/* 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/scripting/puzzle.h" #include "zvision/scripting/control.h" #include "zvision/scripting/sidefx.h" #include "common/hashmap.h" #include "common/queue.h" #include "common/events.h" namespace Common { class String; class SeekableReadStream; } namespace ZVision { class ZVision; enum StateKey { StateKey_World = 3, StateKey_Room = 4, StateKey_Node = 5, StateKey_View = 6, StateKey_ViewPos = 7, StateKey_KeyPress = 8, StateKey_InventoryItem = 9, StateKey_LMouse = 10, StateKey_NotSet = 11, // This key doesn't set StateKey_Rounds = 12, StateKey_Venus = 13, StateKey_RMouse = 18, StateKey_MenuState = 19, StateKey_RestoreFlag = 20, StateKey_Quitting = 39, StateKey_LastWorld = 40, StateKey_LastRoom = 41, StateKey_LastNode = 42, StateKey_LastView = 43, StateKey_LastViewPos = 44, StateKey_Menu_LastWorld = 45, StateKey_Menu_LastRoom = 46, StateKey_Menu_LastNode = 47, StateKey_Menu_LastView = 48, StateKey_Menu_LastViewPos = 49, StateKey_KbdRotateSpeed = 50, StateKey_Subtitles = 51, StateKey_StreamSkipKey = 52, StateKey_RotateSpeed = 53, StateKey_Volume = 56, StateKey_Qsound = 57, StateKey_VenusEnable = 58, StateKey_HighQuality = 59, StateKey_VideoLineSkip = 65, StateKey_Platform = 66, StateKey_InstallLevel = 67, StateKey_CountryCode = 68, StateKey_CPU = 69, StateKey_MovieCursor = 70, StateKey_NoTurnAnim = 71, StateKey_WIN958 = 72, StateKey_ShowErrorDlg = 73, StateKey_DebugCheats = 74, StateKey_JapanFonts = 75, StateKey_ExecScopeStyle = 76, StateKey_Brightness = 77, StateKey_EF9_R = 91, StateKey_EF9_G = 92, StateKey_EF9_B = 93, StateKey_EF9_Speed = 94, StateKey_Inv_Cnt_Slot = 100, StateKey_Inv_1_Slot = 101, StateKey_Inv_49_Slot = 149, StateKey_Inv_TotalSlots = 150 }; 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::List PuzzleList; typedef Common::Queue PuzzleQueue; typedef Common::List ControlList; typedef Common::HashMap StateMap; typedef Common::List SideFXList; typedef Common::List EventList; class ScriptManager { public: ScriptManager(ZVision *engine); ~ScriptManager(); private: ZVision *_engine; struct script_scope { uint32 proc_count; PuzzleList *scope_queue; // For adding puzzles to queue PuzzleList *exec_queue; // Switch to it when execute PuzzleList _priv_queue_one; PuzzleList _priv_queue_two; PuzzleList _puzzles; ControlList _controls; }; struct puzzle_ref { Puzzle *puz; script_scope *scope; }; typedef Common::HashMap > PuzzleMap; /** * 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; /** Holds execute flags */ StateMap _globalStateFlags; /** References _globalState keys to Puzzles */ PuzzleMap _referenceTable; /** Holds the currently active controls */ ControlList *_activeControls; EventList _controlEvents; script_scope universe; script_scope world; script_scope room; script_scope nodeview; /** Holds the currently active timers, musics, other */ SideFXList _activeSideFx; Location _currentLocation; Location _nextLocation; uint32 _currentlyFocusedControl; public: void initialize(); void update(uint deltaTimeMillis); void queuePuzzles(uint32 key); int getStateValue(uint32 key); void setStateValue(uint32 key, int value); uint getStateFlag(uint32 key); void setStateFlag(uint32 key, uint value); void unsetStateFlag(uint32 key, uint value); void addControl(Control *control); Control *getControl(uint32 key); void enableControl(uint32 key); void disableControl(uint32 key); void focusControl(uint32 key); // Only change focus control without call focus/unfocus. void setFocusControlKey(uint32 key); void addSideFX(SideFX *fx); SideFX *getSideFX(uint32 key); void deleteSideFx(uint32 key); void stopSideFx(uint32 key); void killSideFx(uint32 key); void killSideFxType(SideFX::SideFXType type); void addEvent(Common::Event); void flushEvent(Common::EventType type); /** * 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); /** Mark next location */ void changeLocation(char world, char room, char node, char view, uint32 offset); void changeLocation(const Location &_newLocation); void serialize(Common::WriteStream *stream); void deserialize(Common::SeekableReadStream *stream); Location getCurrentLocation() const; Location getLastLocation(); Location getLastMenuLocation(); private: void referenceTableAddPuzzle(uint32 key, puzzle_ref ref); void addPuzzlesToReferenceTable(script_scope &scope); void updateNodes(uint deltaTimeMillis); void updateControls(uint deltaTimeMillis); bool checkPuzzleCriteria(Puzzle *puzzle, uint counter); void cleanStateTable(); void cleanScriptScope(script_scope &scope); bool execScope(script_scope &scope); /** Perform change location */ void do_changeLocation(); int8 invertory_getCount(); void invertory_setCount(int8 cnt); int16 invertory_getItem(int8 id); void invertory_setItem(int8 id, int16 item); void setStateFlagSilent(uint32 key, uint value); void setStateValueSilent(uint32 key, int value); public: void invertory_add(int16 item); void invertory_drop(int16 item); void invertory_cycle(); // TODO: Make this private. It was only made public so Console::cmdParseAllScrFiles() could use it /** * 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, script_scope &scope); 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 */ Control *parseControl(Common::String &line, Common::SeekableReadStream &stream); }; class ValueSlot { public: ValueSlot(ScriptManager *sc_man, const char *slot_val); int16 getValue(); private: int16 value; bool slot; ScriptManager *_sc_man; }; } // End of namespace ZVision #endif