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