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authorGregory Montoir2003-12-15 12:59:43 +0000
committerGregory Montoir2003-12-15 12:59:43 +0000
commiteb090ed5a682099fd45bacaa10a588cad656d800 (patch)
treede6c10f2dcbb1bc953649271d5e7c61ad2439368 /queen/command.cpp
parent09495a7fc9ee4554c996c7ed159f7781664a0bbe (diff)
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cleanup
svn-id: r11651
Diffstat (limited to 'queen/command.cpp')
-rw-r--r--queen/command.cpp59
1 files changed, 17 insertions, 42 deletions
diff --git a/queen/command.cpp b/queen/command.cpp
index bdfd39bbbe..ac205923a5 100644
--- a/queen/command.cpp
+++ b/queen/command.cpp
@@ -145,16 +145,9 @@ void Command::executeCurrentAction() {
}
_state.verb = State::findDefaultVerb(od->state);
- if (_state.verb == VERB_NONE) {
- // no match made, so command not yet completed, redefine as WALK_TO
- _cmdText.setVerb(VERB_WALK_TO);
- _state.selAction = VERB_WALK_TO;
- }
- else {
- _cmdText.setVerb(_state.verb);
- _state.selAction = _state.verb;
- }
- _cmdText.addObject(_vm->logic()->objectName(od->name)); //_vm->logic()->objectData(obj)->name));
+ _state.selAction = (_state.verb == VERB_NONE) ? VERB_WALK_TO : _state.verb;
+ _cmdText.setVerb(_state.selAction);
+ _cmdText.addObject(_vm->logic()->objectName(od->name));
}
// make sure that command is always highlighted when actioned!
@@ -599,16 +592,13 @@ void Command::grabSelectedItem() {
// _parse = true;
- int16 item = _vm->logic()->findInventoryItem(_state.verb - VERB_INV_FIRST);
- //if (item == 0 || _vm->logic()->itemData(item)->name <= 0) {
- // return;
- //}
-
ItemData *id = findItemData(_state.verb);
if (id == NULL || id->name <= 0) {
return;
}
+ int16 item = _vm->logic()->findInventoryItem(_state.verb - VERB_INV_FIRST);
+
// If we've selected via keyboard, and there is no VERB then do
// the ITEMs default, otherwise keep constructing!
@@ -722,15 +712,9 @@ void Command::grabSelectedNoun() {
if (_cmdText.isEmpty()) {
// Ensures that Right Mkey will select correct default
_state.verb = State::findDefaultVerb(od->state);
- if (_state.verb != VERB_NONE) {
- // no match made, redefine as Walk To
- _state.selAction = VERB_WALK_TO;
- }
- else {
- _state.selAction = _state.verb;
- }
+ _state.selAction = (_state.verb == VERB_NONE) ? VERB_WALK_TO : _state.verb;
_cmdText.setVerb(_state.selAction);
- _cmdText.addObject(_vm->logic()->objectName(od->name)); //_vm->logic()->objectData(objNum)->name));
+ _cmdText.addObject(_vm->logic()->objectName(od->name));
}
else {
_state.verb = VERB_NONE;
@@ -740,13 +724,7 @@ void Command::grabSelectedNoun() {
else {
_state.verb = State::findDefaultVerb(od->state);
}
- if (_state.verb == VERB_NONE) {
- _state.action = VERB_WALK_TO;
- _cmdText.setVerb(VERB_WALK_TO);
- }
- else {
- _state.action = _state.verb;
- }
+ _state.action = (_state.verb == VERB_NONE) ? VERB_WALK_TO : _state.verb;
_state.verb = VERB_NONE;
}
}
@@ -818,7 +796,6 @@ bool Command::executeIfDialog(const char *description) {
strcpy(currentCutaway, cutaway);
_vm->logic()->playCutaway(currentCutaway, cutaway);
}
-
return true;
}
return false;
@@ -993,7 +970,6 @@ void Command::changeObjectState(Verb action, int16 obj, int16 song, bool cutDone
}
}
else if (action == VERB_CLOSE && !cutDone) {
-
if (State::findOn(objData->state) == STATE_ON_OFF) {
State::alterOn(&objData->state, STATE_ON_ON);
State::alterDefaultVerb(&objData->state, VERB_OPEN);
@@ -1064,7 +1040,6 @@ void Command::openOrCloseAssociatedObject(Verb action, int16 otherObj) {
ObjectData *objData = _vm->logic()->objectData(otherObj);
if (cmdList->imageOrder != 0) {
- // update the graphic image of object
objData->image = cmdList->imageOrder;
}
@@ -1331,15 +1306,15 @@ uint16 Command::nextObjectDescription(ObjectDescription* objDesc, uint16 firstDe
void Command::lookAtSelectedObject() {
- if (_state.selNoun > 0 && _state.selNoun <= _vm->logic()->currentRoomObjMax()) {
- uint16 objNum = _vm->logic()->currentRoomData() + _state.selNoun;
- if (_vm->logic()->objectData(objNum)->entryObj == 0) {
- if (makeJoeWalkTo(_selPosX, _selPosY, objNum, _state.selAction, false) == -2) {
- // 'I can't get close enough to have a look.'
- _vm->logic()->joeSpeak(13);
- }
- }
- }
+// if (_state.selNoun > 0 && _state.selNoun <= _vm->logic()->currentRoomObjMax()) {
+// uint16 objNum = _vm->logic()->currentRoomData() + _state.selNoun;
+// if (_vm->logic()->objectData(objNum)->entryObj == 0) {
+// if (makeJoeWalkTo(_selPosX, _selPosY, objNum, _state.selAction, false) == -2) {
+// // 'I can't get close enough to have a look.'
+// _vm->logic()->joeSpeak(13);
+// }
+// }
+// }
uint16 desc;
if (_state.subject[0] < 0) {