scummvm/engines/zvision/script_manager.h

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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/stack.h"
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#include "zvision/puzzle.h"
#include "zvision/control.h"
namespace Common {
class String;
class SeekableReadStream;
}
namespace ZVision {
class ZVision;
class ActionNode;
class ScriptManager {
public:
ScriptManager(ZVision *engine);
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, byte> _globalState;
/** Holds the currently active ActionNodes */
Common::List<ActionNode *> _activeNodes;
/** References _globalState keys to Puzzles */
Common::HashMap<uint32, Common::Array<Puzzle *> > _referenceTable;
/** Holds the Puzzles that should be checked this frame */
Common::Stack<Puzzle *> _puzzlesToCheck;
/** Holds the currently active puzzles */
Common::List<Puzzle> _activePuzzles;
/** Holds the currently active controls */
Common::List<Control> _activeControls;
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public:
void initialize();
void updateNodes(uint32 deltaTimeMillis);
void checkPuzzleCriteria();
byte getStateValue(uint32 key);
void setStateValue(uint32 key, byte value);
void addToStateValue(uint32 key, byte valueToAdd);
void addActionNode(ActionNode *node);
private:
void createReferenceTable();
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/**
* Parses a script file into triggers and events
*
* @param fileName Name of the .scr file
*/
void parseScrFile(Common::String fileName);
/**
* Parses the stream into a Puzzle object
* Helper method for parseScrFile.
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*
* @param puzzle The object to store what is parsed
* @param stream Scr file stream
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*/
void parsePuzzle(Puzzle &puzzle, Common::SeekableReadStream &stream);
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/**
* Parses the stream into a Criteria object
* Helper method for parsePuzzle.
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*
* @param criteria Pointer to the Criteria object to fill
* @param stream Scr file stream
* @return Whether any criteria were read
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*/
bool ScriptManager::parseCriteria(Criteria *criteria, Common::SeekableReadStream &stream) const;
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/**
* Parses the stream into a Results object
* Helper method for parsePuzzle.
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*
* @param stream Scr file stream
* @return Created Results object
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*/
void parseResults(Common::SeekableReadStream &stream, Common::List<ResultAction *> &actionList) const;
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/**
* 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
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*/
byte parseFlags(Common::SeekableReadStream &stream) const;
/**
* Helper method for parseScrFile. Parses the stream into a Control object
*
* @param control The object to store what is parsed
* @param stream Scr file stream
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*/
void parseControl(Control &control, Common::SeekableReadStream &stream);
};
} // End of namespace ZVision
#endif