ZVISION: Create a folder structure for ZVision source files

I personally used filters within my IDE, but since others are now joining the project,
it was brought to my attention that some better organization would be nice.
This commit is contained in:
RichieSams 2013-11-01 00:21:08 -05:00
parent 651bf89939
commit 5842c5098f
55 changed files with 0 additions and 0 deletions

View file

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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 "zvision/script_manager.h"
#include "zvision/zvision.h"
#include "zvision/render_manager.h"
#include "zvision/cursor_manager.h"
#include "zvision/save_manager.h"
#include "zvision/actions.h"
#include "zvision/utility.h"
#include "common/algorithm.h"
#include "common/hashmap.h"
#include "common/debug.h"
#include "common/stream.h"
namespace ZVision {
ScriptManager::ScriptManager(ZVision *engine)
: _engine(engine),
_currentlyFocusedControl(0) {
}
ScriptManager::~ScriptManager() {
for (PuzzleList::iterator iter = _activePuzzles.begin(); iter != _activePuzzles.end(); ++iter) {
delete (*iter);
}
for (PuzzleList::iterator iter = _globalPuzzles.begin(); iter != _globalPuzzles.end(); ++iter) {
delete (*iter);
}
for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.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();
}
void ScriptManager::createReferenceTable() {
// Iterate through each local Puzzle
for (PuzzleList::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 (PuzzleList::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
for (PuzzleMap::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 (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end();) {
if ((*iter)->process(deltaTimeMillis)) {
delete (*iter);
// Remove the node
iter = _activeControls.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 && (getStateFlags(puzzle->key) & 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(1, "Puzzle %u criteria passed. Executing its ResultActions", puzzle->key);
// Set the puzzle as completed
setStateValue(puzzle->key, 1);
bool shouldContinue = true;
for (Common::List<ResultAction *>::iterator resultIter = puzzle->resultActions.begin(); resultIter != puzzle->resultActions.end(); ++resultIter) {
shouldContinue = shouldContinue && (*resultIter)->execute(_engine);
if (!shouldContinue) {
break;
}
}
if (!shouldContinue) {
break;
}
}
}
}
void ScriptManager::cleanStateTable() {
for (StateMap::iterator iter = _globalState.begin(); iter != _globalState.end(); ++iter) {
// If the value is equal to zero, we can purge it since getStateValue()
// will return zero if _globalState doesn't contain a key
if (iter->_value == 0) {
// Remove the node
_globalState.erase(iter);
}
}
}
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));
}
}
}
uint ScriptManager::getStateFlags(uint32 key) {
if (_globalStateFlags.contains(key))
return _globalStateFlags[key];
else
return 0;
}
void ScriptManager::setStateFlags(uint32 key, uint flags) {
_globalStateFlags[key] = flags;
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;
}
void ScriptManager::addControl(Control *control) {
_activeControls.push_back(control);
}
Control *ScriptManager::getControl(uint32 key) {
for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
if ((*iter)->getKey() == key) {
return (*iter);
}
}
return nullptr;
}
void ScriptManager::focusControl(uint32 key) {
for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
uint32 controlKey = (*iter)->getKey();
if (controlKey == key) {
(*iter)->focus();
} else if (controlKey == _currentlyFocusedControl) {
(*iter)->unfocus();
}
}
_currentlyFocusedControl = key;
}
void ScriptManager::onMouseDown(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) {
for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
(*iter)->onMouseDown(screenSpacePos, backgroundImageSpacePos);
}
}
void ScriptManager::onMouseUp(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) {
for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
(*iter)->onMouseUp(screenSpacePos, backgroundImageSpacePos);
}
}
bool ScriptManager::onMouseMove(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) {
bool cursorWasChanged = false;
for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
cursorWasChanged = cursorWasChanged || (*iter)->onMouseMove(screenSpacePos, backgroundImageSpacePos);
}
return cursorWasChanged;
}
