scummvm/engines/mutationofjb/commands/ifcommand.cpp

96 lines
2.6 KiB
C++

/* 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/ifcommand.h"
#include "mutationofjb/game.h"
#include "mutationofjb/script.h"
#include "common/str.h"
#include "common/translation.h"
namespace MutationOfJB {
bool IfCommandParser::parse(const Common::String &line, ScriptParseContext &parseContext, Command *&command) {
// IFtss oo val!
// <t> 1B Tag.
// <ss> 2B Scene.
// <oo> 2B Object ID.
// <val> VL Value.
// ! 1B Negation (optional).
if (line.size() < 10) {
return false;
}
if (strncmp(line.c_str(), "IF", 2) != 0) {
return false;
}
const char *const cstr = line.c_str();
const char tag = cstr[2];
const uint8 sceneId = atoi(cstr + 3);
const uint8 objectId = atoi(cstr + 6);
const uint8 value = atoi(cstr + 9);
const bool negative = (line.lastChar() == '!');
IfCommand *ifCommand = new IfCommand(sceneId, objectId, value, negative);
command = ifCommand;
parseContext.addConditionalCommand(ifCommand, tag);
return true;
}
void IfCommandParser::transition(ScriptParseContext &, Command *oldCommand, Command *newCommand) {
if (!oldCommand || !newCommand) {
warning(_("Unexpected empty command in transition"));
return;
}
static_cast<IfCommand *>(oldCommand)->setTrueCommand(newCommand);
}
IfCommand::IfCommand(uint8 sceneId, uint8 objectId, uint16 value, bool negative) :
_sceneId(sceneId),
_objectId(objectId),
_value(value),
_negative(negative)
{}
Command::ExecuteResult IfCommand::execute(GameData &gameData) {
Scene* const scene = gameData.getScene(_sceneId);
if (!scene) {
return Finished;
}
Object* const object = scene->getObject(_objectId);
if (!object) {
return Finished;
}
_cachedResult = (object->_WX == _value);
if (_negative) {
_cachedResult = !_cachedResult;
}
return Finished;
}
}