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+/* 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