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Conflicts: engines/zvision/animation/rlf_animation.cpp engines/zvision/animation_control.h engines/zvision/core/console.cpp engines/zvision/core/events.cpp engines/zvision/cursors/cursor.cpp engines/zvision/cursors/cursor_manager.cpp engines/zvision/cursors/cursor_manager.h engines/zvision/fonts/truetype_font.cpp engines/zvision/graphics/render_manager.cpp engines/zvision/graphics/render_manager.h engines/zvision/inventory/inventory_manager.h engines/zvision/inventory_manager.h engines/zvision/meta_animation.h engines/zvision/module.mk engines/zvision/scripting/actions.cpp engines/zvision/scripting/control.h engines/zvision/scripting/controls/animation_control.cpp engines/zvision/scripting/controls/animation_control.h engines/zvision/scripting/controls/input_control.cpp engines/zvision/scripting/controls/lever_control.cpp engines/zvision/scripting/controls/timer_node.cpp engines/zvision/scripting/controls/timer_node.h engines/zvision/scripting/puzzle.h engines/zvision/scripting/scr_file_handling.cpp engines/zvision/scripting/script_manager.cpp engines/zvision/scripting/script_manager.h engines/zvision/sidefx.cpp engines/zvision/sound/zork_raw.cpp engines/zvision/sound/zork_raw.h engines/zvision/video/video.cpp engines/zvision/video/zork_avi_decoder.h engines/zvision/zvision.cpp engines/zvision/zvision.h
334 lines
9.3 KiB
C++
334 lines
9.3 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef ZVISION_SCRIPT_MANAGER_H
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#define ZVISION_SCRIPT_MANAGER_H
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#include "zvision/puzzle.h"
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#include "zvision/control.h"
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#include "zvision/sidefx.h"
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#include "common/hashmap.h"
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#include "common/queue.h"
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namespace Common {
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class String;
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class SeekableReadStream;
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}
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namespace ZVision {
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class ZVision;
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enum StateKey {
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StateKey_World = 3,
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StateKey_Room = 4,
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StateKey_Node = 5,
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StateKey_View = 6,
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StateKey_ViewPos = 7,
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StateKey_KeyPress = 8,
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StateKey_InventoryItem = 9,
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StateKey_LMouse = 10,
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StateKey_NotSet = 11, // This key doesn't set
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StateKey_Rounds = 12,
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StateKey_Venus = 13,
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StateKey_RMouse = 18,
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StateKey_MenuState = 19,
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StateKey_RestoreFlag = 20,
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StateKey_Quitting = 39,
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StateKey_LastWorld = 40,
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StateKey_LastRoom = 41,
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StateKey_LastNode = 42,
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StateKey_LastView = 43,
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StateKey_LastViewPos = 44,
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StateKey_Menu_LastWorld = 45,
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StateKey_Menu_LastRoom = 46,
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StateKey_Menu_LastNode = 47,
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StateKey_Menu_LastView = 48,
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StateKey_Menu_LastViewPos = 49,
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StateKey_KbdRotateSpeed = 50,
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StateKey_Subtitles = 51,
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StateKey_StreamSkipKey = 52,
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StateKey_RotateSpeed = 53,
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StateKey_Volume = 56,
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StateKey_Qsound = 57,
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StateKey_VenusEnable = 58,
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StateKey_HighQuality = 59,
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StateKey_VideoLineSkip = 65,
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StateKey_Platform = 66,
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StateKey_InstallLevel = 67,
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StateKey_CountryCode = 68,
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StateKey_CPU = 69,
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StateKey_MovieCursor = 70,
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StateKey_NoTurnAnim = 71,
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StateKey_WIN958 = 72,
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StateKey_ShowErrorDlg = 73,
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StateKey_DebugCheats = 74,
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StateKey_JapanFonts = 75,
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StateKey_Brightness = 77,
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StateKey_EF9_B = 91,
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StateKey_EF9_G = 92,
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StateKey_EF9_R = 93,
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StateKey_EF9_Speed = 94,
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StateKey_Inv_Cnt_Slot = 100,
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StateKey_Inv_1_Slot = 101,
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StateKey_Inv_49_Slot = 149,
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StateKey_Inv_TotalSlots = 150
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};
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struct Location {
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Location() : world('g'), room('a'), node('r'), view('y'), offset(0) {}
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char world;
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char room;
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char node;
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char view;
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uint32 offset;
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};
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typedef Common::List<Puzzle *> PuzzleList;
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typedef Common::Queue<Puzzle *> PuzzleQueue;
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typedef Common::List<Control *> ControlList;
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typedef Common::HashMap<uint32, int32> StateMap;
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typedef Common::List<SideFX *> SideFXList;
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class ScriptManager {
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public:
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ScriptManager(ZVision *engine);
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~ScriptManager();
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private:
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ZVision *_engine;
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struct script_scope {
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uint32 proc_count;
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PuzzleList *scope_queue; // For adding puzzles to queue
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PuzzleList *exec_queue; // Switch to it when execute
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PuzzleList _priv_queue_one;
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PuzzleList _priv_queue_two;
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PuzzleList _puzzles;
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ControlList _controls;
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};
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struct puzzle_ref {
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Puzzle *puz;
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script_scope *scope;
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};
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typedef Common::HashMap<uint32, Common::Array<puzzle_ref> > PuzzleMap;
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/**
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* Holds the global state variable. Do NOT directly modify this. Use the accessors and
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* mutators getStateValue() and setStateValue(). This ensures that Puzzles that reference a
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* particular state key are checked after the key is modified.
