aboutsummaryrefslogtreecommitdiff
path: root/engines/zvision/script_manager.cpp
blob: 8a1d1c98ed488ff6224ed7edb6e0673e47443284 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
/* 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 "common/debug.h"

#include "zvision/zvision.h"
#include "zvision/script_manager.h"
#include "zvision/render_manager.h"
#include "zvision/cursor_manager.h"
#include "zvision/actions.h"
#include "zvision/action_node.h"
#include "zvision/utility.h"

namespace ZVision {

ScriptManager::ScriptManager(ZVision *engine)
	: _engine(engine),
	  _changeLocation(false) {
}

void ScriptManager::initialize() {
	parseScrFile("universe.scr", true);
	changeLocation('g', 'a', 'r', 'y', 0);
}

void ScriptManager::update(uint deltaTimeMillis) {
	updateNodes(deltaTimeMillis);
	checkPuzzleCriteria();

	if (_changeLocation) {
		changeLocationIntern();
		_changeLocation = false;
	}
}

void ScriptManager::createReferenceTable() {
	// Iterate through each local Puzzle
	for (Common::List<Puzzle>::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<Puzzle::Criteria>::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->argumentIsAKey)
				_referenceTable[criteriaIter->argument].push_back(puzzlePtr);
		}
	}

	// Iterate through each global Puzzle
	for (Common::List<Puzzle>::iterator globalPuzzleIter = _globalPuzzles.begin(); globalPuzzleIter != _globalPuzzles.end(); globalPuzzleIter++) {
		Puzzle *puzzlePtr = &(*globalPuzzleIter);

		// Iterate through each Criteria and add a reference from the criteria key to the Puzzle
		for (Common::List<Puzzle::Criteria>::iterator criteriaIter = globalPuzzleIter->criteriaList.begin(); criteriaIter != (*globalPuzzleIter).criteriaList.end(); criteriaIter++) {
			_referenceTable[criteriaIter->key].push_back(puzzlePtr);

			// If the argument is a key, add a reference to it as well
			if (criteriaIter->argumentIsAKey)
				_referenceTable[criteriaIter->argument].push_back(puzzlePtr);
		}
	}

	// Remove duplicate entries
	for (Common::HashMap<uint32, Common::Array<Puzzle *> >::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 (Common::List<Common::SharedPtr<ActionNode> >::iterator iter = _activeNodes.begin(); iter != _activeNodes.end();) {
		if ((*iter)->process(_engine, deltaTimeMillis)) {
			// Remove the node from _activeNodes, the SharedPtr destructor will delete the actual ActionNode
			iter = _activeNodes.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 &&
			(puzzle->flags & Puzzle::DISABLED) == 0) {
			continue;
		}

		// Check each Criteria
		bool criteriaMet = false;
		for (Common::List<Puzzle::Criteria>::iterator iter = puzzle->criteriaList.begin(); iter != puzzle->criteriaList.end(); iter++) {
			// Get the value to compare against
			uint argumentValue;
			if ((*iter).argumentIsAKey)
				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;
			}
		}

		// criteriaList can be empty. Aka, the puzzle should be executed immediately
		if (puzzle->criteriaList.empty() || criteriaMet) {
			debug("Puzzle %u criteria passed. Executing its ResultActions", puzzle->key);

			bool shouldContinue = true;
			for (Common::List<Common::SharedPtr<ResultAction> >::iterator resultIter = puzzle->resultActions.begin(); resultIter != puzzle->resultActions.end(); resultIter++) {
				shouldContinue = shouldContinue && (*resultIter)->execute(_engine);
			}

			// Set the puzzle as completed
			setStateValue(puzzle->key, 1);

			if (!shouldContinue) {
				break;
			}
		}
	}
}

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<Puzzle *>::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::addActionNode(const Common::SharedPtr<ActionNode> &node) {
	_activeNodes.push_back(node);
}

void ScriptManager::changeLocation(char world, char room, char node, char view, uint32 offset) {
	_nextLocation.world = world;
	_nextLocation.room = room;
	_nextLocation.node = node;
	_nextLocation.view = view;
	_nextLocation.offset = offset;

	_changeLocation = true;
}

void ScriptManager::changeLocationIntern() {
	assert(_nextLocation.world != 0);
	debug("Changing location to: %c %c %c %c %u", _nextLocation.world, _nextLocation.room, _nextLocation.node, _nextLocation.view, _nextLocation.offset);

	// Clear all the containers
	_referenceTable.clear();
	_puzzlesToCheck.clear();
	_activePuzzles.clear();
	// We can clear without deleting from the heap because we use SharedPtr
	_activeControls.clear();
	_engine->clearAllMouseEvents();

	// Revert to the idle cursor
	_engine->getCursorManager()->revertToIdle();

	// Reset the background velocity
	_engine->getRenderManager()->setBackgroundVelocity(0);

	// Parse into puzzles and controls
	Common::String fileName = Common::String::format("%c%c%c%c.scr", _nextLocation.world, _nextLocation.room, _nextLocation.node, _nextLocation.view);
	parseScrFile(fileName);

	// Change the background position
	_engine->getRenderManager()->setBackgroundPosition(_nextLocation.offset);

	// Add all the local puzzles to the stack to be checked
	for (Common::List<Puzzle>::iterator iter = _activePuzzles.begin(); iter != _activePuzzles.end(); iter++) {
		// Reset any Puzzles that have the flag ONCE_PER_INST
		if ((*iter).flags & Puzzle::ONCE_PER_INST == Puzzle::ONCE_PER_INST) {
			setStateValue((*iter).key, 0);
		}

		_puzzlesToCheck.push(&(*iter));
	}

	// Add all the global puzzles to the stack to be checked
	for (Common::List<Puzzle>::iterator iter = _globalPuzzles.begin(); iter != _globalPuzzles.end(); iter++) {
		// Reset any Puzzles that have the flag ONCE_PER_INST
		if ((*iter).flags & Puzzle::ONCE_PER_INST == Puzzle::ONCE_PER_INST) {
			setStateValue((*iter).key, 0);
		}

		_puzzlesToCheck.push(&(*iter));
	}

	// Create the puzzle reference table
	createReferenceTable();
}

} // End of namespace ZVision