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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 "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) {}
// TODO: Actually do something in the initialize or remove it
void ScriptManager::initialize() {
}
void ScriptManager::createReferenceTable() {
// Iterate through each 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<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->argument)
_referenceTable[criteriaIter->argument].push_back(puzzlePtr);
}
}
// Remove duplicate entries
for (Common::HashMap<uint32, Common::Array<Puzzle *>>::iterator referenceTableIter; referenceTableIter != _referenceTable.end(); referenceTableIter++) {
removeDuplicateEntries(&(referenceTableIter->_value));
}
}
void ScriptManager::updateNodes(uint32 deltaTimeMillis) {
// If process() returns true, it means the node can be deleted
for (Common::List<ActionNode *>::iterator iter = _activeNodes.begin(); iter != _activeNodes.end();) {
if ((*iter)->process(_engine, deltaTimeMillis)) {
// Remove the node from _activeNodes, then delete it
ActionNode *node = *iter;
iter = _activeNodes.erase(iter);
delete node;
} else {
iter++;
}
}
}
void ScriptManager::checkPuzzleCriteria() {
while (!_puzzlesToCheck.empty()) {
Puzzle *puzzle = _puzzlesToCheck.pop();
// Check each Criteria
for (Common::List<Criteria>::iterator iter = puzzle->criteriaList.begin(); iter != puzzle->criteriaList.end(); iter++) {
bool criteriaMet = false;
// Get the value to compare against
byte argumentValue;
if ((*iter).argument)
argumentValue = getStateValue(iter->argument);
else
argumentValue = iter->argument;
// Do the comparison
switch ((*iter).criteriaOperator) {
case EQUAL_TO:
criteriaMet = getStateValue(iter->key) == argumentValue;
break;
case NOT_EQUAL_TO:
criteriaMet = getStateValue(iter->key) != argumentValue;
break;
case GREATER_THAN:
criteriaMet = getStateValue(iter->key) > argumentValue;
break;
case LESS_THAN:
criteriaMet = getStateValue(iter->key) < argumentValue;
break;
}
// TODO: Add logic for the different Flags (aka, ONCE_PER_INST)
if (criteriaMet) {
for (Common::List<ResultAction *>::iterator resultIter = puzzle->resultActions.begin(); resultIter != puzzle->resultActions.end(); resultIter++) {
(*resultIter)->execute(_engine);
}
}
}
}
}
byte ScriptManager::getStateValue(uint32 key) {
return _globalState[key];
}
// TODO: Add logic to check _referenceTable and add to _puzzlesToCheck if necessary
void ScriptManager::setStateValue(uint32 key, byte value) {
_globalState[key] = value;
}
void ScriptManager::addToStateValue(uint32 key, byte valueToAdd) {
_globalState[key] += valueToAdd;
}
void ScriptManager::addActionNode(ActionNode *node) {
_activeNodes.push_back(node);
}
} // End of namespace ZVision
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