/* 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 3 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, see . * */ #include "common/algorithm.h" #include "common/config-manager.h" #include "common/debug.h" #include "common/hashmap.h" #include "common/scummsys.h" #include "common/stream.h" #include "zvision/zvision.h" #include "zvision/file/save_manager.h" #include "zvision/graphics/render_manager.h" #include "zvision/graphics/cursors/cursor_manager.h" #include "zvision/scripting/actions.h" #include "zvision/scripting/menu.h" #include "zvision/scripting/script_manager.h" #include "zvision/scripting/effects/timer_effect.h" namespace ZVision { ScriptManager::ScriptManager(ZVision *engine) : _engine(engine), _currentlyFocusedControl(0), _activeControls(NULL) { } ScriptManager::~ScriptManager() { cleanScriptScope(_universe); cleanScriptScope(_world); cleanScriptScope(_room); cleanScriptScope(_nodeview); _controlEvents.clear(); } void ScriptManager::initialize(bool restarted) { if (restarted) { _globalState.clear(); _globalStateFlags.clear(); } cleanScriptScope(_universe); cleanScriptScope(_world); cleanScriptScope(_room); cleanScriptScope(_nodeview); _currentLocation.node = 0; _currentLocation.world = 0; _currentLocation.room = 0; _currentLocation.view = 0; if (restarted) { for (auto &fx : _activeSideFx) delete fx; _activeSideFx.clear(); _referenceTable.clear(); switch (_engine->getGameId()) { case GID_GRANDINQUISITOR: // Bypass logo video setStateValue(16966, 1); // Ensure post-logo screen redraw is not inhibited in CD version setStateValue(5813, 1); // Bypass additional logo videos in DVD version setStateValue(19810, 1); setStateValue(19848, 1); break; case GID_NEMESIS: default: break; } } parseScrFile("universe.scr", _universe); changeLocation('g', 'a', 'r', 'y', 0); _controlEvents.clear(); if (restarted) _engine->loadSettings(); } bool ScriptManager::changingLocation() const { return _currentLocation != _nextLocation; } void ScriptManager::process(uint deltaTimeMillis) { // If the location is changing, the script that did that may have // triggered other scripts, so we give them all a few extra cycles to // run. This fixes some missing scoring in ZGI, and quite // possibly other minor glitches as well. // // Another idea would be to change if there are pending scripts // in the exec queues, but that could cause this to hang // indefinitely. for (uint8 pass = 0; pass <= (changingLocation() ? _changeLocationExtraCycles : 0); pass++) { updateNodes(pass == 0 ? deltaTimeMillis : 0); debugC(5, kDebugLoop, "Script nodes updated"); if (!execScope(_nodeview)) break; if (!execScope(_room)) break; if (!execScope(_world)) break; if (!execScope(_universe)) break; } updateControls(deltaTimeMillis); if (changingLocation()) ChangeLocationReal(false); } bool ScriptManager::execScope(ScriptScope &scope) { // Swap queues PuzzleList *tmp = scope.execQueue; scope.execQueue = scope.scopeQueue; scope.scopeQueue = tmp; scope.scopeQueue->clear(); for (auto &puzzle : scope.puzzles) puzzle->addedBySetState = false; switch (getStateValue(StateKey_ExecScopeStyle)) { case 0: // ZGI if (scope.procCount < 2) for (auto &puzzle : scope.puzzles) { if (!checkPuzzleCriteria(puzzle, scope.procCount)) return false; } else for (auto &puzzle : (*scope.execQueue)) { if (!checkPuzzleCriteria(puzzle, scope.procCount)) return false; } break; case 1: // Nemesis default: for (auto &puzzle : scope.puzzles) { if (!checkPuzzleCriteria(puzzle, scope.procCount)) return false; } break; } if (scope.procCount < 2) scope.procCount++; return true; } void ScriptManager::referenceTableAddPuzzle(uint32 key, PuzzleRef ref) { if (_referenceTable.contains(key)) { Common::Array *arr = &_referenceTable[key]; for (uint32 i = 0; i < arr->size(); i++) { if ((*arr)[i].puz == ref.puz) return; } } _referenceTable[key].push_back(ref); } void