/* 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 "common/scummsys.h" #include "zvision/actions.h" #include "zvision/zvision.h" #include "zvision/script_manager.h" #include "zvision/action_node.h" namespace ZVision { ////////////////////////////////////////////////////////////////////////////// // ActionAdd ////////////////////////////////////////////////////////////////////////////// ActionAdd::ActionAdd(Common::String *line) { sscanf(line->c_str(), ":add(%u,%hhu)", &_key, &_value); } bool ActionAdd::execute(ZVision *engine) { engine->getScriptManager()->addToStateValue(_key, _value); return true; } ////////////////////////////////////////////////////////////////////////////// // ActionAssign ////////////////////////////////////////////////////////////////////////////// ActionAssign::ActionAssign(Common::String *line) { sscanf(line->c_str(), ":assign(%u, %hhu)", &_key, &_value); } bool ActionAssign::execute(ZVision *engine) { engine->getScriptManager()->setStateValue(_key, _value); return true; } ////////////////////////////////////////////////////////////////////////////// // ActionAttenuate ////////////////////////////////////////////////////////////////////////////// ActionAttenuate::ActionAttenuate(Common::String *line) { sscanf(line->c_str(), ":assign(%u, %hd)", &_key, &_attenuation); } bool ActionAttenuate::execute(ZVision *engine) { // TODO: Implement return true; } ////////////////////////////////////////////////////////////////////////////// // ActionChangeLocation ////////////////////////////////////////////////////////////////////////////// ActionChangeLocation::ActionChangeLocation(Common::String *line) { sscanf(line->c_str(), ":change_location(%c,%c,%2c,%hu)", &_world, &_room, &_nodeview, &_x); } bool ActionChangeLocation::execute(ZVision *engine) { // TODO: Implement return true; } ////////////////////////////////////////////////////////////////////////////// // ActionCrossfade ////////////////////////////////////////////////////////////////////////////// ActionCrossfade::ActionCrossfade(Common::String *line) { sscanf(line->c_str(), ":crossfade(%u %u %hhu %hhu %hhu %hhu %hu)", &_keyOne, &_keyTwo, &_oneStartVolume, &_twoStartVolume, &_oneEndVolume, &_twoEndVolume, &_timeInMillis); } bool ActionCrossfade::execute(ZVision *engine) { // TODO: Implement return true; } ////////////////////////////////////////////////////////////////////////////// // ActionPreloadAnimation ////////////////////////////////////////////////////////////////////////////// ActionPreloadAnimation::ActionPreloadAnimation(Common::String *line) { // The two %*hhu are always 0 and dont seem to have a use sscanf(line->c_str(), ":animpreload:%u(%s %*hhu %*hhu %u %hhu)", &_key, &_fileName, &_mask, &_framerate); } bool ActionPreloadAnimation::execute(ZVision *engine) { // TODO: Implement return true; } ////////////////////////////////////////////////////////////////////////////// // ActionPlayAnimation ////////////////////////////////////////////////////////////////////////////// ActionPlayAnimation::ActionPlayAnimation(Common::String *line) { // The two %*hhu are always 0 and dont seem to have a use sscanf(line->c_str(), ":animplay:%u(%s %u %u %u %u %u %u %hhu %*hhu %*hhu %u %hhu)", &_key, &_x, &_y, &_width, &_height, &_start, &_end, &_loop, &_mask, &_framerate); } bool ActionPlayAnimation::execute(ZVision *engine) { // TODO: Implement return true; } ////////////////////////////////////////////////////////////////////////////// // ActionRandom ////////////////////////////////////////////////////////////////////////////// ActionRandom::ActionRandom(Common::String *line) { sscanf(line->c_str(), ":random:%u, %u)", &_key, &_max); } bool ActionRandom::execute(ZVision *engine) { uint32 randNumber = engine->getRandomSource()->getRandomNumber(_max); engine->getScriptManager()->setStateValue(_key, randNumber); return true; } ////////////////////////////////////////////////////////////////////////////// // ActionTimer ////////////////////////////////////////////////////////////////////////////// ActionTimer::ActionTimer(Common::String *line) { sscanf(line->c_str(), ":timer:%u(%hu)", &_key, &_time); } bool ActionTimer::execute(ZVision *engine) { engine->getScriptManager()->addActionNode(new NodeTimer(_key, _time)); return true; } } // End of namespace ZVision