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*/
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StateMap _globalState;
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/** Holds execute flags */
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StateMap _globalStateFlags;
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/** References _globalState keys to Puzzles */
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PuzzleMap _referenceTable;
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/** Holds the currently active controls */
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ControlList *_activeControls;
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script_scope universe;
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script_scope world;
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script_scope room;
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script_scope nodeview;
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/** Holds the currently active timers, musics, other */
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SideFXList _activeSideFx;
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Location _currentLocation;
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Location _nextLocation;
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uint32 _currentlyFocusedControl;
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public:
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void initialize();
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void update(uint deltaTimeMillis);
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void queuePuzzles(uint32 key);
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int getStateValue(uint32 key);
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void setStateValue(uint32 key, int value);
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uint getStateFlag(uint32 key);
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void setStateFlag(uint32 key, uint value);
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void unsetStateFlag(uint32 key, uint value);
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void addControl(Control *control);
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Control *getControl(uint32 key);
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void enableControl(uint32 key);
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void disableControl(uint32 key);
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void focusControl(uint32 key);
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void addSideFX(SideFX *fx);
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SideFX *getSideFX(uint32 key);
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void deleteSideFx(uint32 key);
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void stopSideFx(uint32 key);
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void killSideFx(uint32 key);
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void killSideFxType(SideFX::SideFXType type);
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/**
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* Called when LeftMouse is pushed.
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*
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* @param screenSpacePos The position of the mouse in screen space
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* @param backgroundImageSpacePos The position of the mouse in background image space
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*/
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void onMouseDown(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos);
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/**
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* Called when LeftMouse is lifted.
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*
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* @param screenSpacePos The position of the mouse in screen space
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* @param backgroundImageSpacePos The position of the mouse in background image space
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*/
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void onMouseUp(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos);
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/**
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* Called on every MouseMove.
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*
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* @param screenSpacePos The position of the mouse in screen space
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* @param backgroundImageSpacePos The position of the mouse in background image space
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* @return Was the cursor changed?
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*/
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bool onMouseMove(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos);
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/**
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* Called when a key is pressed.
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*
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* @param keycode The key that was pressed
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*/
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void onKeyDown(Common::KeyState keyState);
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/**
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* Called when a key is released.
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*
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* @param keycode The key that was pressed
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*/
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void onKeyUp(Common::KeyState keyState);
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/** Mark next location */
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void changeLocation(char world, char room, char node, char view, uint32 offset);
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void serialize(Common::WriteStream *stream);
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void deserialize(Common::SeekableReadStream *stream);
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Location getCurrentLocation() const;
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private:
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void referenceTableAddPuzzle(uint32 key, puzzle_ref ref);
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void addPuzzlesToReferenceTable(script_scope &scope);
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void updateNodes(uint deltaTimeMillis);
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void updateControls(uint deltaTimeMillis);
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void checkPuzzleCriteria(Puzzle *puzzle, uint counter);
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void cleanStateTable();
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void cleanScriptScope(script_scope &scope);
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void execScope(script_scope &scope);
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/** Perform change location */
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void do_changeLocation();
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int8 invertory_getCount();
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void invertory_setCount(int8 cnt);
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int16 invertory_getItem(int8 id);
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void invertory_setItem(int8 id, int16 item);
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void setStateFlagSilent(uint32 key, uint value);
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void setStateValueSilent(uint32 key, int value);
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public:
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void invertory_add(int16 item);
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void invertory_drop(int16 item);
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void invertory_cycle();
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// TODO: Make this private. It was only made public so Console::cmdParseAllScrFiles() could use it
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/**
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* Parses a script file into triggers and events
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*
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* @param fileName Name of the .scr file
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* @param isGlobal Are the puzzles included in the file global (true). AKA, the won't be purged during location changes
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*/
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void parseScrFile(const Common::String &fileName, script_scope &scope);
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private:
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/**
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* Parses the stream into a Puzzle object
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* Helper method for parseScrFile.
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*
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* @param puzzle The object to store what is parsed
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* @param stream Scr file stream
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*/
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void parsePuzzle(Puzzle *puzzle, Common::SeekableReadStream &stream);
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/**
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* Parses the stream into a Criteria object
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* Helper method for parsePuzzle.
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*
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* @param criteria Pointer to the Criteria object to fill
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* @param stream Scr file stream
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* @return Whether any criteria were read
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*/
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bool parseCriteria(Common::SeekableReadStream &stream, Common::List<Common::List<Puzzle::CriteriaEntry> > &criteriaList) const;
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/**
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* Parses the stream into a ResultAction objects
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* Helper method for parsePuzzle.
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*
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* @param stream Scr file stream
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* @param actionList The list where the results will be added
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* @return Created Results object
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*/
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void parseResults(Common::SeekableReadStream &stream, Common::List<ResultAction *> &actionList) const;
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/**
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* Helper method for parsePuzzle. Parses the stream into a bitwise or of the StateFlags enum
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*
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* @param stream Scr file stream
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* @return Bitwise OR of all the flags set within the puzzle
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*/
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uint parseFlags(Common::SeekableReadStream &stream) const;
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/**
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* Helper method for parseScrFile. Parses the stream into a Control object
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*
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* @param line The line initially read
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* @param stream Scr file stream
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*/
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Control *parseControl(Common::String &line, Common::SeekableReadStream &stream);
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};
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class ValueSlot {
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public:
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ValueSlot(ScriptManager *sc_man, const char *slot_val);
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int16 getValue();
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private:
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int16 value;
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bool slot;
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ScriptManager *_sc_man;
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};
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} // End of namespace ZVision
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#endif
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