ScriptManager::addPuzzlesToReferenceTable(ScriptScope &scope) { // Iterate through each local Puzzle for (auto &puzzle : scope.puzzles) { Puzzle *puzzlePtr = puzzle; PuzzleRef ref; ref.scope = &scope; ref.puz = puzzlePtr; referenceTableAddPuzzle(puzzlePtr->key, ref); // Iterate through each CriteriaEntry and add a reference from the criteria key to the Puzzle for (auto &criteria : puzzle->criteriaList) { for (auto &entry : criteria) referenceTableAddPuzzle(entry.key, ref); } } } void ScriptManager::updateNodes(uint deltaTimeMillis) { // If process() returns true, it means the node can be deleted for (auto fx = _activeSideFx.begin(); fx != _activeSideFx.end();) { if ((*fx)->process(deltaTimeMillis)) { delete(*fx); // Remove the node fx = _activeSideFx.erase(fx); } else ++fx; } } void ScriptManager::updateControls(uint deltaTimeMillis) { if (!_activeControls) return; // Process only one event if (!_controlEvents.empty()) { Common::Event _event = _controlEvents.front(); Common::Point imageCoord; switch (_event.type) { case Common::EVENT_LBUTTONDOWN: imageCoord = _engine->getRenderManager()->screenSpaceToImageSpace(_event.mouse); onMouseDown(_event.mouse, imageCoord); break; case Common::EVENT_LBUTTONUP: imageCoord = _engine->getRenderManager()->screenSpaceToImageSpace(_event.mouse); onMouseUp(_event.mouse, imageCoord); break; case Common::EVENT_KEYDOWN: onKeyDown(_event.kbd); break; case Common::EVENT_KEYUP: onKeyUp(_event.kbd); break; default: break; } _controlEvents.pop_front(); } for (auto &control : (*_activeControls)) { if (control->process(deltaTimeMillis)) break; } } bool ScriptManager::checkPuzzleCriteria(Puzzle *puzzle, uint counter) { // Check if the puzzle is already finished // Also check that the puzzle isn't disabled if (getStateValue(puzzle->key) == 1 || (getStateFlag(puzzle->key) & Puzzle::DISABLED)) return true; // Check each Criteria if (counter == 0 && (getStateFlag(puzzle->key) & Puzzle::DO_ME_NOW) == 0) return true; // WORKAROUNDS: switch (_engine->getGameId()) { case GID_NEMESIS: switch (puzzle->key) { case 16418: // WORKAROUND for script bug in Zork Nemesis, room mc30 (Monastery Entry) // Rumble sound effect should cease upon changing location to me10 (Hall of Masks), // but this puzzle erroneously restarted it immediately after. if(changingLocation()) return true; break; default: break; } break; default: break; } bool criteriaMet = false; for (auto &criteria : puzzle->criteriaList) { criteriaMet = false; for (auto &entry : criteria) { // Get the value to compare against int argumentValue; if (entry.argumentIsAKey) argumentValue = getStateValue(entry.argument); else argumentValue = entry.argument; // Do the comparison switch (entry.criteriaOperator) { case Puzzle::EQUAL_TO: criteriaMet = getStateValue(entry.key) == argumentValue; break; case Puzzle::NOT_EQUAL_TO: criteriaMet = getStateValue(entry.key) != argumentValue; break; case Puzzle::GREATER_THAN: criteriaMet = getStateValue(entry.key) > argumentValue; break; case Puzzle::LESS_THAN: criteriaMet = getStateValue(entry.key) < argumentValue; break; default: 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) { debugC(1, kDebugPuzzle, "Puzzle %u criteria passed. Executing its ResultActions", puzzle->key); // Set the puzzle as completed setStateValue(puzzle->key, 1); for (auto &result : puzzle->resultActions) { if (!result->execute()) return false; } } return true; } void ScriptManager::cleanStateTable() { for (auto entry = _globalState.begin(); entry != _globalState.end(); ++entry) { // If the value is equal to zero, we can purge it since getStateValue() // will return zero if _globalState doesn't contain a key if (entry->_value == 0) { // Remove the node _globalState.erase(entry); } } } void ScriptManager::cleanScriptScope(ScriptScope &scope) { scope.privQueueOne.clear(); scope.privQueueTwo.clear(); scope.scopeQueue = &scope.privQueueOne; scope.execQueue = &scope.privQueueTwo; for (auto &puzzle : scope.puzzles) delete(puzzle); scope.puzzles.clear(); for (auto &control : scope.controls) delete(control); scope.controls.clear(); scope.procCount = 0; } int ScriptManager::getStateValue(uint32 key) { if (_globalState.contains(key)) return _globalState[key]; else return 0; } void ScriptManager::queuePuzzles(uint32 key) { if (_referenceTable.contains(key)) { Common::Array *arr = &_referenceTable[key]; for (int32 i = arr->size() - 1; i >= 0; i--) { if (!