scummvm/engines/mutationofjb/commands/ifitemcommand.cpp

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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 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 <http://www.gnu.org/licenses/>.
*
*/
#include "mutationofjb/commands/ifitemcommand.h"
2018-03-20 18:58:45 +01:00
#include "mutationofjb/gamedata.h"
#include "mutationofjb/script.h"
#include "mutationofjb/util.h"
#include "common/str.h"
/** @file
* "IFITEM " <item> [ "!" ]
*
* IFITEM command tests whether an item is in the inventory.
* If it is, execution continues to the next line.
* Otherwise execution continues after first "#ELSE" or "=ELSE".
* The logic can be reversed with exclamation mark at the end.
*
* Please note that this does not work like you are used to from saner languages.
* IFITEM does not have any blocks. It only searches for first #ELSE, so you can have stuff like:
* IFITEM item1
* IFITEM item2
* #ELSE
* ...
* This is effectively logical AND.
*/
namespace MutationOfJB {
bool IfItemCommandParser::parse(const Common::String &line, ScriptParseContext &parseContext, Command *&command) {
if (line.size() < 8) {
return false;
}
if (!line.hasPrefix("IFITEM")) {
return false;
}
const bool negative = (line.lastChar() == '!');
Common::String item(line.c_str() + 7);
if (negative) {
item.deleteLastChar(); // Remove '!'.
}
_tags.push(0);
command = new IfItemCommand(item, negative);
return true;
}
IfItemCommand::IfItemCommand(const Common::String &item, bool negative) :
_item(item),
_negative(negative) {}
Command::ExecuteResult IfItemCommand::execute(ScriptExecutionContext &scriptExecCtx) {
_cachedResult = scriptExecCtx.getGameData()._inventory.hasItem(_item);
if (_negative) {
_cachedResult = !_cachedResult;
}
return Finished;
}
Common::String IfItemCommand::debugString() const {
return Common::String::format("IFITEM %s%s", _negative ? "NOT " : "", _item.c_str());
}
}