/* 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/gamedata.h" #include "mutationofjb/script.h" #include "common/str.h" /** @file * "IF" ["!"] * * IF command compares the value of the WX pseudo-register of the object in the specified scene. * If the values match, execution continues to the next line. * Otherwise execution continues after first "#ELSE" or "=ELSE" with the same . * The logic can be reversed with exclamation mark at the end. * * is always 1 character long, and 2 characters long. * * Please note that this does not work like you are used to from saner languages. * IF does not have any blocks. It only searches for first #ELSE, so you can have stuff like: * IF something * IF something else * #ELSE * ... * This is effectively logical AND. */ namespace MutationOfJB { bool IfCommandParser::parse(const Common::String &line, ScriptParseContext &, Command *&command) { // IFtss oo val! // 1B Tag. // 2B Scene. // 2B Object ID. // VL Value. // ! 1B Negation (optional). if (line.size() < 10) { return false; } if (!line.hasPrefix("IF")) { return false; } const char *const cstr = line.c_str(); const char tag = cstr[2] == ' ' ? 0 : 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() == '!'); _lastTag = tag; command = new IfCommand(sceneId, objectId, value, negative); return true; } IfCommand::IfCommand(uint8 sceneId, uint8 objectId, uint16 value, bool negative) : _sceneId(sceneId), _objectId(objectId), _value(value), _negative(negative) {} Command::ExecuteResult IfCommand::execute(ScriptExecutionContext &scriptExecCtx) { Scene *const scene = scriptExecCtx.getGameData().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; } Common::String IfCommand::debugString() const { return Common::String::format("IF scene%d.object%d.WX %s %d", _sceneId, _objectId, _negative ? "!=" : "==", _value); } }