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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.
*
*/
#ifndef ZVISION_SCRIPT_MANAGER_H
#define ZVISION_SCRIPT_MANAGER_H
#include "common/hashmap.h"
#include "common/queue.h"
#include "zvision/puzzle.h"
#include "zvision/control.h"
namespace Common {
class String;
class SeekableReadStream;
}
namespace ZVision {
class ZVision;
struct Location {
Location() : world('g'), room('a'), node('r'), view('y'), offset(0) {}
char world;
char room;
char node;
char view;
uint32 offset;
};
class ScriptManager {
public:
ScriptManager(ZVision *engine);
~ScriptManager();
private:
ZVision *_engine;
/**
* Holds the global state variable. Do NOT directly modify this. Use the accessors and
* mutators getStateValue() and setStateValue(). This ensures that Puzzles that reference a
* particular state key are checked after the key is modified.
*/
Common::HashMap<uint32, uint> _globalState;
/** References _globalState keys to Puzzles */
Common::HashMap<uint32, Common::Array<Puzzle *> > _referenceTable;
/** Holds the Puzzles that should be checked this frame */
Common::Queue<Puzzle *> _puzzlesToCheck;
/** Holds the currently active puzzles */
Common::List<Puzzle *> _activePuzzles;
/** Holds the global puzzles */
Common::List<Puzzle *>_globalPuzzles;
/** Holds the currently active controls */
Common::List<Control *> _activeControls;
Location _currentLocation;
uint32 _currentlyFocusedControl;
public:
void initialize();
void update(uint deltaTimeMillis);
uint getStateValue(uint32 key);
void setStateValue(uint32 key, uint value);
void addToStateValue(uint32 key, uint valueToAdd);
void addControl(Control *control);
Control *getControl(uint32 key);
void enableControl(uint32 key);
void disableControl(uint32 key);
void focusControl(uint32 key);
/**
* Called when LeftMouse is pushed.
*
* @param screenSpacePos The position of the mouse in screen space
* @param backgroundImageSpacePos The position of the mouse in background image space
*/
void onMouseDown(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos);
/**
* Called when LeftMouse is lifted.
*
* @param screenSpacePos The position of the mouse in screen space
* @param backgroundImageSpacePos The position of the mouse in background image space
*/
void onMouseUp(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos);
/**
* Called on every MouseMove.
*
* @param screenSpacePos The position of the mouse in screen space
* @param backgroundImageSpacePos The position of the mouse in background image space
* @return Was the cursor changed?
*/
bool onMouseMove(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos);
/**
* Called when a key is pressed.
*
* @param keycode The key that was pressed
*/
void onKeyDown(Common::KeyState keyState);
/**
* Called when a key is released.
*
* @param keycode The key that was pressed
*/
void onKeyUp(Common::KeyState keyState);
void changeLocation(char world, char room, char node, char view, uint32 offset);
void serializeStateTable(Common::WriteStream *stream);
void deserializeStateTable(Common::SeekableReadStream *stream);
void serializeControls(Common::WriteStream *stream);
void deserializeControls(Common::SeekableReadStream *stream);
Location getCurrentLocation() const;
private:
void createReferenceTable();
void updateNodes(uint deltaTimeMillis);
void checkPuzzleCriteria();
void cleanStateTable();
// TODO: Make this private. It was only made public so Console::cmdParseAllScrFiles() could use it
public:
/**
* Parses a script file into triggers and events
*
* @param fileName Name of the .scr file
* @param isGlobal Are the puzzles included in the file global (true). AKA, the won't be purged during location changes
*/
void parseScrFile(const Common::String &fileName, bool isGlobal = false);
private:
/**
* Parses the stream into a Puzzle object
* Helper method for parseScrFile.
*
* @param puzzle The object to store what is parsed
* @param stream Scr file stream
*/
void parsePuzzle(Puzzle *puzzle, Common::SeekableReadStream &stream);
/**
* Parses the stream into a Criteria object
* Helper method for parsePuzzle.
*
* @param criteria Pointer to the Criteria object to fill
* @param stream Scr file stream
* @return Whether any criteria were read
*/
bool parseCriteria(Common::SeekableReadStream &stream, Common::List<Common::List<Puzzle::CriteriaEntry> > &criteriaList) const;
/**
* Parses the stream into a ResultAction objects
* Helper method for parsePuzzle.
*
* @param stream Scr file stream
* @param actionList The list where the results will be added
* @return Created Results object
*/
void parseResults(Common::SeekableReadStream &stream, Common::List<ResultAction *> &actionList) const;
/**
* Helper method for parsePuzzle. Parses the stream into a bitwise or of the StateFlags enum
*
* @param stream Scr file stream
* @return Bitwise OR of all the flags set within the puzzle
*/
uint parseFlags(Common::SeekableReadStream &stream) const;
/**
* Helper method for parseScrFile. Parses the stream into a Control object
*
* @param line The line initially read
* @param stream Scr file stream
*/
void parseControl(Common::String &line, Common::SeekableReadStream &stream);
};
} // End of namespace ZVision
#endif
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