/* 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 "zvision/script_manager.h" #include "zvision/actions.h" #include "zvision/action_node.h" #include "zvision/utility.h" namespace ZVision { ScriptManager::ScriptManager(ZVision *engine) : _engine(engine) {} // TODO: Actually do something in the initialize or remove it void ScriptManager::initialize() { } void ScriptManager::createReferenceTable() { // Iterate through each 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->argument) _referenceTable[criteriaIter->argument].push_back(puzzlePtr); } } // Remove duplicate entries for (Common::HashMap >::iterator referenceTableIter; referenceTableIter != _referenceTable.end(); referenceTableIter++) { removeDuplicateEntries(&(referenceTableIter->_value)); } } void ScriptManager::updateNodes(uint32 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, then delete it ActionNode *node = *iter; iter = _activeNodes.erase(iter); delete node; } else { iter++; } } } void ScriptManager::checkPuzzleCriteria() { while (!_puzzlesToCheck.empty()) { Puzzle *puzzle = _puzzlesToCheck.pop(); // 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 byte argumentValue; if ((*iter).argument) 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; } } // TODO: Add logic for the different Flags (aka, ONCE_PER_INST) // criteriaList can be empty. Aka, the puzzle should be executed immediately if (puzzle->criteriaList.empty() || criteriaMet) { for (Common::List::iterator resultIter = puzzle->resultActions.begin(); resultIter != puzzle->resultActions.end(); resultIter++) { (*resultIter)->execute(_engine); } } } } byte ScriptManager::getStateValue(uint32 key) { return _globalState[key]; } // TODO: Add logic to check _referenceTable and add to _puzzlesToCheck if necessary void ScriptManager::setStateValue(uint32 key, byte value) { _globalState[key] = value; } void ScriptManager::addToStateValue(uint32 key, byte valueToAdd) { _globalState[key] += valueToAdd; } void ScriptManager::addActionNode(ActionNode *node) { _activeNodes.push_back(node); } void ScriptManager::changeLocation(char world, char room, char node, char view, uint16 x) { // Clear all the containers _referenceTable.clear(); _puzzlesToCheck.clear(); _activePuzzles.clear(); // _activeControls is a list of pointers to the heap, so we have to delete the Controls before we call clear() for (Common::List::iterator iter = _activeControls.begin(); iter != _activeControls.end(); iter++) { delete (*iter); } _activeControls.clear(); // Parse into puzzles and controls Common::String fileName = Common::String::format("%c%c%c&c.scr", world, room, node, view); parseScrFile(fileName); // Create the puzzle reference table createReferenceTable(); // Add all the puzzles to the stack to be checked for (Common::List::iterator iter = _activePuzzles.begin(); iter != _activePuzzles.end(); iter++) { _puzzlesToCheck.push(&(*iter)); } } } // End of namespace ZVision