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// -*- Mode: C++; tab-width:2; indent-tabs-mode: nil; c-basic-offset: 2 -*-
// vi:tw=80:et:ts=2:sts=2
//
// -----------------------------------------------------------------------
//
// This file is part of RLVM, a RealLive virtual machine clone.
//
// -----------------------------------------------------------------------
//
// Copyright (C) 2008 Elliot Glaysher
//
// 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, write to the Free Software
// Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA.
// -----------------------------------------------------------------------
#include "script_machine/script_machine.h"
#include <iostream>
#include <map>
#include <string>
#include <typeinfo>
#include <utility>
#include <vector>
#include "libreallive/intmemref.h"
#include "long_operations/button_object_select_long_operation.h"
#include "long_operations/select_long_operation.h"
#include "machine/serialization.h"
#include "script_machine/script_world.h"
using namespace std;
using libreallive::IntMemRef;
// -----------------------------------------------------------------------
// ScriptMachine
// -----------------------------------------------------------------------
ScriptMachine::ScriptMachine(ScriptWorld& world,
System& in_system,
libreallive::Archive& in_archive)
: RLMachine(in_system, in_archive),
world_(world),
current_decision_(0),
save_on_decision_slot_(-1),
increment_on_save_(false) {}
ScriptMachine::~ScriptMachine() {}
void ScriptMachine::SetDecisionList(const std::vector<std::string>& decisions) {
decisions_ = decisions;
current_decision_ = 0;
}
void ScriptMachine::PushLongOperation(LongOperation* long_operation) {
// Intercept various LongOperations and modify them.
if (SelectLongOperation* sel =
dynamic_cast<SelectLongOperation*>(long_operation)) {
// Try our optional, script provided matching behaviour.
std::string choice = world_.MakeDecision(sel->GetOptions());
bool optionFound = false;
if (choice != "") {
optionFound = sel->SelectByText(choice);
if (!optionFound) {
cerr << "WTF? Script decision handler returned invalid choice" << endl;
} else {
cerr << "Selected '" << choice << "' (Chosen by decision handler)"
<< endl;
}
}
// Try our normal matching behaviour.
if (!optionFound) {
int offset = 0;
for (; offset < 4; ++offset) {
if (current_decision_ + offset >= decisions_.size()) {
cerr << "WARNING! Ran out of options on decision list." << endl;
break;
}
std::string to_select = decisions_.at(current_decision_ + offset);
optionFound = sel->SelectByText(to_select);
if (optionFound) {
cerr << "Selected '" << to_select << "'";
if (offset > 0)
cerr << "(Skipped " << offset << " selections)";
cerr << endl;
if (save_on_decision_slot_ != -1) {
cerr << "(Automatically saving to slot " << save_on_decision_slot_
<< ")" << endl;
Serialization::saveGameForSlot(*this, save_on_decision_slot_);
if (increment_on_save_) {
save_on_decision_slot_++;
if (save_on_decision_slot_ > 98) {
cerr << "Warning: Overflowing save count." << endl;
save_on_decision_slot_ = 0;
}
}
}
break;
}
}
if (!optionFound) {
cerr << "WARNING! Couldn't call option " << current_decision_
<< ". Options are: " << endl;
for (const std::string& option : sel->GetOptions())
cerr << "- \"" << option << "\"" << endl;
current_decision_++;
} else {
current_decision_ += offset + 1;
}
}
} else if (ButtonObjectSelectLongOperation* sel =
dynamic_cast<ButtonObjectSelectLongOperation*>(
long_operation)) {
// We don't deal with these yet. Return 1 for the first option every time,
// which corresponds with selecting "NO" for battle missions.
set_store_register(1);
delete sel;
return;
}
RLMachine::PushLongOperation(long_operation);
}
int ScriptMachine::GetInt(const std::string& bank, int position) {
char bchar = bank[0];
return GetIntValue(IntMemRef(bchar, position));
}
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