diff options
author | Gregory Montoir | 2003-12-02 16:49:56 +0000 |
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committer | Gregory Montoir | 2003-12-02 16:49:56 +0000 |
commit | 25921847885051963adb4f0f1c81e9f7dfd52def (patch) | |
tree | e4f8e9becef5b902c1ad8a066b2bf5e83bba5540 /queen | |
parent | 4f418c3aa99e8ccea3273300073a9dfecb21ca7f (diff) | |
download | scummvm-rg350-25921847885051963adb4f0f1c81e9f7dfd52def.tar.gz scummvm-rg350-25921847885051963adb4f0f1c81e9f7dfd52def.tar.bz2 scummvm-rg350-25921847885051963adb4f0f1c81e9f7dfd52def.zip |
- some Command code refactoring (removed unused code, splitted some methods)
- game is now playable up to floda basement (at least)
svn-id: r11477
Diffstat (limited to 'queen')
-rw-r--r-- | queen/command.cpp | 356 | ||||
-rw-r--r-- | queen/command.h | 7 | ||||
-rw-r--r-- | queen/logic.cpp | 29 | ||||
-rw-r--r-- | queen/logic.h | 22 |
4 files changed, 185 insertions, 229 deletions
diff --git a/queen/command.cpp b/queen/command.cpp index 80ada1b27c..727dd6b9e3 100644 --- a/queen/command.cpp +++ b/queen/command.cpp @@ -32,7 +32,6 @@ namespace Queen { - void CmdText::clear() { memset(_command, 0, sizeof(_command)); @@ -50,7 +49,7 @@ void CmdText::displayTemp(uint8 color, bool locked, const Verb& v, const char *n char temp[MAX_COMMAND_LEN]; if (locked) { - sprintf(temp, "%s%s", _logic->lockedVerbPrefix(), v.name()); + sprintf(temp, "%s%s", _logic->joeResponse(39), v.name()); } else { strcpy(temp, v.name()); @@ -145,44 +144,32 @@ void Command::clear(bool clearTexts) { } +// FIXME: walk argument is useless (always true), as we don't handle the +// pinnacle room exactly like the original void Command::executeCurrentAction(bool walk) { _logic->entryObj(0); - const char *obj1Name = NULL; - const char *obj2Name = NULL; - if (_curCmd.commandLevel == 2 && _mouseKey == Input::MOUSE_RBUTTON) { _mouseKey = Input::MOUSE_LBUTTON; } // XXX SUBJ1=SUBJECT[1]; SUBJ2=SUBJECT[2]; - uint16 objMax = _logic->currentRoomObjMax(); - uint16 roomData = _logic->currentRoomData(); - if (_mouseKey == Input::MOUSE_RBUTTON && _curCmd.subject1 != 0) { // check to see if selecting default command for object/item if (_curCmd.subject1 > 0) { - // an object - int16 i = _curCmd.subject1; - if (_curCmd.noun > objMax) { - int16 aObj = _logic->currentRoomArea(_curCmd.noun - objMax)->object; - int16 aObjName = _logic->objectData(aObj)->name; - if (aObjName > 0) { - _curCmd.noun = objMax; - i = aObj; - } - } - ObjectData *od = _logic->objectData(ABS(i)); - obj1Name = _logic->objectName(od->name); - if (_curCmd.noun == 0 || _curCmd.noun > objMax || _logic->objectData(i)->name <= 0) { + int16 i = _logic->findObjectGlobalNumber(_curCmd.noun); + + if (_curCmd.noun == 0 || + _curCmd.noun > _logic->currentRoomObjMax() || + _logic->objectData(i)->name <= 0) { cleanupCurrentAction(); return; } - uint16 obj = roomData + _curCmd.noun; + uint16 obj = _logic->currentRoomData() + _curCmd.noun; _curCmd.verb = findDefault(obj, false); if (_curCmd.verb.isNone()) { // no match made, so command not yet completed, redefine as WALK_TO @@ -195,11 +182,6 @@ void Command::executeCurrentAction(bool walk) { } _cmdText.addObject(_logic->objectName(_logic->objectData(obj)->name)); } - else { - // an item - int16 name = _logic->itemData(ABS(_curCmd.subject1))->name; - obj1Name = _logic->objectName(name); - } } // make sure that command is always highlighted when actioned! @@ -210,21 +192,16 @@ void Command::executeCurrentAction(bool walk) { // XXX SUBJECT[2]=0; - // get objects names - obj1Name = _logic->objectOrItemName(_curCmd.subject1); - obj2Name = _logic->objectOrItemName(_curCmd.subject2); - - if (handleBadCommand(walk)) { + if (handleDefaultCommand(walk)) { cleanupCurrentAction(); return; } - uint16 i; - // get the commands associated with object/item uint16 comMax = 0; uint16 matchingCmds[MAX_MATCHING_CMDS]; CmdListData *cmdList = &_cmdList[1]; + uint16 i; for (i = 1; i <= _numCmdList; ++i, ++cmdList) { if (cmdList->match(_selCmd.action, _curCmd.subject1, _curCmd.subject2)) { matchingCmds[comMax] = i; @@ -260,18 +237,7 @@ void Command::executeCurrentAction(bool walk) { if (cond == -1 && i == comMax) { // only exit on a condition fail if at last command // Joe hasnt spoken, so do normal LOOK command - if (_selCmd.action.value() == VERB_LOOK_AT) { - // Look At, do standard look at routine - look(); - } - else { - if (com->song < 0) { - _sound->playSong(-com->song); - } - clear(true); - } - cleanupCurrentAction(); - return; + break; } else if (cond == -2 && i == comMax) { // only exit on a condition fail if at last command @@ -281,159 +247,23 @@ void Command::executeCurrentAction(bool walk) { } else if (cond >= 0) { // we've had a successful Gamestate check, so we must now exit + executeCommand(comId, cond); break; } } - debug(0, "Command::executeCurrentAction() - cond = %X, com = %X", cond, comId); - - if (com->setAreas) { - setAreas(comId); - } - - // Don't grab if action is TALK or WALK - if (_selCmd.action.value() != VERB_TALK_TO && _selCmd.action.value() != VERB_WALK_TO) { - if (_curCmd.subject1 > 0) { - _logic->joeGrab(_logic->objectData(_curCmd.subject1)->state, 0); - } - if (_curCmd.subject2 > 0) { - _logic->joeGrab(_logic->objectData(_curCmd.subject2)->state, 0); - } - } - - bool cutDone = false; - if (cond > 0) { - // FIXME: this stuff must be seriously re-designed ! - - // CR 2 - 7/3/95, Because we may be calling a cutaway triggered from walking - // to the pinnacle (which connects to Map room 7), we'll be caught in the - // R_MAP routine until we select a location and then call this very procedure - // again - the result being that COM will be reset. So to avoid that, we'll - // keep a copy of COM until we return from the recursive call... - // Otherwise, all remaining commands will be wiped and not carried out! - uint16 comTempId = comId; - CmdListData *comTemp = com; - - const char *desc = _logic->objectTextualDescription(cond); - if (executeIfCutaway(desc)) { - cond = 0; - cutDone = true; - } - - comId = comTempId; - com = comTemp; - - // check for dialogs before updating Objects - if (executeIfDialog(desc)) { - cond = 0; - } - } - - int16 oldImage = 0; - if (_curCmd.subject1 > 0) { - // an object (not an item) - oldImage = _logic->objectData(_curCmd.subject1)->image; - } - - if (com->setObjects) { - setObjects(comId); - } - if (com->setItems) { - setItems(comId); - } - - if (com->imageOrder != 0) { - ObjectData* od = _logic->objectData(_curCmd.subject1); - // we must update the graphic image of the object - if (com->imageOrder < 0) { - // instead of setting to -1 or -2, flag as negative - if (od->image > 0) { - // make sure that object is not already updated - od->image = -(od->image + 10); - } - } - else { - od->image = com->imageOrder; - } - _logic->roomRefreshObject(_curCmd.subject1); - } - else { - // this object is not being updated by command list, see if - // it has another image copied to it - if (_curCmd.subject1 > 0) { - // an object (not an item) - if (_logic->objectData(_curCmd.subject1)->image != oldImage) { - _logic->roomRefreshObject(_curCmd.subject1); - } - } - } - - // don't play music on an OPEN/CLOSE command - in case the command fails - if (_selCmd.action.value() != VERB_OPEN && _selCmd.action.value() != VERB_CLOSE) { - // only play song if it's a PLAY BEFORE type - if (com->song > 0) { - _sound->playSong(com->song); - } - } - - // do a special hardcoded section - // l.419-452 execute.c - switch (com->specialSection) { - case 1: - _logic->useJournal(); - return; - case 2: - _logic->joeUseDress(true); - break; - case 3: - _logic->joeUseClothes(true); - break; - case 4: - _logic->joeUseUnderwear(); - break; - } - - changeObjectState(_selCmd.action, _curCmd.subject1, com->song, cutDone); - - if (_selCmd.action.value() == VERB_TALK_TO && cond > 0) { - if (executeIfDialog(_logic->objectTextualDescription(cond))) { - cleanupCurrentAction(); - return; - } - } - -// EXECUTE_EXIT1: - if (cond > 0) { - const char *desc = _logic->objectTextualDescription(cond); - // Joe needs to say something as a result of a Gamestate - // check first to see if it is a cutaway scene! - if (executeIfCutaway(desc)) { - } - else if (executeIfDialog(desc)) { - cleanupCurrentAction(); - return; - } - else { - _logic->joeSpeak(cond, true); - } + if (_selCmd.action.value() == VERB_LOOK_AT) { + // Look At, do standard look at routine + look(); } else { - // we've failed commands with nothing to say - if (_selCmd.action.value() == VERB_LOOK_AT) { - // Look At, do standard look at routine - look(); - cleanupCurrentAction(); - return; + // only play song if it's a PLAY AFTER type + if (com->song < 0) { + _sound->playSong(-com->song); } + clear(true); } - - // only play song if it's a PLAY AFTER type - if (com->song < 0) { - _sound->playSong(-com->song); - } - - clear(true); cleanupCurrentAction(); } @@ -528,6 +358,128 @@ void Command::readCommandsFrom(byte *&ptr) { } +void Command::executeCommand(uint16 comId, int16 condResult) { + + // execute.c l.313-452 + debug(0, "Command::executeCommand() - cond = %X, com = %X", condResult, comId); + + CmdListData *com = &_cmdList[comId]; + + if (com->setAreas) { + setAreas(comId); + } + + // Don't grab if action is TALK or WALK + if (_selCmd.action.value() != VERB_TALK_TO && _selCmd.action.value() != VERB_WALK_TO) { + if (_curCmd.subject1 > 0) { + _logic->joeGrab(_logic->objectData(_curCmd.subject1)->state, 0); + } + if (_curCmd.subject2 > 0) { + _logic->joeGrab(_logic->objectData(_curCmd.subject2)->state, 0); + } + } + + bool cutDone = false; + if (condResult > 0) { + // as we don't handle the pinnacle room exactly like the original, + // the hack described on l.334-339 in execute.c became useless + + // check for cutaway/dialogs before updating Objects + const char *desc = _logic->objectTextualDescription(condResult); + if (executeIfCutaway(desc)) { + condResult = 0; + cutDone = true; + } + else if (executeIfDialog(desc)) { + condResult = 0; + } + } + + int16 oldImage = 0; + if (_curCmd.subject1 > 0) { + // an object (not an item) + oldImage = _logic->objectData(_curCmd.subject1)->image; + } + + if (com->setObjects) { + setObjects(comId); + } + + if (com->setItems) { + setItems(comId); + } + + if (com->imageOrder != 