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Diffstat (limited to 'engines/bbvs/logic.cpp')
-rw-r--r-- | engines/bbvs/logic.cpp | 265 |
1 files changed, 265 insertions, 0 deletions
diff --git a/engines/bbvs/logic.cpp b/engines/bbvs/logic.cpp new file mode 100644 index 0000000000..06792e2df1 --- /dev/null +++ b/engines/bbvs/logic.cpp @@ -0,0 +1,265 @@ +/* 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 "bbvs/bbvs.h" +#include "bbvs/gamemodule.h" + +namespace Bbvs { + +bool BbvsEngine::evalCondition(Conditions &conditions) { + bool result = true; + for (int i = 0; i < 8 && result; ++i) { + const Condition &condition = conditions.conditions[i]; + switch (condition.cond) { + case kCondSceneObjectVerb: + result = _activeItemType == KITSceneObject && + condition.value1 == _currVerbNum && + condition.value2 == _activeItemIndex; + break; + case kCondBgObjectVerb: + result = _activeItemType == kITBgObject && + condition.value1 == _currVerbNum && + condition.value2 == _activeItemIndex; + break; + case kCondSceneObjectInventory: + result = _activeItemType == KITSceneObject && + _currVerbNum == kVerbInvItem && + condition.value1 == _currInventoryItem && + condition.value2 == _activeItemIndex; + break; + case kCondBgObjectInventory: + result = _activeItemType == kITBgObject && + _currVerbNum == kVerbInvItem && + condition.value1 == _currInventoryItem && + condition.value2 == _activeItemIndex; + break; + case kCondHasInventoryItem: + result = _inventoryItemStatus[condition.value1] != 0; + break; + case kCondHasNotInventoryItem: + result = _inventoryItemStatus[condition.value1] == 0; + break; + case kCondIsGameVar: + result = _gameVars[condition.value2] != 0; + break; + case kCondIsNotGameVar: + result = _gameVars[condition.value2] == 0; + break; + case kCondIsPrevSceneNum: + result = condition.value2 == _prevSceneNum; + break; + case kCondIsCurrTalkObject: + result = condition.value2 == _currTalkObjectIndex; + break; + case kCondIsDialogItem: + result = _activeItemType == kITDialog && + condition.value1 == _activeItemIndex; + break; + case kCondIsCameraNum: + result = condition.value1 == _currCameraNum; + break; + case kCondIsNotPrevSceneNum: + result = condition.value2 != _prevSceneNum; + break; + case kCondIsButtheadAtBgObject: + result = _buttheadObject && + _gameModule->getBgObject(condition.value2)->rect.contains(_buttheadObject->x >> 16, _buttheadObject->y >> 16); + break; + case kCondIsNotSceneVisited: + result = _sceneVisited[_currSceneNum] == 0; + break; + case kCondIsSceneVisited: + result = _sceneVisited[_currSceneNum] != 0; + break; + case kCondUnused: + case kCondDialogItem0: + case kCondIsCameraNumTransition: + result = false; + break; + } + } + return result; +} + +bool BbvsEngine::evalCameraCondition(Conditions &conditions, int value) { + bool result = true; + for (int i = 0; i < 8 && result; ++i) { + const Condition &condition = conditions.conditions[i]; + switch (condition.cond) { + case kCondHasInventoryItem: + result = _inventoryItemStatus[condition.value1] != 0; + break; + case kCondHasNotInventoryItem: + result = _inventoryItemStatus[condition.value1] == 0; + break; + case kCondIsGameVar: + result = _gameVars[condition.value2] != 0; + break; + case kCondIsNotGameVar: + result = _gameVars[condition.value2] == 0; + break; + case kCondIsPrevSceneNum: + result = condition.value2 == _prevSceneNum; + break; + case kCondIsNotPrevSceneNum: + result = condition.value2 != _prevSceneNum; + break; + case kCondIsNotSceneVisited: + result = _sceneVisited[_currSceneNum] == 0; + break; + case kCondIsSceneVisited: + result = _sceneVisited[_currSceneNum] != 