scummvm/engines/glk/alan3/location.cpp

133 lines
3.6 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 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 "glk/alan3/location.h"
#include "glk/alan3/instance.h"
#include "glk/alan3/options.h"
#include "glk/alan3/word.h"
#include "glk/alan3/inter.h"
#include "glk/alan3/glkio.h"
#include "glk/alan3/lists.h"
#include "glk/alan3/checkentry.h"
#include "glk/alan3/debug.h"
#include "glk/alan3/memory.h"
#include "glk/alan3/dictionary.h"
#include "glk/alan3/output.h"
#include "glk/alan3/msg.h"
#include "glk/alan3/current.h"
namespace Glk {
namespace Alan3 {
/*----------------------------------------------------------------------*/
static void traceExit(CONTEXT, int location, int dir, const char *what) {
printf("\n<EXIT %s[%d] from ",
(char *)pointerTo(dictionary[playerWords[currentWordIndex - 1].code].string), dir);
CALL1(traceSay, location)
printf("[%d], %s:>\n", location, what);
}
/*======================================================================*/
void go(CONTEXT, int location, int dir) {
ExitEntry *theExit;
bool ok;
Aword oldloc;
theExit = (ExitEntry *) pointerTo(instances[location].exits);
if (instances[location].exits != 0) {
while (!isEndOfArray(theExit)) {
if (theExit->code == (uint)dir) {
ok = TRUE;
if (theExit->checks != 0) {
if (traceSectionOption)
CALL3(traceExit, location, dir, "Checking")
FUNC2(checksFailed, ok, theExit->checks, EXECUTE_CHECK_BODY_ON_FAIL)
ok = !ok;
}
if (ok) {
oldloc = location;
if (theExit->action != 0) {
if (traceSectionOption)
CALL3(traceExit, location, dir, "Executing")
CALL1(interpret, theExit->action)
}
/* Still at the same place? */
if (where(HERO, TRANSITIVE) == (int)oldloc) {
if (traceSectionOption)
CALL3(traceExit, location, dir, "Moving")
CALL2(locate, HERO, theExit->target)
}
return;
} else {
CALL1(error, NO_MSG)
}
}
theExit++;
}
}
CALL1(error, M_NO_WAY)
}
/*======================================================================*/
bool exitto(int to, int from) {
ExitEntry *theExit;
if (instances[from].exits == 0)
return FALSE; /* No exits */
for (theExit = (ExitEntry *) pointerTo(instances[from].exits); !isEndOfArray(theExit); theExit++)
if (theExit->target == (uint)to)
return TRUE;
return FALSE;
}
/*======================================================================*/
void look(CONTEXT) {
uint i;
/* Set describe flag for all objects and actors */
for (i = 1; i <= header->instanceMax; i++)
admin[i].alreadyDescribed = FALSE;
if (anyOutput)
para();
setSubHeaderStyle();
CALL1(sayInstance, current.location)
setNormalStyle();
newline();
capitalize = TRUE;
if (describe(context, current.location) && !context._break)
describeInstances(context);
}
} // End of namespace Alan3
} // End of namespace Glk