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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 "zvision/scripting/puzzle.h"
#include "zvision/scripting/control.h"
#include "zvision/scripting/scripting_effect.h"
#include "common/hashmap.h"
#include "common/queue.h"
#include "common/events.h"
namespace Common {
class String;
class SeekableReadStream;
}
namespace ZVision {
class ZVision;
enum StateKey {
StateKey_World = 3,
StateKey_Room = 4,
StateKey_Node = 5,
StateKey_View = 6,
StateKey_ViewPos = 7,
StateKey_KeyPress = 8,
StateKey_InventoryItem = 9,
StateKey_LMouse = 10,
StateKey_NotSet = 11, // This key doesn't set
StateKey_Rounds = 12,
StateKey_Venus = 13,
StateKey_RMouse = 18,
StateKey_MenuState = 19,
StateKey_RestoreFlag = 20,
StateKey_Quitting = 39,
StateKey_LastWorld = 40,
StateKey_LastRoom = 41,
StateKey_LastNode = 42,
StateKey_LastView = 43,
StateKey_LastViewPos = 44,
StateKey_Menu_LastWorld = 45,
StateKey_Menu_LastRoom = 46,
StateKey_Menu_LastNode = 47,
StateKey_Menu_LastView = 48,
StateKey_Menu_LastViewPos = 49,
StateKey_KbdRotateSpeed = 50,
StateKey_Subtitles = 51,
StateKey_StreamSkipKey = 52,
StateKey_RotateSpeed = 53,
StateKey_Volume = 56,
StateKey_Qsound = 57,
StateKey_VenusEnable = 58,
StateKey_HighQuality = 59,
StateKey_VideoLineSkip = 65,
StateKey_Platform = 66,
StateKey_InstallLevel = 67,
StateKey_CountryCode = 68,
StateKey_CPU = 69,
StateKey_MovieCursor = 70,
StateKey_NoTurnAnim = 71,
StateKey_WIN958 = 72,
StateKey_ShowErrorDlg = 73,
StateKey_DebugCheats = 74,
StateKey_JapanFonts = 75,
StateKey_ExecScopeStyle = 76,
StateKey_Brightness = 77,
StateKey_MPEGMovies = 78,
StateKey_EF9_R = 91,
StateKey_EF9_G = 92,
StateKey_EF9_B = 93,
StateKey_EF9_Speed = 94,
StateKey_Inv_Cnt_Slot = 100,
StateKey_Inv_1_Slot = 101,
StateKey_Inv_49_Slot = 149,
// ZGI only
StateKey_Inv_TotalSlots = 150,
StateKey_Inv_StartSlot = 151,
StateKey_Spell_1 = 191,
StateKey_Active_Spell = 205,
StateKey_Reversed_Spellbooc = 206
};
struct Location {
Location() : world('g'), room('a'), node('r'), view('y'), offset(0) {}
char world;
char room;
char node;
char view;
uint32 offset;
};
typedef Common::List<Puzzle *> PuzzleList;
typedef Common::Queue<Puzzle *> PuzzleQueue;
typedef Common::List<Control *> ControlList;
typedef Common::HashMap<uint32, int32> StateMap;
typedef Common::List<ScriptingEffect *> SideFXList;
typedef Common::List<Common::Event> EventList;
class ScriptManager {
public:
ScriptManager(ZVision *engine);
~ScriptManager();
private:
ZVision *_engine;
struct ScriptScope {
uint32 procCount;
PuzzleList *scopeQueue; // For adding puzzles to queue
PuzzleList *execQueue; // Switch to it when execute
PuzzleList privQueueOne;
PuzzleList privQueueTwo;
PuzzleList puzzles;
ControlList controls;
};
struct PuzzleRef {
Puzzle *puz;
ScriptScope *scope;
};
typedef Common::HashMap<uint32, Common::Array<PuzzleRef> > PuzzleMap;
/**
* 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.
*/
StateMap _globalState;
/** Holds execute flags */
StateMap _globalStateFlags;
/** References _globalState keys to Puzzles */
PuzzleMap _referenceTable;
/** Holds the currently active controls */
ControlList *_activeControls;
EventList _controlEvents;
ScriptScope universe;
ScriptScope world;
ScriptScope room;
ScriptScope nodeview;
/** Holds the currently active timers, musics, other */
SideFXList _activeSideFx;
Location _currentLocation;
Location _nextLocation;
uint32 _currentlyFocusedControl;
public:
void initialize();
void update(uint deltaTimeMillis);
void queuePuzzles(uint32 key);
int getStateValue(uint32 key);
void setStateValue(uint32 key, int value);
uint getStateFlag(uint32 key);
void setStateFlag(uint32 key, uint value);
void unsetStateFlag(uint32 key, uint value);
void addControl(Control *control);
Control *getControl(uint32 key);
void enableControl(uint32 key);
void disableControl(uint32 key);
void focusControl(uint32 key);
// Only change focus control without call focus/unfocus.
void setFocusControlKey(uint32 key);
void addSideFX(ScriptingEffect *fx);
ScriptingEffect *getSideFX(uint32 key);
void deleteSideFx(uint32 key);
void stopSideFx(uint32 key);
void killSideFx(uint32 key);
void killSideFxType(ScriptingEffect::ScriptingEffectType type);
void addEvent(Common::Event);
void flushEvent(Common::EventType type);
/**
* 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);
/** Mark next location */
void changeLocation(char world, char room, char node, char view, uint32 offset);
void changeLocation(const Location &_newLocation);
void serialize(Common::WriteStream *stream);
void deserialize(Common::SeekableReadStream *stream);
Location getCurrentLocation() const;
Location getLastLocation();
Location getLastMenuLocation();
/**
* Removes any line comments using '#' as a sequence start.
* Then removes any trailing and leading 'whitespace' using String::trim()
* Note: String::trim uses isspace() to determine what is whitespace and what is not.
*
* @param string The string to modify. It is modified in place
*/
void trimCommentsAndWhiteSpace(Common::String *string) const;
private:
void referenceTableAddPuzzle(uint32 key, PuzzleRef ref);
void addPuzzlesToReferenceTable(ScriptScope &scope);
void updateNodes(uint deltaTimeMillis);
void updateControls(uint deltaTimeMillis);
bool checkPuzzleCriteria(Puzzle *puzzle, uint counter);
void cleanStateTable();
void cleanScriptScope(ScriptScope &scope);
bool execScope(ScriptScope &scope);
/** Perform change location */
void ChangeLocationReal(bool isLoading);
int8 inventoryGetCount();
void inventorySetCount(int8 cnt);
int16 inventoryGetItem(int8 id);
void inventorySetItem(int8 id, int16 item);
void setStateFlagSilent(uint32 key, uint value);
void setStateValueSilent(uint32 key, int value);
public:
void inventoryAdd(int16 item);
void inventoryDrop(int16 item);
void inventoryCycle();
private:
/**
* 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, ScriptScope &scope);
/**
* 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
*/
Control *parseControl(Common::String &line, Common::SeekableReadStream &stream);
};
class ValueSlot {
public:
ValueSlot(ScriptManager *scriptManager, const char *slotValue);
int16 getValue();
private:
int16 value;
bool slot;
ScriptManager *_scriptManager;
};
} // End of namespace ZVision
#endif
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