/* 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/ifitemcommand.h" #include "mutationofjb/gamedata.h" #include "mutationofjb/script.h" #include "mutationofjb/util.h" #include "common/str.h" /** @file * "IFITEM " [ "!" ] * * IFITEM command tests whether an item is in the inventory. * If it is, execution continues to the next line. * Otherwise execution continues after first "#ELSE" or "=ELSE". * The logic can be reversed with exclamation mark at the end. * * Please note that this does not work like you are used to from saner languages. * IFITEM does not have any blocks. It only searches for first #ELSE, so you can have stuff like: * IFITEM item1 * IFITEM item2 * #ELSE * ... * This is effectively logical AND. */ namespace MutationOfJB { bool IfItemCommandParser::parse(const Common::String &line, ScriptParseContext &parseContext, Command *&command) { if (line.size() < 8) { return false; } if (!line.hasPrefix("IFITEM")) { return false; } const bool negative = (line.lastChar() == '!'); Common::String item(line.c_str() + 7); if (negative) { item.deleteLastChar(); // Remove '!'. } _lastTag = 0; command = new IfItemCommand(item, negative); return true; } IfItemCommand::IfItemCommand(const Common::String &item, bool negative) : _item(item), _negative(negative) {} Command::ExecuteResult IfItemCommand::execute(ScriptExecutionContext &scriptExecCtx) { _cachedResult = scriptExecCtx.getGameData()._inventory.hasItem(_item); if (_negative) { _cachedResult = !_cachedResult; } return Finished; } Common::String IfItemCommand::debugString() const { return Common::String::format("IFITEM %s%s", _negative ? "NOT " : "", _item.c_str()); } }