scummvm/engines/bbvs/logic.cpp
Colin Snover 972c453986 BBVS: Remove all bit shifts of potentially negative integers
Previous patches that removed shifts of constant negative values
to eliminate UB were valid, but did not correct all places where
this engine was potentially bit shifting negative values. There is
no reason to not just use multiplication and division and let the
compiler make the right choice for optimisation for an
architecture, so that is what this patch does.
2017-11-10 09:57:03 -06:00

266 lines
7.7 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 "bbvs/bbvs.h"
#include "bbvs/gamemodule.h"
namespace Bbvs {
bool BbvsEngine::evalCondition(Conditions &conditions) {
bool result = true;
for (int i = 0; i < 8 && result; ++i) {
const Condition &condition = conditions.conditions[i];
switch (condition.cond) {
case kCondSceneObjectVerb:
result = _activeItemType == KITSceneObject &&
condition.value1 == _currVerbNum &&
condition.value2 == _activeItemIndex;
break;
case kCondBgObjectVerb:
result = _activeItemType == kITBgObject &&
condition.value1 == _currVerbNum &&
condition.value2 == _activeItemIndex;
break;
case kCondSceneObjectInventory:
result = _activeItemType == KITSceneObject &&
_currVerbNum == kVerbInvItem &&
condition.value1 == _currInventoryItem &&
condition.value2 == _activeItemIndex;
break;
case kCondBgObjectInventory:
result = _activeItemType == kITBgObject &&
_currVerbNum == kVerbInvItem &&
condition.value1 == _currInventoryItem &&
condition.value2 == _activeItemIndex;
break;
case kCondHasInventoryItem:
result = _inventoryItemStatus[condition.value1] != 0;
break;
case kCondHasNotInventoryItem:
result = _inventoryItemStatus[condition.value1] == 0;
break;
case kCondIsGameVar:
result = _gameVars[condition.value2] != 0;
break;
case kCondIsNotGameVar:
result = _gameVars[condition.value2] == 0;
break;
case kCondIsPrevSceneNum:
result = condition.value2 == _prevSceneNum;
break;
case kCondIsCurrTalkObject:
result = condition.value2 == _currTalkObjectIndex;
break;
case kCondIsDialogItem:
result = _activeItemType == kITDialog &&
condition.value1 == _activeItemIndex;
break;
case kCondIsCameraNum:
result = condition.value1 == _currCameraNum;
break;
case kCondIsNotPrevSceneNum:
result = condition.value2 != _prevSceneNum;
break;
case kCondIsButtheadAtBgObject:
result = _buttheadObject &&
_gameModule->getBgObject(condition.value2)->rect.contains(_buttheadObject->x / 65536, _buttheadObject->y / 65536);
break;
case kCondIsNotSceneVisited:
result = _sceneVisited[_currSceneNum] == 0;
break;
case kCondIsSceneVisited:
result = _sceneVisited[_currSceneNum] != 0;
break;
case kCondUnused:
case kCondDialogItem0:
case kCondIsCameraNumTransition:
result = false;
break;
}
}
return result;
}
bool BbvsEngine::evalCameraCondition(Conditions &conditions, int value) {
bool result = true;
for (int i = 0; i < 8 && result; ++i) {
const Condition &condition = conditions.conditions[i];
switch (condition.cond) {
case kCondHasInventoryItem:
result = _inventoryItemStatus[condition.value1] != 0;
break;
case kCondHasNotInventoryItem:
result = _inventoryItemStatus[condition.value1] == 0;
break;
case kCondIsGameVar:
result = _gameVars[condition.value2] != 0;
break;
case kCondIsNotGameVar:
result = _gameVars[condition.value2] == 0;
break;
case kCondIsPrevSceneNum:
result = condition.value2 == _prevSceneNum;
break;
case kCondIsNotPrevSceneNum:
result = condition.value2 != _prevSceneNum;
break;
case kCondIsNotSceneVisited:
