUAL_TO: criteriaMet = getStateValue(iter->key) != argumentValue; break; case Puzzle::GREATER_THAN: criteriaMet = getStateValue(iter->key) > argumentValue; break; case Puzzle::LESS_THAN: criteriaMet = getStateValue(iter->key) < argumentValue; break; } if (!criteriaMet) { break; } } // criteriaList can be empty. Aka, the puzzle should be executed immediately if (puzzle->criteriaList.empty() || criteriaMet) { debug("Puzzle %u criteria passed. Executing its ResultActions", puzzle->key); bool shouldContinue = true; for (Common::List >::iterator resultIter = puzzle->resultActions.begin(); resultIter != puzzle->resultActions.end(); resultIter++) { shouldContinue = shouldContinue && (*resultIter)->execute(_engine); } // Set the puzzle as completed setStateValue(puzzle->key, 1); if (!shouldContinue) { break; } } } } 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::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::addActionNode(const Common::SharedPtr &node) { _activeNodes.push_back(node); } 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; _changeLocation = true; } void ScriptManager::changeLocationIntern() { assert(_nextLocation.world != 0); debug("Changing location to: %c %c %c %c %u", _nextLocation.world, _nextLocation.room, _nextLocation.node, _nextLocation.view, _nextLocation.offset); // Clear all the containers _referenceTable.clear(); _puzzlesToCheck.clear(); _activePuzzles.clear(); // We can clear without deleting from the heap because we use SharedPtr _activeControls.clear(); _engine->clearAllMouseEvents(); // Revert to the idle cursor _engine->getCursorManager()->revertToIdle(); // Reset the background velocity _engine->getRenderManager()->setBackgroundVelocity(0); // 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); // Change the background position _engine->getRenderManager()->setBackgroundPosition(_nextLocation.offset); // Create the puzzle reference table createReferenceTable(); // Add all the local puzzles to the stack to be checked for (Common::List::iterator iter = _activePuzzles.begin(); iter != _activePuzzles.end(); iter++) { _puzzlesToCheck.push(&(*iter)); } // Add all the global puzzles to the stack to be checked for (Common::List::iterator iter = _globalPuzzles.begin(); iter != _globalPuzzles.end(); iter++) { _puzzlesToCheck.push(&(*iter)); } } } // End of namespace ZVision