int AdlEngine_v2::o2_isNounNotInRoom(ScriptEnv &e) { OP_DEBUG_1("\t&& NO_SUCH_ITEMS_IN_ROOM(%s)", itemRoomStr(e.arg(1)).c_str()); Common::List<Item>::const_iterator item; for (item = _state.items.begin(); item != _state.items.end(); ++item) if (item->noun == e.getNoun() && (item->room == roomArg(e.arg(1)))) return -1; return 1; }
int AdlEngine_v2::o2_placeItem(ScriptEnv &e) { OP_DEBUG_4("\tPLACE_ITEM(%s, %s, (%d, %d))", itemStr(e.arg(1)).c_str(), itemRoomStr(e.arg(2)).c_str(), e.arg(3), e.arg(4)); Item &item = getItem(e.arg(1)); item.room = roomArg(e.arg(2)); item.position.x = e.arg(3); item.position.y = e.arg(4); item.state = IDI_ITEM_NOT_MOVED; return 4; }
int AdlEngine_v2::o2_moveAllItems(ScriptEnv &e) { OP_DEBUG_2("\tMOVE_ALL_ITEMS(%s, %s)", itemRoomStr(e.arg(1)).c_str(), itemRoomStr(e.arg(2)).c_str()); byte room1 = roomArg(e.arg(1)); if (room1 == _state.room) _picOnScreen = 0; byte room2 = roomArg(e.arg(2)); Common::List<Item>::iterator item; for (item = _state.items.begin(); item != _state.items.end(); ++item) if (item->room == room1) { item->room = room2; if (room1 == IDI_ANY) item->state = IDI_ITEM_DROPPED; } return 2; }
int AdlEngine_v2::o2_moveItem(ScriptEnv &e) { OP_DEBUG_2("\tSET_ITEM_ROOM(%s, %s)", itemStr(e.arg(1)).c_str(), itemRoomStr(e.arg(2)).c_str()); byte room = roomArg(e.arg(2)); Item &item = getItem(e.arg(1)); if (item.room == _roomOnScreen) _picOnScreen = 0; // Set items that move from inventory to a room to state "dropped" if (item.room == IDI_ANY && room != IDI_VOID_ROOM) item.state = IDI_ITEM_DROPPED; item.room = room; return 2; }
int AdlEngine_v3::o3_isNounNotInRoom(ScriptEnv &e) { OP_DEBUG_1("\t&& NO_SUCH_ITEMS_IN_ROOM(%s)", itemRoomStr(e.arg(1)).c_str()); Common::List<Item>::const_iterator item; bool isAnItem = false; for (item = _state.items.begin(); item != _state.items.end(); ++item) { if (item->noun == e.getNoun()) { isAnItem = true; if (item->room == roomArg(e.arg(1))) return -1; } } return (isAnItem ? 1 : -1); }