mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-17 07:07:10 +00:00
447 lines
14 KiB
C++
447 lines
14 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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#include "common/scummsys.h"
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#include "zvision/script_manager.h"
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#include "zvision/zvision.h"
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#include "zvision/render_manager.h"
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#include "zvision/cursor_manager.h"
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#include "zvision/save_manager.h"
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#include "zvision/actions.h"
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#include "zvision/utility.h"
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#include "common/algorithm.h"
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#include "common/hashmap.h"
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#include "common/debug.h"
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#include "common/stream.h"
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namespace ZVision {
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ScriptManager::ScriptManager(ZVision *engine)
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: _engine(engine),
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_currentlyFocusedControl(0) {
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}
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ScriptManager::~ScriptManager() {
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for (PuzzleList::iterator iter = _activePuzzles.begin(); iter != _activePuzzles.end(); ++iter) {
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delete (*iter);
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}
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for (PuzzleList::iterator iter = _globalPuzzles.begin(); iter != _globalPuzzles.end(); ++iter) {
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delete (*iter);
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}
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for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
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delete (*iter);
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}
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}
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void ScriptManager::initialize() {
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parseScrFile("universe.scr", true);
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changeLocation('g', 'a', 'r', 'y', 0);
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}
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void ScriptManager::update(uint deltaTimeMillis) {
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updateNodes(deltaTimeMillis);
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checkPuzzleCriteria();
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}
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void ScriptManager::createReferenceTable() {
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// Iterate through each local Puzzle
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for (PuzzleList::iterator activePuzzleIter = _activePuzzles.begin(); activePuzzleIter != _activePuzzles.end(); ++activePuzzleIter) {
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Puzzle *puzzlePtr = (*activePuzzleIter);
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// Iterate through each CriteriaEntry and add a reference from the criteria key to the Puzzle
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for (Common::List<Common::List<Puzzle::CriteriaEntry> >::iterator criteriaIter = (*activePuzzleIter)->criteriaList.begin(); criteriaIter != (*activePuzzleIter)->criteriaList.end(); ++criteriaIter) {
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for (Common::List<Puzzle::CriteriaEntry>::iterator entryIter = criteriaIter->begin(); entryIter != criteriaIter->end(); ++entryIter) {
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_referenceTable[entryIter->key].push_back(puzzlePtr);
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// If the argument is a key, add a reference to it as well
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if (entryIter->argumentIsAKey) {
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_referenceTable[entryIter->argument].push_back(puzzlePtr);
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}
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}
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}
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}
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// Iterate through each global Puzzle
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for (PuzzleList::iterator globalPuzzleIter = _globalPuzzles.begin(); globalPuzzleIter != _globalPuzzles.end(); ++globalPuzzleIter) {
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Puzzle *puzzlePtr = (*globalPuzzleIter);
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// Iterate through each CriteriaEntry and add a reference from the criteria key to the Puzzle
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for (Common::List<Common::List<Puzzle::CriteriaEntry> >::iterator criteriaIter = (*globalPuzzleIter)->criteriaList.begin(); criteriaIter != (*globalPuzzleIter)->criteriaList.end(); ++criteriaIter) {
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for (Common::List<Puzzle::CriteriaEntry>::iterator entryIter = criteriaIter->begin(); entryIter != criteriaIter->end(); ++entryIter) {
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_referenceTable[entryIter->key].push_back(puzzlePtr);
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// If the argument is a key, add a reference to it as well
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if (entryIter->argumentIsAKey) {
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_referenceTable[entryIter->argument].push_back(puzzlePtr);
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}
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}
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}
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}
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// Remove duplicate entries
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for (PuzzleMap::iterator referenceTableIter = _referenceTable.begin(); referenceTableIter != _referenceTable.end(); ++referenceTableIter) {
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removeDuplicateEntries(referenceTableIter->_value);
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}
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}
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void ScriptManager::updateNodes(uint deltaTimeMillis) {
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// If process() returns true, it means the node can be deleted
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for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end();) {
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if ((*iter)->process(deltaTimeMillis)) {
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delete (*iter);
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// Remove the node
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iter = _activeControls.erase(iter);
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} else {
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++iter;
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}
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}
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}
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void ScriptManager::checkPuzzleCriteria() {
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while (!_puzzlesToCheck.empty()) {
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Puzzle *puzzle = _puzzlesToCheck.pop();
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// Check if the puzzle is already finished
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// Also check that the puzzle isn't disabled
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if (getStateValue(puzzle->key) == 1 &&
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(puzzle->flags & Puzzle::DISABLED) == 0) {
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continue;
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}
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// Check each Criteria
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bool criteriaMet = false;
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for (Common::List<Common::List<Puzzle::CriteriaEntry> >::iterator criteriaIter = puzzle->criteriaList.begin(); criteriaIter != puzzle->criteriaList.end(); ++criteriaIter) {
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criteriaMet = false;
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for (Common::List<Puzzle::CriteriaEntry>::iterator entryIter = criteriaIter->begin(); entryIter != criteriaIter->end(); ++entryIter) {
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// Get the value to compare against
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uint argumentValue;
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if (entryIter->argumentIsAKey)
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argumentValue = getStateValue(entryIter->argument);
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else
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argumentValue = entryIter->argument;
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// Do the comparison
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switch (entryIter->criteriaOperator) {
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case Puzzle::EQUAL_TO:
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criteriaMet = getStateValue(entryIter->key) == argumentValue;
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break;
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case Puzzle::NOT_EQUAL_TO:
