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
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
|
/* 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 "common/stream.h"
#include "zvision/zvision.h"
#include "zvision/script_manager.h"
#include "zvision/render_manager.h"
#include "zvision/cursor_manager.h"
#include "zvision/save_manager.h"
#include "zvision/actions.h"
#include "zvision/action_node.h"
#include "zvision/utility.h"
namespace ZVision {
ScriptManager::ScriptManager(ZVision *engine)
: _engine(engine) {
}
ScriptManager::~ScriptManager() {
for (Common::List<Puzzle *>::iterator iter = _activePuzzles.begin(); iter != _activePuzzles.end(); iter++) {
delete (*iter);
}
for (Common::List<Puzzle *>::iterator iter = _globalPuzzles.begin(); iter != _globalPuzzles.end(); iter++) {
delete (*iter);
}
for (Common::List<Control *>::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 (Common::List<Puzzle *>::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<Common::List<Puzzle::CriteriaEntry> >::iterator criteriaIter = (*activePuzzleIter)->criteriaList.begin(); criteriaIter != (*activePuzzleIter)->criteriaList.end(); criteriaIter++) {
for (Common::List<Puzzle::CriteriaEntry>::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 (Common::List<Puzzle *>::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<Common::List<Puzzle::CriteriaEntry> >::iterator criteriaIter = (*globalPuzzleIter)->criteriaList.begin(); criteriaIter != (*globalPuzzleIter)->criteriaList.end(); criteriaIter++) {
for (Common::List<Puzzle::CriteriaEntry>::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 (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<Control *>::iterator iter = _activeControls.begin(); iter != _activeControls.end();) {
if ((*iter)->process(deltaTimeMillis)) {
// 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 &&
(puzzle->flags & Puzzle::DISABLED) == 0) {
continue;
}
// Check each Criteria
bool criteriaMet = false;
for (Common::List<Common::List<Puzzle::CriteriaEntry> >::iterator criteriaIter = puzzle->criteriaList.begin(); criteriaIter != puzzle->criteriaList.end(); criteriaIter++) {
criteriaMet = false;
for (Common::List<Puzzle::CriteriaEntry>::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("Puzzle %u criteria passed. Executing its ResultActions", puzzle->key);
bool shouldContinue = true;
for (Common::List<ResultAction *>::iterator resultIter = puzzle->resultActions.begin(); resultIter != puzzle->resultActions.end(); resultIter++) {
shouldContinue = shouldContinue && (*resultIter)->execute(_engine);
if (!shouldContinue) {
break;
}
}
// Set the puzzle as completed
setStateValue(puzzle->key, 1);
if (!shouldContinue) {
break;
}
}
}
}
void ScriptManager::cleanStateTable() {
for (Common::HashMap<uint32, uint32>::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<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::addControl(Control *control) {
_activeControls.push_back(control);
}
void ScriptManager::enableControl(uint32 key) {
for (Common::List<Control *>::iterator iter = _activeControls.begin(); iter != _activeControls.end(); iter++) {
if ((*iter)->getKey() == key) {
(*iter)->enable();
break;
}
}
}
void ScriptManager::disableControl(uint32 key) {
for (Common::List<Control *>::iterator iter = _activeControls.begin(); iter != _activeControls.end(); iter++) {
if ((*iter)->getKey() == key) {
(*iter)->disable();
break;
}
}
}
void ScriptManager::onMouseDown(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) {
for (Common::List<Control *>::iterator iter = _activeControls.begin(); iter != _activeControls.end(); iter++) {
(*iter)->onMouseDown(screenSpacePos, backgroundImageSpacePos);
}
}
void ScriptManager::onMouseUp(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) {
for (Common::List<Control *>::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 (Common::List<Control *>::iterator iter = _activeControls.begin(); iter != _activeControls.end(); iter++) {
cursorWasChanged = cursorWasChanged || (*iter)->onMouseMove(screenSpacePos, backgroundImageSpacePos);
}
return cursorWasChanged;
}
void ScriptManager::changeLocation(char world, char room, char node, char view, uint32 offset) {
assert(world != 0);
debug("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 (Common::List<Puzzle *>::iterator iter = _activePuzzles.begin(); iter != _activePuzzles.end(); iter++) {
delete (*iter);
}
_activePuzzles.clear();
for (Common::List<Control *>::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);
// 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 (Common::List<Control *>::iterator iter = _activeControls.begin(); iter != _activeControls.end(); iter++) {
(*iter)->enable();
}
// Add all the local puzzles to the queue 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 queue 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();
// 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 (Common::HashMap<uint32, uint32>::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) {
// 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();
setStateValue(key, value);
}
}
Location ScriptManager::getCurrentLocation() const {
Location location = _currentLocation;
location.offset = _engine->getRenderManager()->getCurrentBackgroundOffset();
return location;
}
} // End of namespace ZVision
|