(*arr)[i].puz->addedBySetState) { (*arr)[i].scope->scopeQueue->push_back((*arr)[i].puz); (*arr)[i].puz->addedBySetState = true; } } } } void ScriptManager::setStateValue(uint32 key, int value) { if (value == 0) _globalState.erase(key); else _globalState[key] = value; queuePuzzles(key); } void ScriptManager::setStateValueSilent(uint32 key, int value) { if (value == 0) _globalState.erase(key); else _globalState[key] = value; } uint ScriptManager::getStateFlag(uint32 key) { if (_globalStateFlags.contains(key)) return _globalStateFlags[key]; else return 0; } void ScriptManager::setStateFlag(uint32 key, uint value) { queuePuzzles(key); _globalStateFlags[key] |= value; } void ScriptManager::setStateFlagSilent(uint32 key, uint value) { if (value == 0) _globalStateFlags.erase(key); else _globalStateFlags[key] = value; } void ScriptManager::unsetStateFlag(uint32 key, uint value) { queuePuzzles(key); if (_globalStateFlags.contains(key)) { _globalStateFlags[key] &= ~value; if (_globalStateFlags[key] == 0) _globalStateFlags.erase(key); } } Control *ScriptManager::getControl(uint32 key) { for (auto &control : (*_activeControls)) { if (control->getKey() == key) return control; } return nullptr; } void ScriptManager::focusControl(uint32 key) { if (!_activeControls) return; if (_currentlyFocusedControl == key) return; for (auto &control : (*_activeControls)) { uint32 controlKey = control->getKey(); if (controlKey == key) control->focus(); else if (controlKey == _currentlyFocusedControl) control->unfocus(); } _currentlyFocusedControl = key; } void ScriptManager::setFocusControlKey(uint32 key) { _currentlyFocusedControl = key; } void ScriptManager::addSideFX(ScriptingEffect *fx) { _activeSideFx.push_back(fx); } ScriptingEffect *ScriptManager::getSideFX(uint32 key) { for (auto &fx : _activeSideFx) { if (fx->getKey() == key) return fx; } return nullptr; } void ScriptManager::deleteSideFx(uint32 key) { for (auto fx = _activeSideFx.begin(); fx != _activeSideFx.end(); ++fx) { if ((*fx)->getKey() == key) { delete(*fx); _activeSideFx.erase(fx); break; } } } void ScriptManager::stopSideFx(uint32 key) { for (auto fx = _activeSideFx.begin(); fx != _activeSideFx.end(); ++fx) { if ((*fx)->getKey() == key) { bool ret = (*fx)->stop(); if (ret) { delete(*fx); _activeSideFx.erase(fx); } break; } } } void ScriptManager::killSideFx(uint32 key) { for (auto fx = _activeSideFx.begin(); fx != _activeSideFx.end(); ++fx) { if ((*fx)->getKey() == key) { (*fx)->kill(); delete(*fx); _activeSideFx.erase(fx); break; } } } void ScriptManager::killSideFxType(ScriptingEffect::ScriptingEffectType type) { for (auto fx = _activeSideFx.begin(); fx != _activeSideFx.end();) { if ((*fx)->getType() & type) { (*fx)->kill(); delete(*fx); fx = _activeSideFx.erase(fx); } else { ++fx; } } } void ScriptManager::onMouseDown(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) { debugC(1, kDebugMouse, "Mouse screen coordinates: %d, %d, background/script coordinates: %d, %d", screenSpacePos.x, screenSpacePos.y, backgroundImageSpacePos.x, backgroundImageSpacePos.y); if (!_activeControls) return; for (auto control = _activeControls->reverse_begin(); control != _activeControls->end(); control--) { if ((*control)->onMouseDown(screenSpacePos, backgroundImageSpacePos)) return; } } void ScriptManager::onMouseUp(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) { if (!