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engines/mutationofjb/commands/ifcommand.cpp
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108
engines/mutationofjb/commands/ifcommand.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "mutationofjb/commands/ifcommand.h"
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#include "mutationofjb/gamedata.h"
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#include "mutationofjb/script.h"
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#include "common/str.h"
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/** @file
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* "IF" <tag> <sceneId> <objectId> <value> ["!"]
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*
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* IF command compares the value of the WX pseudo-register of the object in the specified scene.
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* If the values match, execution continues to the next line.
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* Otherwise execution continues after first "#ELSE" or "=ELSE" with the same <tag>.
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* The logic can be reversed with exclamation mark at the end.
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*
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* <tag> is always 1 character long, <sceneId> and <objectId> 2 characters long.
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*
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* Please note that this does not work like you are used to from saner languages.
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* IF does not have any blocks. It only searches for first #ELSE, so you can have stuff like:
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* IF something
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* IF something else
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* #ELSE
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* ...
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* This is effectively logical AND.
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*/
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namespace MutationOfJB {
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bool IfCommandParser::parse(const Common::String &line, ScriptParseContext &, Command *&command) {
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// IFtss oo val!
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// <t> 1B Tag.
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// <ss> 2B Scene.
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// <oo> 2B Object ID.
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// <val> VL Value.
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// ! 1B Negation (optional).
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if (line.size() < 10) {
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return false;
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}
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if (!line.hasPrefix("IF")) {
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return false;
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}
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const char *const cstr = line.c_str();
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const char tag = cstr[2] == ' ' ? 0 : cstr[2];
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const uint8 sceneId = atoi(cstr + 3);
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const uint8 objectId = atoi(cstr + 6);
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const uint8 value = atoi(cstr + 9);
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const bool negative = (line.lastChar() == '!');
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_tags.push(tag);
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command = new IfCommand(sceneId, objectId, value, negative);
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return true;
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}
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IfCommand::IfCommand(uint8 sceneId, uint8 objectId, uint16 value, bool negative) :
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_sceneId(sceneId),
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_objectId(objectId),
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_value(value),
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_negative(negative) {}
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Command::ExecuteResult IfCommand::execute(ScriptExecutionContext &scriptExecCtx) {
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Scene *const scene = scriptExecCtx.getGameData().getScene(_sceneId);
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if (!scene) {
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return Finished;
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}
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Object *const object = scene->getObject(_objectId, true);
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if (!object) {
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return Finished;
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}
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_cachedResult = (object->_WX == _value);
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if (_negative) {
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_cachedResult = !_cachedResult;
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}
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return Finished;
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}
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Common::String IfCommand::debugString() const {
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return Common::String::format("IF scene%d.object%d.WX %s %d", _sceneId, _objectId, _negative ? "!=" : "==", _value);
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}
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}
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