scummvm/engines/dgds/scene_condition.cpp
Matthew Duggan 14e119bb78 DGDS: Misc fixes for Willy Beamish
* Play sample should be one-shot (don't replay every frame)
* TTM op 0020 should save to background differently (fixes double-drawing)
* Disabled areas still change mouse cursor and hold clicks until enabled,
  properly fixes eg exiting detention at the start
* Fix the way "used" sequences are calculated so Willy can enter his house,
  removing the previous hack
* Refactor scene condition check to separate file
* Small const correctness improvements
2024-12-30 20:04:15 +11:00

129 lines
4.1 KiB
C++

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "dgds/scene_condition.h"
#include "dgds/dgds.h"
#include "dgds/ads.h"
#include "dgds/scene.h"
namespace Dgds {
Common::String _sceneConditionStr(SceneCondition cflag) {
Common::String ret;
if (cflag & kSceneCondOr)
return "or";
if (cflag & kSceneCondSceneState)
ret += "state|";
if (cflag & kSceneCondNeedItemSceneNum)
ret += "itemsnum|";
if (cflag & kSceneCondNeedItemQuality)
ret += "quality|";
if ((cflag & (kSceneCondSceneState | kSceneCondNeedItemSceneNum | kSceneCondNeedItemQuality)) == 0)
ret += "global|";
cflag = static_cast<SceneCondition>(cflag & ~(kSceneCondSceneState | kSceneCondNeedItemSceneNum | kSceneCondNeedItemQuality));
if (cflag == kSceneCondNone)
ret += "nocond";
if (cflag & kSceneCondLessThan)
ret += "less";
if (cflag & kSceneCondEqual)
ret += "equal";
if (cflag & kSceneCondNegate)
ret += "-not";
if (cflag & kSceneCondAbsVal)
ret += "(abs)";
return ret;
}
/*static*/
bool SceneConditions::check(const Common::Array<SceneConditions> &conds) {
DgdsEngine *engine = DgdsEngine::getInstance();
uint cnum = 0;
while (cnum < conds.size()) {
const SceneConditions &c = conds[cnum];
int16 refval = c.getVal();
int16 checkval = -1;
SceneCondition cflag = c.getCond();
// Hit an "or" here means the last result was true.
if (cflag & kSceneCondOr)
return true;
if (cflag & kSceneCondSceneState) {
refval = 1;
checkval = engine->adsInterpreter()->getStateForSceneOp(c.getNum());
SceneCondition equalOrNegate = static_cast<SceneCondition>(cflag & (kSceneCondEqual | kSceneCondNegate));
if (equalOrNegate != kSceneCondEqual && equalOrNegate != kSceneCondNegate)
refval = 0;
cflag = kSceneCondEqual;
} else if (cflag & kSceneCondNeedItemQuality || cflag & kSceneCondNeedItemSceneNum) {
const Common::Array<GameItem> &items = engine->getGDSScene()->getGameItems();
for (const auto &item : items) {
if (item._num == c.getNum()) {
if (cflag & kSceneCondNeedItemSceneNum)
checkval = item._inSceneNum;
else // cflag & kSceneCondNeedItemQuality
checkval = item._quality;
break;
}
}
} else {
checkval = engine->getGDSScene()->getGlobal(c.getNum());
if (!(cflag & kSceneCondAbsVal))
refval = engine->getGDSScene()->getGlobal((uint16)refval);
}
bool result = false;
cflag = static_cast<SceneCondition>(cflag & ~(kSceneCondSceneState | kSceneCondNeedItemSceneNum | kSceneCondNeedItemQuality));
if (cflag == kSceneCondNone)
cflag = static_cast<SceneCondition>(kSceneCondEqual | kSceneCondNegate);
if ((cflag & kSceneCondLessThan) && checkval < refval)
result = true;
if ((cflag & kSceneCondEqual) && checkval == refval)
result = true;
if (cflag & kSceneCondNegate)
result = !result;
debug(11, "Cond: %s -> %s", c.dump("").c_str(), result ? "true": "false");
if (!result) {
// Skip just past the next or, or to the end.
while (cnum < conds.size() && !(conds[cnum].getCond() & kSceneCondOr))
cnum++;
if (cnum >= conds.size())
return false;
}
cnum++;
}
return true;
}
Common::String SceneConditions::dump(const Common::String &indent) const {
return Common::String::format("%sSceneCondition<flg 0x%02x(%s) num %d val %d>", indent.c_str(),
_flags, _sceneConditionStr(_flags).c_str(), _num, _val);
}
} // end namespace Dgds