_activeControls) return; for (auto control = _activeControls->reverse_begin(); control != _activeControls->end(); control--) { if ((*control)->onMouseUp(screenSpacePos, backgroundImageSpacePos)) return; } } bool ScriptManager::onMouseMove(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) { if (!_activeControls) return false; for (auto control = _activeControls->reverse_begin(); control != _activeControls->end(); control--) { if ((*control)->onMouseMove(screenSpacePos, backgroundImageSpacePos)) return true; } return false; } void ScriptManager::onKeyDown(Common::KeyState keyState) { if (!_activeControls) return; for (auto &control : (*_activeControls)) { if (control->onKeyDown(keyState)) return; } } void ScriptManager::onKeyUp(Common::KeyState keyState) { if (!_activeControls) return; for (auto &control : (*_activeControls)) { if (control->onKeyUp(keyState)) return; } } void ScriptManager::changeLocation(const Location &_newLocation) { changeLocation(_newLocation.world, _newLocation.room, _newLocation.node, _newLocation.view, _newLocation.offset); } void ScriptManager::changeLocation(char world, char room, char node, char view, uint32 offset) { debugC(1, kDebugScript, "\tPreparing to change location"); _nextLocation.world = world; _nextLocation.room = room; _nextLocation.node = node; _nextLocation.view = view; _nextLocation.offset = offset; // If next location is 0000, return to the previous location. if (_nextLocation == "0000") { if (getStateValue(StateKey_World) != 'g' || getStateValue(StateKey_Room) != 'j') { _nextLocation.world = getStateValue(StateKey_LastWorld); _nextLocation.room = getStateValue(StateKey_LastRoom); _nextLocation.node = getStateValue(StateKey_LastNode); _nextLocation.view = getStateValue(StateKey_LastView); _nextLocation.offset = getStateValue(StateKey_LastViewPos); } else { _nextLocation.world = getStateValue(StateKey_Menu_LastWorld); _nextLocation.room = getStateValue(StateKey_Menu_LastRoom); _nextLocation.node = getStateValue(StateKey_Menu_LastNode); _nextLocation.view = getStateValue(StateKey_Menu_LastView); _nextLocation.offset = getStateValue(StateKey_Menu_LastViewPos); } } } void ScriptManager::ChangeLocationReal(bool isLoading) { assert(_nextLocation.world != 0); debugC(1, kDebugScript, "\tChanging location to: World %c, Room %c, Node %c, View %c, Offset %u", _nextLocation.world, _nextLocation.room, _nextLocation.node, _nextLocation.view, _nextLocation.offset); const bool enteringMenu = (_nextLocation.world == 'g' && _nextLocation.room == 'j'); const bool leavingMenu = (_currentLocation.world == 'g' && _currentLocation.room == 'j'); const bool isSaveScreen = (enteringMenu && _nextLocation.node == 's' && _nextLocation.view == 'e'); const bool isRestoreScreen = (enteringMenu && _nextLocation.node == 'r' && _nextLocation.view == 'e'); if (enteringMenu && !ConfMan.getBool("originalsaveload")) { if (isSaveScreen || isRestoreScreen) { // Hook up the ScummVM save/restore dialog bool gameSavedOrLoaded = _engine->getSaveManager()->scummVMSaveLoadDialog(isSaveScreen); if (!gameSavedOrLoaded || isSaveScreen) { // Reload the current room _nextLocation.world = _currentLocation.world; _nextLocation.room = _currentLocation.room; _nextLocation.node = _currentLocation.node; _nextLocation.view = _currentLocation.view; _nextLocation.offset = _currentLocation.offset; return; } else { _currentLocation.world = 'g'; _currentLocation.room = '0'; _currentLocation.node = '0'; _currentLocation.view = '0'; _currentLocation.offset = 0; } } } _engine->setRenderDelay(2); // Necessary to ensure proper redraw in certain locations, in particular the infinite corridor in Zork Grand Inquisitor (room th20) if (!leavingMenu) { if (!isLoading && !enteringMenu) { setStateValue(StateKey_LastWorld, getStateValue(StateKey_World)); setStateValue(StateKey_LastRoom, getStateValue(StateKey_Room)); setStateValue(StateKey_LastNode, getStateValue(StateKey_Node)); setStateValue(StateKey_LastView, getStateValue(StateKey_View)); setStateValue(StateKey_LastViewPos, getStateValue(StateKey_ViewPos)); } else { setStateValue(StateKey_Menu_LastWorld, getStateValue(StateKey_World)); setStateValue(StateKey_Menu_LastRoom, getStateValue(StateKey_Room)); setStateValue(StateKey_Menu_LastNode, getStateValue(StateKey_Node)); setStateValue(StateKey_Menu_LastView, getStateValue(StateKey_View)); setStateValue(StateKey_Menu_LastViewPos, getStateValue(StateKey_ViewPos)); } } if (enteringMenu) { if (isSaveScreen && !leavingMenu) _engine->getSaveManager()->prepareSaveBuffer(); } else if (leavingMenu) _engine->getSaveManager()->flushSaveBuffer(); setStateValue(StateKey_World, _nextLocation.world); setStateValue(StateKey_Room, _nextLocation.room); setStateValue(StateKey_Node, _nextLocation.node); setStateValue(StateKey_View, _nextLocation.view); setStateValue(StateKey_ViewPos, _nextLocation.offset); _referenceTable.clear(); addPuzzlesToReferenceTable(_universe); _engine->getMenuManager()->setEnable(0xFFFF); TransitionLevel level = NONE; Common::Path filePath; if (_nextLocation.world != _currentLocation.world) level = WORLD; else if (_nextLocation.room != _currentLocation.room) level = ROOM; else if (_nextLocation.node != _currentLocation.node) level = NODE; else if (_nextLocation.view != _currentLocation.view) level = VIEW; switch (level) { case WORLD: cleanScriptScope(_world); filePath = Common::Path(Common::String::format("%c.scr", _nextLocation.world)); parseScrFile(filePath, _world); // fall through case ROOM: cleanScriptScope(_room); filePath = Common::Path(Common::String::format("%c%c.scr", _nextLocation.world, _nextLocation.room)); parseScrFile(filePath, _room); // fall through case NODE: case VIEW: cleanScriptScope(_nodeview); filePath = Common::Path(Common::String::format("%c%c%c%c.scr", _nextLocation.world, _nextLocation.room, _nextLocation.node, _nextLocation.view)); parseScrFile(filePath, _nodeview); addPuzzlesToReferenceTable(_world); addPuzzlesToReferenceTable(_room); addPuzzlesToReferenceTable(_nodeview); break; case NONE: default: break; } _activeControls = &_nodeview.controls; // Revert to the idle cursor _engine->getCursorManager()->changeCursor(CursorIndex_Idle); // Change the background position _engine->getRenderManager()->setBackgroundPosition(_nextLocation.offset); if (_currentLocation == "0000") level = WORLD; if (level != NONE) _currentLocation = _nextLocation; switch (level) { case WORLD: execScope(_world); // fall through case ROOM: execScope(_room); // fall through case NODE: case VIEW: execScope(_nodeview); break; case NONE: default: break; } _engine->getRenderManager()->checkBorders(); _engine->onMouseMove(); // Trigger a pseudo mouse movement to change cursor if we enter the new location with it already over a hotspot debugC(1, kDebugScript, "\tLocation change complete"); } void ScriptManager::serialize(Common::WriteStream *stream) { stream->writeUint32BE(MKTAG('Z', 'N', 'S', 'G')); stream->writeUint32LE(4); stream->writeUint32LE(0); stream->writeUint32BE(MKTAG('L', 'O', 'C', ' ')); stream->writeUint32LE(8); stream->writeByte(getStateValue(StateKey_World)); stream->writeByte(getStateValue(StateKey_Room)); stream->writeByte(getStateValue(StateKey_Node)); stream->writeByte(getStateValue(StateKey_View)); stream->writeUint32LE(getStateValue(StateKey_ViewPos)); for (auto &fx : _activeSideFx) fx->serialize(stream); stream->writeUint32BE(MKTAG('F', 'L', 'A', 'G')); int32 slots = _engine->getGameId() == GID_NEMESIS ? 