MUTATIONOFJB: Add support for IFITEM command and fix parsing conditional commands that are right after #ELSE.

This commit is contained in:
Ľubomír Remák 2018-03-11 00:46:44 +01:00 committed by Eugene Sandulenko
parent fa9c8be129
commit ae979a8310
11 changed files with 181 additions and 21 deletions

View file

@ -0,0 +1,90 @@
/* 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/ifitemcommand.h"
#include "mutationofjb/game.h"
#include "mutationofjb/script.h"
#include "mutationofjb/util.h"
#include "common/str.h"
#include "common/translation.h"
/*
"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 '!'.
}
_lastTag = 0;
command = new IfItemCommand(item, negative);
return true;
}
IfItemCommand::IfItemCommand(const Common::String &item, bool negative) :
_item(item),
_negative(negative)
{}
Command::ExecuteResult IfItemCommand::execute(GameData &gameData) {
_cachedResult = gameData._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());
}
}