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135 lines
3.8 KiB
C++
135 lines
3.8 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 "common/hashmap.h"
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#include "common/stack.h"
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#include "zvision/puzzle.h"
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#include "zvision/control.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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class ActionNode;
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class ScriptManager {
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public:
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ScriptManager(ZVision *engine);
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private:
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ZVision *_engine;
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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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Common::HashMap<uint32, byte> _globalState;
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/** Holds the currently active ActionNodes */
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Common::List<ActionNode *> _activeNodes;
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/** References _globalState keys to Puzzles */
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Common::HashMap<uint32, Common::Array<Puzzle *> > _referenceTable;
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/** Holds the Puzzles that should be checked this frame */
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Common::Stack<Puzzle *> _puzzlesToCheck;
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/** Holds the currently active puzzles */
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Common::List<Puzzle> _activePuzzles;
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/** Holds the currently active controls */
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Common::List<Control> _activeControls;
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public:
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void initialize();
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void updateNodes(uint32 deltaTimeMillis);
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void checkPuzzleCriteria();
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byte getStateValue(uint32 key);
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void setStateValue(uint32 key, byte value);
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void addToStateValue(uint32 key, byte valueToAdd);
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void addActionNode(ActionNode *node);
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private:
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void createReferenceTable();
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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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*/
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void parseScrFile(Common::String fileName);
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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 stream Scr file stream
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* @return Created Criteria object
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*/
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Criteria parseCriteria(Common::SeekableReadStream &stream) const;
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/**
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* Parses the stream into a Results object
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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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* @return Created Results object
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*/
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void parseResult(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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byte 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 control 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 parseControl(Control &control, Common::SeekableReadStream &stream);
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};
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} // End of namespace ZVision
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#endif
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