0; + break; + case kCondIsCameraNumTransition: + result = condition.value1 == _currCameraNum && + condition.value2 == value; + break; + case kCondUnused: + case kCondSceneObjectVerb: + case kCondBgObjectVerb: + case kCondSceneObjectInventory: + case kCondBgObjectInventory: + case kCondIsCurrTalkObject: + case kCondIsDialogItem: + case kCondIsCameraNum: + case kCondDialogItem0: + case kCondIsButtheadAtBgObject: + result = false; + break; + default: + break; + } + } + return result; +} + +int BbvsEngine::evalDialogCondition(Conditions &conditions) { + int result = -1; + bool success = false; + for (int i = 0; i < 8; ++i) { + const Condition &condition = conditions.conditions[i]; + switch (condition.cond) { + case kCondSceneObjectVerb: + success = _activeItemType == KITSceneObject && + condition.value1 == _currVerbNum && + condition.value2 == _activeItemIndex; + break; + case kCondBgObjectVerb: + success = _activeItemType == kITBgObject && + condition.value1 == _currVerbNum && + condition.value2 == _activeItemIndex; + break; + case kCondSceneObjectInventory: + success = _activeItemType == KITSceneObject && + _currVerbNum == kVerbInvItem && + condition.value1 == _currInventoryItem && + condition.value2 == _activeItemIndex; + break; + case kCondBgObjectInventory: + success = _activeItemType == kITBgObject && + _currVerbNum == kVerbInvItem && + condition.value1 == _currInventoryItem && + condition.value2 == _activeItemIndex; + break; + case kCondHasInventoryItem: + success = _inventoryItemStatus[condition.value1] != 0; + break; + case kCondHasNotInventoryItem: + success = _inventoryItemStatus[condition.value1] == 0; + break; + case kCondIsGameVar: + success = _gameVars[condition.value2] != 0; + break; + case kCondIsNotGameVar: + success = _gameVars[condition.value2] == 0; + break; + case kCondIsPrevSceneNum: + success = condition.value2 == _prevSceneNum; + break; + case kCondIsCurrTalkObject: + success = condition.value2 == _currTalkObjectIndex; + break; + case kCondIsDialogItem: + result = condition.value1; + break; + case kCondIsCameraNum: + success = condition.value1 == _currCameraNum; + break; + case kCondIsNotPrevSceneNum: + success = condition.value2 != _prevSceneNum; + break; + case kCondIsButtheadAtBgObject: + success = _buttheadObject && + _gameModule->getBgObject(condition.value2)->rect.contains(_buttheadObject->x >> 16, _buttheadObject->y >> 16); + break; + case kCondIsNotSceneVisited: + success = _sceneVisited[_currSceneNum] == 0; + break; + case kCondIsSceneVisited: + success = _sceneVisited[_currSceneNum] != 0; + break; + case kCondDialogItem0: + return 0; + case kCondUnused: + case kCondIsCameraNumTransition: + success = false; + break; + } + if (!success) + return -1; + } + return result; +} + +void BbvsEngine::evalActionResults(ActionResults &results) { + for (int i = 0; i < 8; ++i) { + const ActionResult &result = results.actionResults[i]; + switch (result.kind) { + case kActResAddInventoryItem: + _inventoryItemStatus[result.value1] = 1; + _currVerbNum = kVerbInvItem; + _currInventoryItem = result.value1; + break; + case kActResRemoveInventoryItem: + _inventoryItemStatus[result.value1] = 0; + if (result.value1 == _currInventoryItem) + _currInventoryItem = -1; + if (_currVerbNum == kVerbInvItem) + _currVerbNum = kVerbLook; + break; + case kActResSetGameVar: + _gameVars[result.value2] = 1; + break; + case kActResUnsetGameVar: + _gameVars[result.value2] = 0; + break; + case kActResStartDialog: + _gameState = kGSDialog; + break; + case kActResChangeScene: + _newSceneNum = result.value2; + break; + } + } +} + +} // End of namespace Bbvs |