/* 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 "common/str.h" #include "common/stream.h" #include "common/hashmap.h" #include "common/stack.h" #include "zvision/puzzle.h" #include "zvision/control.h" namespace ZVision { class ZVision; class ActionNode; class ScriptManager { public: ScriptManager(ZVision *engine); 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. */ Common::HashMap _globalState; /** Holds the currently active ActionNodes */ Common::List _activeNodes; /** References _globalState keys to Puzzles */ Common::HashMap > _referenceTable; /** Holds the Puzzles that should be checked this frame */ Common::Stack _puzzlesToCheck; /** Holds the currently active puzzles */ Common::List _activePuzzles; /** Holds the currently active controls */ Common::List _activeControls; public: void initialize(); void updateNodes(uint32 deltaTimeMillis); void checkPuzzleCriteria(); byte getStateValue(uint32 key); void setStateValue(uint32 key, byte value); void addToStateValue(uint32 key, byte valueToAdd); void addActionNode(ActionNode *node); private: void createReferenceTable(); /** * Parses a script file into triggers and events * * @param fileName Name of the .scr file */ void parseScrFile(Common::String fileName); /** * 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 stream Scr file stream * @return Created Criteria object */ Criteria parseCriteria(Common::SeekableReadStream &stream) const; /** * Parses the stream into a Results object * Helper method for parsePuzzle. * * @param stream Scr file stream * @return Created Results object */ void parseResult(Common::SeekableReadStream &stream, Common::List &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 */ byte parseFlags(Common::SeekableReadStream &stream) const; /** * Helper method for parseScrFile. Parses the stream into a Control object * * @param control The object to store what is parsed * @param stream Scr file stream */ void parseControl(Control &control, Common::SeekableReadStream &stream); }; } // End of namespace ZVision #endif