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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 "mutationofjb/commands/newroomcommand.h"
#include "mutationofjb/script.h"
#include "mutationofjb/game.h"
#include "mutationofjb/gamedata.h"
#include "common/str.h"
/** @file
* "NEWROOM " <sceneId> " " <x> " " <y> [ " " <frame> ]
*
* NEWROOM changes the current scene. While doing that, it also executes STARTUP section for the new room.
* However, after that, the execution goes back to the old script to finish commands after NEWROOM.
*
* All parameters are supposed to be 3 characters long.
* SceneId is the scene to load, x and y are the player's new position and frame is the player's new frame (orientation).
*/
namespace MutationOfJB {
bool NewRoomCommandParser::parse(const Common::String &line, ScriptParseContext &, Command *&command) {
if (line.size() < 19 || !line.hasPrefix("NEWROOM")) {
return false;
}
const uint8 sceneId = atoi(line.c_str() + 8);
const uint16 x = atoi(line.c_str() + 12);
const uint16 y = atoi(line.c_str() + 16);
uint8 frame = 0;
if (line.size() >= 21)
frame = atoi(line.c_str() + 20);
command = new NewRoomCommand(sceneId, x, y, frame);
return true;
}
NewRoomCommand::NewRoomCommand(uint8 sceneId, uint16 x, uint16 y, uint8 frame) : _sceneId(sceneId), _x(x), _y(y), _frame(frame), _innerExecCtx(nullptr) {}
Command::ExecuteResult NewRoomCommand::execute(ScriptExecutionContext &scriptExecCtx) {
Game &game = scriptExecCtx.getGame();
// Execute new startup section.
ExecuteResult res;
if (!_innerExecCtx) {
Script *newScript = game.changeSceneDelayScript(_sceneId, game.getGameData()._partB);
_innerExecCtx = new ScriptExecutionContext(scriptExecCtx.getGame(), newScript);
res = _innerExecCtx->startStartupSection();
} else {
res = _innerExecCtx->runActiveCommand();
}
if (res == Finished) {
delete _innerExecCtx;
_innerExecCtx = nullptr;
}
return res;
}
Common::String NewRoomCommand::debugString() const {
return Common::String::format("NEWROOM %u %u %u %u", (unsigned int) _sceneId, (unsigned int) _x, (unsigned int) _y, (unsigned int) _frame);
}
}
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