31000 : 21000; // Original games use key values up to 29500 and 19737, respectively // Values 30001~31000 and 20001~21000 are now set aside for auxiliary scripting to add extra directional audio effects. stream->writeUint32LE(slots * 2); for (int32 i = 0; i < slots; i++) stream->writeUint16LE(getStateFlag(i)); stream->writeUint32BE(MKTAG('P', 'U', 'Z', 'Z')); stream->writeUint32LE(slots * 2); for (int32 i = 0; i < slots; i++) stream->writeSint16LE(getStateValue(i)); } void ScriptManager::deserialize(Common::SeekableReadStream *stream) { // Clear out the current table values _globalState.clear(); _globalStateFlags.clear(); cleanScriptScope(_nodeview); cleanScriptScope(_room); cleanScriptScope(_world); _currentLocation.node = 0; _currentLocation.world = 0; _currentLocation.room = 0; _currentLocation.view = 0; for (auto &fx : _activeSideFx) delete fx; _activeSideFx.clear(); _referenceTable.clear(); if (stream->readUint32BE() != MKTAG('Z', 'N', 'S', 'G') || stream->readUint32LE() != 4) { changeLocation('g', 'a', 'r', 'y', 0); return; } stream->seek(4, SEEK_CUR); if (stream->readUint32BE() != MKTAG('L', 'O', 'C', ' ') || stream->readUint32LE() != 8) { changeLocation('g', 'a', 'r', 'y', 0); return; } Location nextLocation; nextLocation.world = stream->readByte(); nextLocation.room = stream->readByte(); nextLocation.node = stream->readByte(); nextLocation.view = stream->readByte(); nextLocation.offset = stream->readUint32LE() & 0x0000FFFF; while (stream->pos() < stream->size()) { uint32 tag = stream->readUint32BE(); uint32 tagSize = stream->readUint32LE(); switch (tag) { case MKTAG('T', 'I', 'M', 'R'): { uint32 key = stream->readUint32LE(); uint32 time = stream->readUint32LE(); if (_engine->getGameId() == GID_GRANDINQUISITOR) time /= 100; else if (_engine->getGameId() == GID_NEMESIS) time /= 1000; addSideFX(new TimerNode(_engine, key, time)); } break; case MKTAG('F', 'L', 'A', 'G'): for (uint32 i = 0; i < tagSize / 2; i++) setStateFlagSilent(i, stream->readUint16LE()); break; case MKTAG('P', 'U', 'Z', 'Z'): for (uint32 i = 0; i < tagSize / 2; i++) setStateValueSilent(i, stream->readUint16LE()); break; default: stream->seek(tagSize, SEEK_CUR); } } _nextLocation = nextLocation; ChangeLocationReal(true); _engine->setRenderDelay(10); setStateValue(StateKey_RestoreFlag, 1); _engine->loadSettings(); } Location ScriptManager::getCurrentLocation() const { Location location = _currentLocation; location.offset = _engine->getRenderManager()->getCurrentBackgroundOffset(); return location; } Location ScriptManager::getLastLocation() { Location location; location.world = getStateValue(StateKey_LastWorld); location.room = getStateValue(StateKey_LastRoom); location.node = getStateValue(StateKey_LastNode); location.view = getStateValue(StateKey_LastView); location.offset = getStateValue(StateKey_LastViewPos); return location; } Location ScriptManager::getLastMenuLocation() { Location location; location.world = getStateValue(StateKey_Menu_LastWorld); location.room = getStateValue(StateKey_Menu_LastRoom); location.node = getStateValue(StateKey_Menu_LastNode); location.view = getStateValue(StateKey_Menu_LastView); location.offset = getStateValue(StateKey_Menu_LastViewPos); return location; } void ScriptManager::addEvent(Common::Event event) { _controlEvents.push_back(event); } void ScriptManager::flushEvent(Common::EventType type) { auto event = _controlEvents.begin(); while (event != _controlEvents.end()) { if ((*event).type == type) event = _controlEvents.erase(event); else event++; } } void ScriptManager::trimCommentsAndWhiteSpace(Common::String *string) const { for (int i = string->size() - 1; i >= 0; i--) { if ((*string)[i] == '#') string->erase(i); } string->trim(); } ValueSlot::ValueSlot(ScriptManager *scriptManager, const char *slotValue): _scriptManager(scriptManager) { _value = 0; _slot = false; const char *isSlot = strstr(slotValue, "["); if (isSlot) { _slot = true; _value = atoi(isSlot + 1); } else { _slot = false; _value = atoi(slotValue); } } int16 ValueSlot::getValue() { if (_slot) { if (_value >= 0) return _scriptManager->getStateValue(_value); else return 0; } else return _value; } } // End of namespace ZVision