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criteriaMet = getStateValue(entryIter->key) != argumentValue;
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break;
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case Puzzle::GREATER_THAN:
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criteriaMet = getStateValue(entryIter->key) > argumentValue;
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break;
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case Puzzle::LESS_THAN:
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criteriaMet = getStateValue(entryIter->key) < argumentValue;
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break;
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}
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// If one check returns false, don't keep checking
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if (!criteriaMet) {
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break;
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}
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}
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// If any of the Criteria are *fully* met, then execute the results
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if (criteriaMet) {
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break;
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}
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}
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// criteriaList can be empty. Aka, the puzzle should be executed immediately
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if (puzzle->criteriaList.empty() || criteriaMet) {
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debug(1, "Puzzle %u criteria passed. Executing its ResultActions", puzzle->key);
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// Set the puzzle as completed
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setStateValue(puzzle->key, 1);
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bool shouldContinue = true;
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for (Common::List<ResultAction *>::iterator resultIter = puzzle->resultActions.begin(); resultIter != puzzle->resultActions.end(); ++resultIter) {
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shouldContinue = shouldContinue && (*resultIter)->execute(_engine);
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if (!shouldContinue) {
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break;
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}
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}
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if (!shouldContinue) {
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break;
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}
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}
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}
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}
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void ScriptManager::cleanStateTable() {
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for (Common::HashMap<uint32, uint32>::iterator iter = _globalState.begin(); iter != _globalState.end(); ++iter) {
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// If the value is equal to zero, we can purge it since getStateValue()
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// will return zero if _globalState doesn't contain a key
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if (iter->_value == 0) {
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// Remove the node
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_globalState.erase(iter);
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}
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}
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}
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uint ScriptManager::getStateValue(uint32 key) {
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if (_globalState.contains(key))
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return _globalState[key];
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else
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return 0;
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}
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void ScriptManager::setStateValue(uint32 key, uint value) {
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_globalState[key] = value;
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if (_referenceTable.contains(key)) {
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for (Common::Array<Puzzle *>::iterator iter = _referenceTable[key].begin(); iter != _referenceTable[key].end(); ++iter) {
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_puzzlesToCheck.push((*iter));
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}
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}
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}
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void ScriptManager::addToStateValue(uint32 key, uint valueToAdd) {
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_globalState[key] += valueToAdd;
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}
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void ScriptManager::addControl(Control *control) {
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_activeControls.push_back(control);
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}
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Control *ScriptManager::getControl(uint32 key) {
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for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
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if ((*iter)->getKey() == key) {
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return (*iter);
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}
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}
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return nullptr;
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}
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void ScriptManager::enableControl(uint32 key) {
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for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
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if ((*iter)->getKey() == key) {
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(*iter)->enable();
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break;
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}
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}
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}
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void ScriptManager::disableControl(uint32 key) {
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for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
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if ((*iter)->getKey() == key) {
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(*iter)->disable();
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break;
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}
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}
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}
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void ScriptManager::focusControl(uint32 key) {
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for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
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uint32 controlKey = (*iter)->getKey();
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if (controlKey == key) {
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(*iter)->focus();
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} else if (controlKey == _currentlyFocusedControl) {
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(*iter)->unfocus();
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}
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}
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_currentlyFocusedControl = key;
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}
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void ScriptManager::onMouseDown(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) {
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for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
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(*iter)->onMouseDown(screenSpacePos, backgroundImageSpacePos);
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}
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}
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void ScriptManager::onMouseUp(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) {
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for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
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(*iter)->onMouseUp(screenSpacePos, backgroundImageSpacePos);
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}
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}
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bool ScriptManager::onMouseMove(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) {
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bool cursorWasChanged = false;
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for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
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cursorWasChanged = cursorWasChanged || (*iter)->onMouseMove(screenSpacePos, backgroundImageSpacePos);
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}
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return cursorWasChanged;
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}
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void ScriptManager::onKeyDown(Common::KeyState keyState) {
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for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
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(*iter)->onKeyDown(keyState);
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}
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}
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void ScriptManager::onKeyUp(Common::KeyState keyState) {
