Implement dummy SPECIALSHOW command (skip puzzle). Fix NEWROOM command parsing. Fix use action on inventory items. Fix interaction with certain doors.
84 lines
2.9 KiB
C++
84 lines
2.9 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "mutationofjb/commands/newroomcommand.h"
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#include "mutationofjb/script.h"
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#include "mutationofjb/game.h"
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#include "mutationofjb/gamedata.h"
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#include "common/str.h"
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/** @file
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* "NEWROOM " <sceneId> " " <x> " " <y> [ " " <frame> ]
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*
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* NEWROOM changes the current scene. While doing that, it also executes STARTUP section for the new room.
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* However, after that, the execution goes back to the old script to finish commands after NEWROOM.
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*
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* All parameters are supposed to be 3 characters long.
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* SceneId is the scene to load, x and y are the player's new position and frame is the player's new frame (orientation).
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*/
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namespace MutationOfJB {
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bool NewRoomCommandParser::parse(const Common::String &line, ScriptParseContext &, Command *&command) {
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if (line.size() < 19 || !line.hasPrefix("NEWROOM")) {
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return false;
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}
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const uint8 sceneId = atoi(line.c_str() + 8);
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const uint16 x = atoi(line.c_str() + 12);
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const uint16 y = atoi(line.c_str() + 16);
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uint8 frame = 0;
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if (line.size() >= 21)
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frame = atoi(line.c_str() + 20);
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command = new NewRoomCommand(sceneId, x, y, frame);
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return true;
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}
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NewRoomCommand::NewRoomCommand(uint8 sceneId, uint16 x, uint16 y, uint8 frame) : _sceneId(sceneId), _x(x), _y(y), _frame(frame), _innerExecCtx(nullptr) {}
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Command::ExecuteResult NewRoomCommand::execute(ScriptExecutionContext &scriptExecCtx) {
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Game &game = scriptExecCtx.getGame();
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// Execute new startup section.
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ExecuteResult res;
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if (!_innerExecCtx) {
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Script *newScript = game.changeSceneDelayScript(_sceneId, game.getGameData()._partB);
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_innerExecCtx = new ScriptExecutionContext(scriptExecCtx.getGame(), newScript);
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res = _innerExecCtx->startStartupSection();
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} else {
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res = _innerExecCtx->runActiveCommand();
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}
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if (res == Finished) {
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delete _innerExecCtx;
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_innerExecCtx = nullptr;
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}
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return res;
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}
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Common::String NewRoomCommand::debugString() const {
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return Common::String::format("NEWROOM %u %u %u %u", (unsigned int) _sceneId, (unsigned int) _x, (unsigned int) _y, (unsigned int) _frame);
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}
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}
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