void ScriptManager::onKeyDown(Common::KeyState keyState) {
for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
(*iter)->onKeyDown(keyState);
}
}
void ScriptManager::onKeyUp(Common::KeyState keyState) {
for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
(*iter)->onKeyUp(keyState);
}
}
void ScriptManager::changeLocation(char world, char room, char node, char view, uint32 offset) {
assert(world != 0);
debug(1, "Changing location to: %c %c %c %c %u", world, room, node, view, offset);
// Auto save
_engine->getSaveManager()->autoSave();
// Clear all the containers
_referenceTable.clear();
_puzzlesToCheck.clear();
for (PuzzleList::iterator iter = _activePuzzles.begin(); iter != _activePuzzles.end(); ++iter) {
delete (*iter);
}
_activePuzzles.clear();
for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
delete (*iter);
}
_activeControls.clear();
// Revert to the idle cursor
_engine->getCursorManager()->revertToIdle();
// Reset the background velocity
_engine->getRenderManager()->setBackgroundVelocity(0);
// Remove any alphaEntries
_engine->getRenderManager()->clearAlphaEntries();
// Clean the global state table
cleanStateTable();
// Parse into puzzles and controls
Common::String fileName = Common::String::format("%c%c%c%c.scr", world, room, node, view);
parseScrFile(fileName);
// Change the background position
_engine->getRenderManager()->setBackgroundPosition(offset);
// Enable all the controls
for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
(*iter)->enable();
}
// Add all the local puzzles to the queue to be checked
for (PuzzleList::iterator iter = _activePuzzles.begin(); iter != _activePuzzles.end(); ++iter) {
// Reset any Puzzles that have the flag ONCE_PER_INST
if ((getStateFlags((*iter)->key) & ONCE_PER_INST) == ONCE_PER_INST) {
setStateValue((*iter)->key, 0);
}
_puzzlesToCheck.push((*iter));
}
// Add all the global puzzles to the queue to be checked
for (PuzzleList::iterator iter = _globalPuzzles.begin(); iter != _globalPuzzles.end(); ++iter) {
// Reset any Puzzles that have the flag ONCE_PER_INST
if ((getStateFlags((*iter)->key) & ONCE_PER_INST) == ONCE_PER_INST) {
setStateValue((*iter)->key, 0);
}
_puzzlesToCheck.push((*iter));
}
// Create the puzzle reference table
createReferenceTable();
// Update _currentLocation
_currentLocation.world = world;
_currentLocation.room = room;
_currentLocation.node = node;
_currentLocation.view = view;
_currentLocation.offset = offset;
}
void ScriptManager::serializeStateTable(Common::WriteStream *stream) {
// Write the number of state value entries
stream->writeUint32LE(_globalState.size());
for (StateMap::iterator iter = _globalState.begin(); iter != _globalState.end(); ++iter) {
// Write out the key/value pair
stream->writeUint32LE(iter->_key);
stream->writeUint32LE(iter->_value);
}
}
void ScriptManager::deserializeStateTable(Common::SeekableReadStream *stream) {
// Clear out the current table values
_globalState.clear();
// Read the number of key/value pairs
uint32 numberOfPairs = stream->readUint32LE();
for (uint32 i = 0; i < numberOfPairs; ++i) {
uint32 key = stream->readUint32LE();
uint32 value = stream->readUint32LE();
// Directly access the state table so we don't trigger Puzzle checks
_globalState[key] = value;
}
}
void ScriptManager::serializeControls(Common::WriteStream *stream) {
// Count how many controls need to save their data
// Because WriteStream isn't seekable
uint32 numberOfControlsNeedingSerialization = 0;
for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
if ((*iter)->needsSerialization()) {
numberOfControlsNeedingSerialization++;
}
}
stream->writeUint32LE(numberOfControlsNeedingSerialization);
for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
(*iter)->serialize(stream);
}
}
void ScriptManager::deserializeControls(Common::SeekableReadStream *stream) {
uint32 numberOfControls = stream->readUint32LE();
for (uint32 i = 0; i < numberOfControls; ++i) {
uint32 key = stream->readUint32LE();
for (ControlList::iterator iter = _activeControls.begin(); iter != _activeControls.end(); ++iter) {
if ((*iter)->getKey() == key) {
(*iter)->deserialize(stream);
break;
}
}
}
}
Location ScriptManager::getCurrentLocation() const {
Location location = _currentLocation;
location.offset = _engine->getRenderManager()->getCurrentBackgroundOffset();
return location;
}
} // End of namespace ZVision