result = _sceneVisited[_currSceneNum] == 0;
break;
case kCondIsSceneVisited:
result = _sceneVisited[_currSceneNum] != 0;
break;
case kCondIsCameraNumTransition:
result = condition.value1 == _currCameraNum &&
condition.value2 == value;
break;
case kCondUnused:
case kCondSceneObjectVerb:
case kCondBgObjectVerb:
case kCondSceneObjectInventory:
case kCondBgObjectInventory:
case kCondIsCurrTalkObject:
case kCondIsDialogItem:
case kCondIsCameraNum:
case kCondDialogItem0:
case kCondIsButtheadAtBgObject:
result = false;
break;
default:
break;
}
}
return result;
}
int BbvsEngine::evalDialogCondition(Conditions &conditions) {
int result = -1;
bool success = false;
for (int i = 0; i < 8; ++i) {
const Condition &condition = conditions.conditions[i];
switch (condition.cond) {
case kCondSceneObjectVerb:
success = _activeItemType == KITSceneObject &&
condition.value1 == _currVerbNum &&
condition.value2 == _activeItemIndex;
break;
case kCondBgObjectVerb:
success = _activeItemType == kITBgObject &&
condition.value1 == _currVerbNum &&
condition.value2 == _activeItemIndex;
break;
case kCondSceneObjectInventory:
success = _activeItemType == KITSceneObject &&
_currVerbNum == kVerbInvItem &&
condition.value1 == _currInventoryItem &&
condition.value2 == _activeItemIndex;
break;
case kCondBgObjectInventory:
success = _activeItemType == kITBgObject &&
_currVerbNum == kVerbInvItem &&
condition.value1 == _currInventoryItem &&
condition.value2 == _activeItemIndex;
break;
case kCondHasInventoryItem:
success = _inventoryItemStatus[condition.value1] != 0;
break;
case kCondHasNotInventoryItem:
success = _inventoryItemStatus[condition.value1] == 0;
break;
case kCondIsGameVar:
success = _gameVars[condition.value2] != 0;
break;
case kCondIsNotGameVar:
success = _gameVars[condition.value2] == 0;
break;
case kCondIsPrevSceneNum:
success = condition.value2 == _prevSceneNum;
break;
case kCondIsCurrTalkObject:
success = condition.value2 == _currTalkObjectIndex;
break;
case kCondIsDialogItem:
result = condition.value1;
break;
case kCondIsCameraNum:
success = condition.value1 == _currCameraNum;
break;
case kCondIsNotPrevSceneNum:
success = condition.value2 != _prevSceneNum;
break;
case kCondIsButtheadAtBgObject:
success = _buttheadObject &&
_gameModule->getBgObject(condition.value2)->rect.contains(_buttheadObject->x / 65536, _buttheadObject->y / 65536);
break;
case kCondIsNotSceneVisited:
success = _sceneVisited[_currSceneNum] == 0;
break;
case kCondIsSceneVisited:
success = _sceneVisited[_currSceneNum] != 0;
break;
case kCondDialogItem0:
return 0;
case kCondUnused:
case kCondIsCameraNumTransition:
success = false;
break;
}
if (!success)
return -1;
}
return result;
}
void BbvsEngine::evalActionResults(ActionResults &results) {
for (int i = 0; i < 8; ++i) {
const ActionResult &result = results.actionResults[i];
switch (result.kind) {
case kActResAddInventoryItem:
_inventoryItemStatus[result.value1] = 1;
_currVerbNum = kVerbInvItem;
_currInventoryItem = result.value1;
break;
case kActResRemoveInventoryItem:
_inventoryItemStatus[result.value1] = 0;
if (result.value1 == _currInventoryItem)
_currInventoryItem = -1;
if (_currVerbNum == kVerbInvItem)
_currVerbNum = kVerbLook;
break;
case kActResSetGameVar:
_gameVars[result.value2] = 1;
break;
case kActResUnsetGameVar:
_gameVars[result.value2] = 0;
break;
case kActResStartDialog:
_gameState = kGSDialog;
break;
case kActResChangeScene:
_newSceneNum = result.value2;
break;
}
}
}
} // End of namespace Bbvs