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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 "zvision/script_manager.h"
#include "zvision/zvision.h"
#include "zvision/render_manager.h"
#include "zvision/cursor_manager.h"
#include "zvision/save_manager.h"
#include "zvision/actions.h"
#include "zvision/utility.h"
#include "common/algorithm.h"
#include "common/hashmap.h"
#include "common/debug.h"
#include "common/stream.h"
namespace ZVision {
ScriptManager::ScriptManager(ZVision *engine)
: _engine(engine),
_currentlyFocusedControl(0) {
}
ScriptManager::~ScriptManager() {
for (PuzzleList::iterator iter = _activePuzzles.begin(); iter != _activePuzzles.end(); ++iter) {
delete (*iter);
}
for (PuzzleList::iterator iter = _globalPuzzles.begin(); iter != _globalPuzzles.end(); ++iter) {
delete (*iter);
}
for (ControlList::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 (PuzzleList::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 (PuzzleList::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 (PuzzleMap::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 (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end();) {
if ((*iter)->process(deltaTimeMillis)) {
delete (*iter);
// 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(1, "Puzzle %u criteria passed. Executing its ResultActions", puzzle->key);
// Set the puzzle as completed
setStateValue(puzzle->key, 1);
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;
}
}
if (!shouldContinue) {
break;
}
}
}
}
void ScriptManager::cleanStateTable() {
for (StateMap::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);
}
Control *ScriptManager::getControl(uint32 key) {
for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
if ((*iter)->getKey() == key) {
return (*iter);
}
}
return nullptr;
}
void ScriptManager::enableControl(uint32 key) {
for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
if ((*iter)->getKey() == key) {
(*iter)->enable();
break;
}
}
}
void ScriptManager::disableControl(uint32 key) {
for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
if ((*iter)->getKey() == key) {
(*iter)->disable();
break;
}
}
}
void ScriptManager::focusControl(uint32 key) {
for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
uint32 controlKey = (*iter)->getKey();
if (controlKey == key) {
(*iter)->focus();
} else if (controlKey == _currentlyFocusedControl) {
(*iter)->unfocus();
}
}
_currentlyFocusedControl = key;
}
void ScriptManager::onMouseDown(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) {
for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
(*iter)->onMouseDown(screenSpacePos, backgroundImageSpacePos);
}
}
void ScriptManager::onMouseUp(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) {
for (ControlList::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 (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
cursorWasChanged = cursorWasChanged || (*iter)->onMouseMove(screenSpacePos, backgroundImageSpacePos);
}
return cursorWasChanged;
}
void ScriptManager::onKeyDown(Common::KeyState keyState) {
for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
(*iter)->onKeyDown(keyState);
}
}
void ScriptManager::onKeyUp(Common::KeyState keyState) {
for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
(*iter)->onKeyUp(keyState);
}
}
void ScriptManager::changeLocation(char world, char room, char node, char view, uint32 offset) {
assert(world != 0);
debug(1, "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 (PuzzleList::iterator iter = _activePuzzles.begin(); iter != _activePuzzles.end(); ++iter) {
delete (*iter);
}
_activePuzzles.clear();
for (ControlList::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);
// Remove any alphaEntries
_engine->getRenderManager()->clearAlphaEntries();
// 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 (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
(*iter)->enable();
}
// Add all the local puzzles to the queue to be checked
for (PuzzleList::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 (PuzzleList::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 (StateMap::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) {
// Clear out the current table values
_globalState.clear();
// 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();
// Directly access the state table so we don't trigger Puzzle checks
_globalState[key] = value;
}
}
void ScriptManager::serializeControls(Common::WriteStream *stream) {
// Count how many controls need to save their data
// Because WriteStream isn't seekable
uint32 numberOfControlsNeedingSerialization = 0;
for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
if ((*iter)->needsSerialization()) {
numberOfControlsNeedingSerialization++;
}
}
stream->writeUint32LE(numberOfControlsNeedingSerialization);
for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
(*iter)->serialize(stream);
}
}
void ScriptManager::deserializeControls(Common::SeekableReadStream *stream) {
uint32 numberOfControls = stream->readUint32LE();
for (uint32 i = 0; i < numberOfControls; ++i) {
uint32 key = stream->readUint32LE();
for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
if ((*iter)->getKey() == key) {
(*iter)->deserialize(stream);
break;
}
}
}
}
Location ScriptManager::getCurrentLocation() const {
Location location = _currentLocation;
location.offset = _engine->getRenderManager()->getCurrentBackgroundOffset();
return location;
}
} // End of namespace ZVision
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