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engines/mutationofjb/commands/ifitemcommand.cpp
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86
engines/mutationofjb/commands/ifitemcommand.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/ifitemcommand.h"
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#include "mutationofjb/gamedata.h"
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#include "mutationofjb/script.h"
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#include "mutationofjb/util.h"
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#include "common/str.h"
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/** @file
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* "IFITEM " <item> [ "!" ]
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*
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* IFITEM command tests whether an item is in the inventory.
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* If it is, execution continues to the next line.
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* Otherwise execution continues after first "#ELSE" or "=ELSE".
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* The logic can be reversed with exclamation mark at the end.
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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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* IFITEM does not have any blocks. It only searches for first #ELSE, so you can have stuff like:
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* IFITEM item1
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* IFITEM item2
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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 IfItemCommandParser::parse(const Common::String &line, ScriptParseContext &parseContext, Command *&command) {
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if (line.size() < 8) {
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return false;
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}
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if (!line.hasPrefix("IFITEM")) {
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return false;
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}
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const bool negative = (line.lastChar() == '!');
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Common::String item(line.c_str() + 7);
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if (negative) {
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item.deleteLastChar(); // Remove '!'.
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}
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_tags.push(0);
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command = new IfItemCommand(item, negative);
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return true;
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}
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IfItemCommand::IfItemCommand(const Common::String &item, bool negative) :
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_item(item),
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_negative(negative) {}
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Command::ExecuteResult IfItemCommand::execute(ScriptExecutionContext &scriptExecCtx) {
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_cachedResult = scriptExecCtx.getGameData()._inventory.hasItem(_item);
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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 IfItemCommand::debugString() const {
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return Common::String::format("IFITEM %s%s", _negative ? "NOT " : "", _item.c_str());
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}
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}
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