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