0) { + ObjectData *od = _logic->objectData(_curCmd.subject1); + // we must update the graphic image of the object + if (com->imageOrder < 0) { + // instead of setting to -1 or -2, flag as negative + if (od->image > 0) { + // make sure that object is not already updated + od->image = -(od->image + 10); + } + } + else { + od->image = com->imageOrder; + } + _logic->roomRefreshObject(_curCmd.subject1); + } + else { + // this object is not being updated by command list, see if + // it has another image copied to it + if (_curCmd.subject1 > 0) { + // an object (not an item) + if (_logic->objectData(_curCmd.subject1)->image != oldImage) { + _logic->roomRefreshObject(_curCmd.subject1); + } + } + } + + // don't play music on an OPEN/CLOSE command - in case the command fails + if (_selCmd.action.value() != VERB_OPEN && _selCmd.action.value() != VERB_CLOSE) { + // only play song if it's a PLAY BEFORE type + if (com->song > 0) { + _sound->playSong(com->song); + } + } + + // do a special hardcoded section + // l.419-452 execute.c + switch (com->specialSection) { + case 1: + _logic->useJournal(); + return; + case 2: + _logic->joeUseDress(true); + break; + case 3: + _logic->joeUseClothes(true); + break; + case 4: + _logic->joeUseUnderwear(); + break; + } + + changeObjectState(_selCmd.action, _curCmd.subject1, com->song, cutDone); + + // execute.c l.533-548 + // FIXME: useless test, as .dog has already been played + // if (_selCmd.action.value() == VERB_TALK_TO && cond > 0) { + // if (executeIfDialog(_logic->objectTextualDescription(cond))) { + // cleanupCurrentAction(); + // return; + // } + // } + + // execute.c l.550-589 + // FIXME: the EXECUTE_EXIT1 stuff can be omitted as it is + // more or less redundant code + if (condResult > 0) { + _logic->joeSpeak(condResult, true); + } +} + + int16 Command::makeJoeWalkTo(int16 x, int16 y, int16 objNum, const Verb &v, bool mustWalk) { // Check to see if object is actually an exit to another @@ -570,7 +522,10 @@ int16 Command::makeJoeWalkTo(int16 x, int16 y, int16 objNum, const Verb &v, bool } else { p = _walk->moveJoe(facing, x, y, false); // XXX inCutaway parameter - // XXX if(P != 0) P = FIND_VERB + if (p != 0) { + _logic->newRoom(0); // cancel makeJoeWalkTo, that should be equivalent to cr10 fix + // XXX if(P != 0) P = FIND_VERB + } } } return p; @@ -588,7 +543,6 @@ void Command::grabCurrentSelection() { _selPosX += _logic->display()->horizontalScroll(); - debug(0, "Command::grabCurrentSelection() - _curCmd.noun = %d, _curCmd.verb = %d, objMax=%d", _curCmd.noun, _curCmd.verb.value(), _logic->currentRoomObjMax()); if (_curCmd.verb.isAction()) { grabSelectedVerb(); } @@ -600,7 +554,6 @@ void Command::grabCurrentSelection() { } else if (_selPosY < ROOM_ZONE_HEIGHT && _curCmd.verb.isNone()) { // select without a command, do a WALK - _logic->newRoom(0); // cancel makeJoeWalkTo, that should be equivalent to cr10 fix clear(true); _logic->joeWalk(JWM_EXECUTE); } @@ -644,6 +597,7 @@ void Command::grabSelectedObject(int16 objNum, uint16 objState, uint16 objName) if (_parse) { _curCmd.verb = Verb(VERB_NONE); + //_logic->newRoom(0); _logic->joeWalk(JWM_EXECUTE); _selCmd.action = _curCmd.action; _curCmd.action = Verb(VERB_NONE); @@ -744,10 +698,11 @@ void Command::grabSelectedNoun() { uint16 objNum = _logic->currentRoomData() + _curCmd.noun; int16 objName = _logic->objectData(objNum)->name; - if (objName < 0) { + if (objName <= 0) { // selected