/* 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/scripting/script_manager.h" #include "zvision/zvision.h" #include "zvision/graphics/render_manager.h" #include "zvision/cursors/cursor_manager.h" #include "zvision/core/save_manager.h" #include "zvision/scripting/actions.h" #include "zvision/utility/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) { } ScriptManager::~ScriptManager() { for (PuzzleList::iterator iter = _activePuzzles.begin(); iter != _activePuzzles.end(); ++iter) { delete (*iter); } for (PuzzleList::iterator iter = _globalPuzzles.begin(); iter != _globalPuzzles.end(); ++iter) { delete (*iter); } for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) { delete (*iter); } } void ScriptManager::initialize() { parseScrFile("universe.scr", true); changeLocation('g', 'a', 'r', 'y', 0); } void ScriptManager::update(uint deltaTimeMillis) { updateNodes(deltaTimeMillis); checkPuzzleCriteria(); } void ScriptManager::createReferenceTable() { // Iterate through each local Puzzle for (PuzzleList::iterator activePuzzleIter = _activePuzzles.begin(); activePuzzleIter != _activePuzzles.end(); ++activePuzzleIter) { Puzzle *puzzlePtr = (*activePuzzleIter); // Iterate through each CriteriaEntry and add a reference from the criteria key to the Puzzle for (Common::List >::iterator criteriaIter = (*activePuzzleIter)->criteriaList.begin(); criteriaIter != (*activePuzzleIter)->criteriaList.end(); ++criteriaIter) { for (Common::List::iterator entryIter = criteriaIter->begin(); entryIter != criteriaIter->end(); ++entryIter) { _referenceTable[entryIter->key].push_back(puzzlePtr); // If the argument is a key, add a reference to it as well if (entryIter->argumentIsAKey) { _referenceTable[entryIter->argument].push_back(puzzlePtr); } } } } // Iterate through each global Puzzle for (PuzzleList::iterator globalPuzzleIter = _globalPuzzles.begin(); globalPuzzleIter != _globalPuzzles.end(); ++globalPuzzleIter) { Puzzle *puzzlePtr = (*globalPuzzleIter); // Iterate through each CriteriaEntry and add a reference from the criteria key to the Puzzle for (Common::List >::iterator criteriaIter = (*globalPuzzleIter)->criteriaList.begin(); criteriaIter != (*globalPuzzleIter)->criteriaList.end(); ++criteriaIter) { for (Common::List::iterator entryIter = criteriaIter->begin(); entryIter != criteriaIter->end(); ++entryIter) { _referenceTable[entryIter->key].push_back(puzzlePtr); // If the argument is a key, add a reference to it as well if (entryIter->argumentIsAKey) { _referenceTable[entryIter->argument].push_back(puzzlePtr); } } } } // Remove duplicate entries for (PuzzleMap::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 (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end();) { if ((*iter)->process(deltaTimeMillis)) { delete (*iter); // Remove the node iter = _activeControls.erase(iter); } else { ++iter; } } } void ScriptManager::checkPuzzleCriteria() { while (!_puzzlesToCheck.empty()) { Puzzle *puzzle = _puzzlesToCheck.pop(); // Check if the puzzle is already finished // Also check that the puzzle isn't disabled if (getStateValue(puzzle->key) == 1 && (getStateFlags(puzzle->key) & DISABLED) == 0) { continue; } // Check each Criteria 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(_engine); if (!shouldContinue) { break; } } if (!shouldContinue) { break; } } } } 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); } } } 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)); } } } uint ScriptManager::getStateFlags(uint32 key) { if (_globalStateFlags.contains(key)) return _globalStateFlags[key]; else return 0; } void ScriptManager::setStateFlags(uint32 key, uint flags) { _globalStateFlags[key] = flags; 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::addControl(Control *control) { _activeControls.push_back(control); } Control *ScriptManager::getControl(uint32 key) { for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) { if ((*iter)->getKey() == key) { return (*iter); } } return nullptr; } void ScriptManager::focusControl(uint32 key) { 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::onMouseDown(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) { 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) { 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) { 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) { for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) { (*iter)->onKeyDown(keyState); } } void ScriptManager::onKeyUp(Common::KeyState keyState) { 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) { assert(world != 0); debug(1, "Changing location to: %c %c %c %c %u", world, room, node, view, offset); // Auto save _engine->getSaveManager()->autoSave(); // Clear all the containers _referenceTable.clear(); _puzzlesToCheck.clear(); for (PuzzleList::iterator iter = _activePuzzles.begin(); iter != _activePuzzles.end(); ++iter) { delete (*iter); } _activePuzzles.clear(); for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) { delete (*iter); } _activeControls.clear(); // Revert to the idle cursor _engine->getCursorManager()->revertToIdle(); // Reset the background velocity _engine->getRenderManager()->setBackgroundVelocity(0); // Remove any alphaEntries _engine->getRenderManager()->clearAlphaEntries(); // Clean the global state table cleanStateTable(); // Parse into puzzles and controls Common::String fileName = Common::String::format("%c%c%c%c.scr", world, room, node, view); parseScrFile(fileName); // Change the background position _engine->getRenderManager()->setBackgroundPosition(offset); // Enable all the controls for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) { (*iter)->enable(); } // Add all the local puzzles to the queue to be checked for (PuzzleList::iterator iter = _activePuzzles.begin(); iter != _activePuzzles.end(); ++iter) { // Reset any Puzzles that have the flag ONCE_PER_INST if ((getStateFlags((*iter)->key) & ONCE_PER_INST) == ONCE_PER_INST) { setStateValue((*iter)->key, 0); } _puzzlesToCheck.push((*iter)); } // Add all the global puzzles to the queue to be checked for (PuzzleList::iterator iter = _globalPuzzles.begin(); iter != _globalPuzzles.end(); ++iter) { // Reset any Puzzles that have the flag ONCE_PER_INST if ((getStateFlags((*iter)->key) & ONCE_PER_INST) == ONCE_PER_INST) { setStateValue((*iter)->key, 0); } _puzzlesToCheck.push((*iter)); } // Create the puzzle reference table createReferenceTable(); // Update _currentLocation _currentLocation.world = world; _currentLocation.room = room; _currentLocation.node = node; _currentLocation.view = view; _currentLocation.offset = offset; } 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; } } void ScriptManager::serializeControls(Common::WriteStream *stream) { // Count how many controls need to save their data // Because WriteStream isn't seekable uint32 numberOfControlsNeedingSerialization = 0; for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) { if ((*iter)->needsSerialization()) { numberOfControlsNeedingSerialization++; } } stream->writeUint32LE(numberOfControlsNeedingSerialization); for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) { (*iter)->serialize(stream); } } void ScriptManager::deserializeControls(Common::SeekableReadStream *stream) { uint32 numberOfControls = stream->readUint32LE(); for (uint32 i = 0; i < numberOfControls; ++i) { uint32 key = stream->readUint32LE(); for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) { if ((*iter)->getKey() == key) { (*iter)->deserialize(stream); break; } } } } Location ScriptManager::getCurrentLocation() const { Location location = _currentLocation; location.offset = _engine->getRenderManager()->getCurrentBackgroundOffset(); return location; } } // End of namespace ZVision