scummvm/engines/zvision/script_manager.cpp

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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/zvision.h"
#include "zvision/script_manager.h"
#include "zvision/render_manager.h"
#include "zvision/cursor_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) {
}
ScriptManager::~ScriptManager() {
for (Common::List<Puzzle *>::iterator iter = _activePuzzles.begin(); iter != _activePuzzles.end(); iter++) {
delete (*iter);
}
for (Common::List<Puzzle *>::iterator iter = _globalPuzzles.begin(); iter != _globalPuzzles.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();
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 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 (Common::List<Puzzle *>::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
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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<ActionNode *>::iterator iter = _activeNodes.begin(); iter != _activeNodes.end();) {
if ((*iter)->process(deltaTimeMillis)) {
// Delete the node then remove the pointer
delete (*iter);
iter = _activeNodes.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("Puzzle %u criteria passed. Executing its ResultActions", puzzle->key);
bool shouldContinue = true;
for (Common::List<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;
}
bool ScriptManager::enableControl(uint32 key) {
if (!_activeControls.contains(key)) {
return false;
} else {
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return _activeControls[key]->enable();
}
}
bool ScriptManager::disableControl(uint32 key) {
if (!_activeControls.contains(key)) {
return false;
} else {
return _activeControls[key]->disable();
}
}
void ScriptManager::addActionNode(ActionNode *node) {
_activeNodes.push_back(node);
}
void ScriptManager::changeLocation(char world, char room, char node, char view, uint32 offset) {
_nextLocation.world = world;
_nextLocation.room = room;
_nextLocation.node = node;
_nextLocation.view = view;
_nextLocation.offset = offset;
_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.offset);
// Clear all the containers
_referenceTable.clear();
_puzzlesToCheck.clear();
for (Common::List<Puzzle *>::iterator iter = _activePuzzles.begin(); iter != _activePuzzles.end(); iter++) {
delete (*iter);
}
_activePuzzles.clear();
for (Common::HashMap<uint32, Control *>::iterator iter = _activeControls.begin(); iter != _activeControls.end(); iter++) {
delete (*iter)._value;
}
_activeControls.clear();
_engine->clearAllMouseEvents();
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// TODO: See if we need to clear _activeNodes as well. And if so, remember to delete the nodes before clearing the list
// Revert to the idle cursor
_engine->getCursorManager()->revertToIdle();
// Reset the background velocity
_engine->getRenderManager()->setBackgroundVelocity(0);
// 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);
// Change the background position
_engine->getRenderManager()->setBackgroundPosition(_nextLocation.offset);
// Enable all the controls
for (Common::HashMap<uint32, Control *>::iterator iter = _activeControls.begin(); iter != _activeControls.end(); iter++) {
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(*iter)._value->enable();
}
// Add all the local puzzles to the queue to be checked
for (Common::List<Puzzle *>::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 (Common::List<Puzzle *>::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();
}
} // End of namespace ZVision