a turned off object, so just walk - _curCmd.noun = 0; clear(true); + _curCmd.noun = 0; + //_logic->newRoom(0); _logic->joeWalk(JWM_EXECUTE); return; } @@ -808,6 +763,8 @@ void Command::grabSelectedNoun() { } _selCmd.noun = 0; + // XXX PARSE=1; + // XXX if((ACTION==6 || ACTION==5) && CLEVEL==1) PARSE=0; grabSelectedObject(objNum, _logic->objectData(objNum)->state, objName); } @@ -886,7 +843,7 @@ bool Command::executeIfDialog(const char *description) { } -bool Command::handleBadCommand(bool walk) { +bool Command::handleDefaultCommand(bool walk) { // l.96-141 execute.c uint16 objMax = _logic->currentRoomObjMax(); @@ -905,7 +862,7 @@ bool Command::handleBadCommand(bool walk) { if (_curCmd.subject1 > 0 && _logic->objectData(_curCmd.subject1)->name <= 0) { return true; } - if (_selCmd.action.value() == VERB_GIVE && + if (// _selCmd.action.value() == VERB_GIVE && // can be TALK_TO ! _curCmd.subject2 > 0 && _logic->objectData(_curCmd.subject2)->name <= 0) { return true; } @@ -966,8 +923,6 @@ void Command::executeStandardStuff(const Verb& action, int16 subj1, int16 subj2) _logic->joeSpeak(2); break; - case 4: // weird, isn't it ? l.193 execute.c - warning("Command::executeStandardStuff() - Use of verb 4"); case VERB_MOVE: // 'I can't move it' if (subj1 > 0) { @@ -1153,6 +1108,7 @@ void Command::alterDefault(const Verb& def, bool itemType) { void Command::openOrCloseAssociatedObject(const Verb& action, int16 otherObj) { + warning("using Command::openOrCloseAssociatedObject()"); CmdListData *cmdList = &_cmdList[1]; uint16 com = 0; uint16 i; @@ -1623,4 +1579,4 @@ void Command::lookCurrentIcon() { } } -} +} // End of namespace Queen diff --git a/queen/command.h b/queen/command.h index 0b7f29e61a..24d24a5175 100644 --- a/queen/command.h +++ b/queen/command.h @@ -66,7 +66,6 @@ struct CurrentCmdState { Verb action; int16 oldNoun; int16 noun; - //! current level of the command (max=2 for GIVE and USE verbs) int commandLevel; int16 subject1; int16 subject2; @@ -77,7 +76,6 @@ struct SelectedCmdState { void init(); - //! locked verb (using 2nd mouse button) Verb defaultVerb; Verb action; int16 noun; @@ -108,8 +106,11 @@ public: MAX_MATCHING_CMDS = 50 }; + private: + void executeCommand(uint16 comId, int16 condResult); + int16 makeJoeWalkTo(int16 x, int16 y, int16 objNum, const Verb &v, bool mustWalk); void grabCurrentSelection(); @@ -121,7 +122,7 @@ private: bool executeIfCutaway(const char *description); bool executeIfDialog(const char *description); - bool handleBadCommand(bool walk); + bool handleDefaultCommand(bool walk); void executeStandardStuff(const Verb& action, int16 subj1, int16 subj2); void changeObjectState(const Verb& action, int16 obj, int16 song, bool cutDone); void cleanupCurrentAction(); diff --git a/queen/logic.cpp b/queen/logic.cpp index 03b98e75c2..0396f662f4 100644 --- a/queen/logic.cpp +++ b/queen/logic.cpp @@ -399,7 +399,7 @@ void Logic::initialise() { } -ObjectData* Logic::objectData(int index) { +ObjectData* Logic::objectData(int index) const { index = abs(index); // cyx: is that really necessary ? if (index <= _numObjects) return &_objectData[index]; @@ -407,19 +407,23 @@ ObjectData* Logic::objectData(int index) { error("[Logic::objectData] Invalid object data index: %i", index); } -uint16 Logic::roomData(int room) { +uint16 Logic::roomData(int room) const { return _roomData[room]; } -uint16 Logic::objMax(int room) { +uint16 Logic::objMax(int