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/* 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/script_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);
}
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
// If it doesn't have the flag ONCE_PER_INST it can be done more than once
// Also check that the puzzle isn't disabled
if (getStateValue(puzzle->key) == 1 &&
(puzzle->flags & Puzzle::StateFlags::ONCE_PER_INST) == Puzzle::StateFlags::ONCE_PER_INST &&
(puzzle->flags & Puzzle::StateFlags::DISABLED) == 0) {
continue;
}
debug("Checking puzzle: %u", puzzle->key);
// 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 x) {
_nextLocation.world = world;
_nextLocation.room = room;
_nextLocation.node = node;
_nextLocation.view = view;
_nextLocation.x = x;
_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.x);
// Clear all the containers
_referenceTable.clear();
_puzzlesToCheck.clear();
_activePuzzles.clear();
// We can clear without deleting from the heap because we use SharedPtr
_activeControls.clear();
// 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);
// Create the puzzle reference table
createReferenceTable();
// Add all the local puzzles to the stack to be checked
for (Common::List<Puzzle>::iterator iter = _activePuzzles.begin(); iter != _activePuzzles.end(); iter++) {
_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++) {
_puzzlesToCheck.push(&(*iter));
}
}
} // End of namespace ZVision
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