scummvm/engines/mutationofjb/commands/setobjectframecommand.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 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 "mutationofjb/commands/setobjectframecommand.h"
#include "mutationofjb/game.h"
#include "mutationofjb/gamedata.h"
#include "mutationofjb/room.h"
#include "mutationofjb/script.h"
/** @file
* "SETANIM " <objectId> " " <frame>
*
* Draws the frame for the specified object without changing the object's current frame.
* If the object is active, it is deactivated.
*/
namespace MutationOfJB {
bool SetObjectFrameCommandParser::parse(const Common::String &line, ScriptParseContext &parseCtx, Command *&command) {
if (line.size() < 13 || !line.hasPrefix("SETANIM "))
return false;
const uint8 objectId = (uint8) atoi(line.c_str() + 8);
const unsigned int frame = atoi(line.c_str() + 11);
command = new SetObjectFrameCommand(objectId, frame);
return true;
}
Command::ExecuteResult SetObjectFrameCommand::execute(ScriptExecutionContext &scriptExecCtx) {
Object *const object = scriptExecCtx.getGameData().getCurrentScene()->getObject(_objectId);
object->_active = 0;
// The object's current frame is not changed, so use frame override instead.
scriptExecCtx.getGame().getRoom().drawObject(_objectId, _frame);
return Finished;
}
Common::String SetObjectFrameCommand::debugString() const {
return Common::String::format("SETOBJECTFRAME %u %u", (unsigned int) _objectId, (unsigned int) _frame);
}
}