room) const { return _objMax[room]; } -Area *Logic::area(int room, int num) { +GraphicData *Logic::graphicData(int index) const { + return &_graphicData[index]; +} + +Area *Logic::area(int room, int num) const { return &_area[room][num]; } -Area *Logic::currentRoomArea(int num) { +Area *Logic::currentRoomArea(int num) const { if (num == 0 || num > _areaMax[_currentRoom]) { error("Logic::currentRoomArea() - Bad area number = %d (max = %d), currentRoom = %d", num, _areaMax[_currentRoom], _currentRoom); } @@ -427,26 +431,22 @@ Area *Logic::currentRoomArea(int num) { return &_area[_currentRoom][num]; } -uint16 Logic::areaMax(int room) { +uint16 Logic::areaMax(int room) const { return _areaMax[room]; } -uint16 Logic::currentRoomAreaMax() { +uint16 Logic::currentRoomAreaMax() const { return _areaMax[_currentRoom]; } -uint16 Logic::walkOffCount() { +uint16 Logic::walkOffCount() const { return _numWalkOffs; } -WalkOffData *Logic::walkOffData(int index) { +WalkOffData *Logic::walkOffData(int index) const { return &_walkOffData[index]; } -GraphicData *Logic::graphicData(int index) { - return &_graphicData[index]; -} - uint16 Logic::findBob(uint16 obj) { uint16 i; @@ -1962,10 +1962,11 @@ uint16 Logic::findObjectRoomNumber(uint16 zoneNum) const { // l.316-327 select.c uint16 noun = zoneNum; uint16 objectMax = _objMax[_currentRoom]; + debug(0, "Logic::findObjectRoomNumber(%X, %X)", zoneNum, objectMax); if (zoneNum > objectMax) { // this is an area box, check for associated object uint16 obj = _area[_currentRoom][zoneNum - objectMax].object; - if (obj != 0 && _objectData[obj].name != 0) { + if (obj != 0 && objectData(obj)->name != 0) { // there is an object, get its number noun = obj - _roomData[_currentRoom]; } diff --git a/queen/logic.h b/queen/logic.h index 244eac143d..bd184f0915 100644 --- a/queen/logic.h +++ b/queen/logic.h @@ -143,10 +143,10 @@ public: error("Invalid room number: %i", room); } - ObjectData *objectData(int index); - uint16 roomData(int room); - uint16 objMax(int room); - GraphicData *graphicData(int index); + ObjectData *objectData(int index) const; + uint16 roomData(int room) const; + uint16 objMax(int room) const; + GraphicData *graphicData(int index) const; ItemData *itemData(int index) const { return &_itemData[index]; } uint16 itemDataCount() const { return _numItems; } @@ -155,12 +155,12 @@ public: uint16 objectForPerson(uint16 bobnum) const; // OBJ_PERSON WalkOffData *walkOffPointForObject(uint16 obj) const; - Area *area(int room, int num); - Area *currentRoomArea(int num); - uint16 areaMax(int room); - uint16 currentRoomAreaMax(); - uint16 walkOffCount(); - WalkOffData *walkOffData(int index); + Area *area(int room, int num) const; + Area *currentRoomArea(int num) const; + uint16 areaMax(int room) const; + uint16 currentRoomAreaMax() const; + uint16 walkOffCount() const; + WalkOffData *walkOffData(int index) const; uint16 currentRoomObjMax() const { return _objMax[_currentRoom]; } uint16 currentRoomData() const { return _roomData[_currentRoom]; } ObjectDescription *objectDescription(uint16 objNum) const { return &_objectDescription[objNum]; } @@ -272,8 +272,6 @@ public: uint16 findObjectRoomNumber(uint16 zoneNum) const; uint16 findObjectGlobalNumber(uint16 zoneNum) const; - const char *lockedVerbPrefix() const { return _joeResponse[39]; } - void inventorySetup(); uint16 findInventoryItem(int invSlot) const; void inventoryRefresh(); |