/* 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 "zvision/puzzle.h" #include "zvision/control.h" #include "common/hashmap.h" #include "common/queue.h" namespace Common { class String; class SeekableReadStream; } namespace ZVision { class ZVision; struct Location { Location() : world('g'), room('a'), node('r'), view('y'), offset(0) {} char world; char room; char node; char view; uint32 offset; }; typedef Common::HashMap > PuzzleMap; typedef Common::List PuzzleList; typedef Common::Queue PuzzleQueue; typedef Common::List ControlList; typedef Common::HashMap StateMap; class ScriptManager { public: ScriptManager(ZVision *engine); ~ScriptManager(); 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. */ StateMap _globalState; /** References _globalState keys to Puzzles */ PuzzleMap _referenceTable; /** Holds the Puzzles that should be checked this frame */ PuzzleQueue _puzzlesToCheck; /** Holds the currently active puzzles */ PuzzleList _activePuzzles; /** Holds the global puzzles */ PuzzleList _globalPuzzles; /** Holds the currently active controls */ ControlList _activeControls; Location _currentLocation; uint32 _currentlyFocusedControl; public: void initialize(); void update(uint deltaTimeMillis); uint getStateValue(uint32 key); void setStateValue(uint32 key, uint value); void addToStateValue(uint32 key, uint valueToAdd); void addControl(Control *control); Control *getControl(uint32 key); void enableControl(uint32 key); void disableControl(uint32 key); void focusControl(uint32 key); /** * Called when LeftMouse is pushed. * * @param screenSpacePos The position of the mouse in screen space * @param backgroundImageSpacePos The position of the mouse in background image space */ void onMouseDown(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos); /** * Called when LeftMouse is lifted. * * @param screenSpacePos The position of the mouse in screen space * @param backgroundImageSpacePos The position of the mouse in background image space */ void onMouseUp(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos); /** * Called on every MouseMove. * * @param screenSpacePos The position of the mouse in screen space * @param backgroundImageSpacePos The position of the mouse in background image space * @return Was the cursor changed? */ bool onMouseMove(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos); /** * Called when a key is pressed. * * @param keycode The key that was pressed */ void onKeyDown(Common::KeyState keyState); /** * Called when a key is released. * * @param keycode The key that was pressed */ void onKeyUp(Common::KeyState keyState); void changeLocation(char world, char room, char node, char view, uint32 offset); void serializeStateTable(Common::WriteStream *stream); void deserializeStateTable(Common::SeekableReadStream *stream); void serializeControls(Common::WriteStream *stream); void deserializeControls(Common::SeekableReadStream *stream); Location getCurrentLocation() const; private: void createReferenceTable(); void updateNodes(uint deltaTimeMillis); void checkPuzzleCriteria(); void cleanStateTable(); // TODO: Make this private. It was only made public so Console::cmdParseAllScrFiles() could use it public: /** * Parses a script file into triggers and events * * @param fileName Name of the .scr file * @param isGlobal Are the puzzles included in the file global (true). AKA, the won't be purged during location changes */ void parseScrFile(const Common::String &fileName, bool isGlobal = false); private: /** * 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 criteria Pointer to the Criteria object to fill * @param stream Scr file stream * @return Whether any criteria were read */ bool parseCriteria(Common::SeekableReadStream &stream, Common::List > &criteriaList) const; /** * Parses the stream into a ResultAction objects * Helper method for parsePuzzle. * * @param stream Scr file stream * @param actionList The list where the results will be added * @return Created Results object */ void parseResults(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 */ uint parseFlags(Common::SeekableReadStream &stream) const; /** * Helper method for parseScrFile. Parses the stream into a Control object * * @param line The line initially read * @param stream Scr file stream */ void parseControl(Common::String &line, Common::SeekableReadStream &stream); }; } // End of namespace ZVision #endif