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for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
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(*iter)->onKeyUp(keyState);
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}
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}
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void ScriptManager::changeLocation(char world, char room, char node, char view, uint32 offset) {
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assert(world != 0);
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debug(1, "Changing location to: %c %c %c %c %u", world, room, node, view, offset);
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// Auto save
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_engine->getSaveManager()->autoSave();
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// Clear all the containers
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_referenceTable.clear();
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_puzzlesToCheck.clear();
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for (PuzzleList::iterator iter = _activePuzzles.begin(); iter != _activePuzzles.end(); ++iter) {
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delete (*iter);
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}
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_activePuzzles.clear();
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for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
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delete (*iter);
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}
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_activeControls.clear();
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// Revert to the idle cursor
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_engine->getCursorManager()->revertToIdle();
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// Reset the background velocity
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_engine->getRenderManager()->setBackgroundVelocity(0);
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// Remove any alphaEntries
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_engine->getRenderManager()->clearAlphaEntries();
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// Clean the global state table
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cleanStateTable();
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// Parse into puzzles and controls
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Common::String fileName = Common::String::format("%c%c%c%c.scr", world, room, node, view);
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parseScrFile(fileName);
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// Change the background position
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_engine->getRenderManager()->setBackgroundPosition(offset);
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// Enable all the controls
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for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
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(*iter)->enable();
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}
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// Add all the local puzzles to the queue to be checked
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for (PuzzleList::iterator iter = _activePuzzles.begin(); iter != _activePuzzles.end(); ++iter) {
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// Reset any Puzzles that have the flag ONCE_PER_INST
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if (((*iter)->flags & Puzzle::ONCE_PER_INST) == Puzzle::ONCE_PER_INST) {
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setStateValue((*iter)->key, 0);
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}
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_puzzlesToCheck.push((*iter));
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}
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// Add all the global puzzles to the queue to be checked
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for (PuzzleList::iterator iter = _globalPuzzles.begin(); iter != _globalPuzzles.end(); ++iter) {
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// Reset any Puzzles that have the flag ONCE_PER_INST
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if (((*iter)->flags & Puzzle::ONCE_PER_INST) == Puzzle::ONCE_PER_INST) {
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setStateValue((*iter)->key, 0);
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}
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_puzzlesToCheck.push((*iter));
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}
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// Create the puzzle reference table
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createReferenceTable();
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// Update _currentLocation
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_currentLocation.world = world;
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_currentLocation.room = room;
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_currentLocation.node = node;
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_currentLocation.view = view;
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_currentLocation.offset = offset;
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}
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void ScriptManager::serializeStateTable(Common::WriteStream *stream) {
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// Write the number of state value entries
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stream->writeUint32LE(_globalState.size());
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for (Common::HashMap<uint32, uint32>::iterator iter = _globalState.begin(); iter != _globalState.end(); ++iter) {
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// Write out the key/value pair
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stream->writeUint32LE(iter->_key);
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stream->writeUint32LE(iter->_value);
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}
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}
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void ScriptManager::deserializeStateTable(Common::SeekableReadStream *stream) {
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// Clear out the current table values
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_globalState.clear();
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// Read the number of key/value pairs
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uint32 numberOfPairs = stream->readUint32LE();
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for (uint32 i = 0; i < numberOfPairs; ++i) {
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uint32 key = stream->readUint32LE();
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uint32 value = stream->readUint32LE();
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// Directly access the state table so we don't trigger Puzzle checks
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_globalState[key] = value;
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}
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}
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void ScriptManager::serializeControls(Common::WriteStream *stream) {
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// Count how many controls need to save their data
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// Because WriteStream isn't seekable
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uint32 numberOfControlsNeedingSerialization = 0;
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for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
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if ((*iter)->needsSerialization()) {
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numberOfControlsNeedingSerialization++;
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}
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}
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stream->writeUint32LE(numberOfControlsNeedingSerialization);
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for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
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(*iter)->serialize(stream);
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}
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}
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void ScriptManager::deserializeControls(Common::SeekableReadStream *stream) {
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uint32 numberOfControls = stream->readUint32LE();
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for (uint32 i = 0; i < numberOfControls; ++i) {
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uint32 key = stream->readUint32LE();
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for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
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if ((*iter)->getKey() == key) {
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(*iter)->deserialize(stream);
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break;
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}
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}
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}
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}
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Location ScriptManager::getCurrentLocation() const {
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Location location = _currentLocation;
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location.offset = _engine->getRenderManager()->getCurrentBackgroundOffset();
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return location;
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}
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} // End of namespace ZVision
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