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-rw-r--r--engines/queen/command.cpp1255
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diff --git a/engines/queen/command.cpp b/engines/queen/command.cpp
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+++ b/engines/queen/command.cpp
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+/* ScummVM - Scumm Interpreter
+ * Copyright (C) 2003-2006 The ScummVM project
+ *
+ * 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+#include "common/stdafx.h"
+#include "queen/command.h"
+
+#include "queen/display.h"
+#include "queen/input.h"
+#include "queen/graphics.h"
+#include "queen/grid.h"
+#include "queen/logic.h"
+#include "queen/queen.h"
+#include "queen/resource.h"
+#include "queen/sound.h"
+#include "queen/state.h"
+#include "queen/walk.h"
+
+namespace Queen {
+
+CmdText::CmdText(bool reversed, uint8 y, QueenEngine *vm)
+ : _isReversed(reversed), _y(y), _vm(vm) {
+ clear();
+}
+
+void CmdText::clear() {
+ memset(_command, 0, sizeof(_command));
+}
+
+void CmdText::display(uint8 color) {
+ _vm->display()->textCurrentColor(color);
+ _vm->display()->setTextCentered(_y, _command, false);
+}
+
+void CmdText::displayTemp(uint8 color, Verb v, const char *name, bool outlined) {
+ char temp[MAX_COMMAND_LEN] = "";
+ if (_isReversed) {
+ if (name != NULL)
+ sprintf(temp, "%s ", name);
+ strcat(temp, _vm->logic()->verbName(v));
+ } else {
+ strcpy(temp, _vm->logic()->verbName(v));
+ if (name != NULL) {
+ strcat(temp, " ");
+ strcat(temp, name);
+ }
+ }
+ _vm->display()->textCurrentColor(color);
+ _vm->display()->setTextCentered(_y, temp, outlined);
+}
+
+void CmdText::displayTemp(uint8 color, const char *name, bool outlined) {
+ char temp[MAX_COMMAND_LEN];
+ if (_isReversed)
+ sprintf(temp, "%s %s", name, _command);
+ else
+ sprintf(temp, "%s %s", _command, name);
+ _vm->display()->textCurrentColor(color);
+ _vm->display()->setTextCentered(_y, temp, outlined);
+}
+
+void CmdText::setVerb(Verb v) {
+ strcpy(_command, _vm->logic()->verbName(v));
+}
+
+void CmdText::addLinkWord(Verb v) {
+ if (_isReversed) {
+ char temp[MAX_COMMAND_LEN];
+
+ strcpy(temp, _command);
+ strcpy(_command, _vm->logic()->verbName(v));
+ strcat(_command, " ");
+ strcat(_command, temp);
+ } else {
+ strcat(_command, " ");
+ strcat(_command, _vm->logic()->verbName(v));
+ }
+}
+
+void CmdText::addObject(const char *objName) {
+ if (_isReversed) {
+ char temp[MAX_COMMAND_LEN];
+
+ strcpy(temp, _command);
+ strcpy(_command, objName);
+ strcat(_command, " ");
+ strcat(_command, temp);
+ } else {
+ strcat(_command, " ");
+ strcat(_command, objName);
+ }
+}
+
+bool CmdText::isEmpty() const {
+ return _command[0] == 0;
+}
+
+void CmdState::init() {
+ commandLevel = 1;
+ oldVerb = verb = action = VERB_NONE;
+ oldNoun = noun = subject[0] = subject[1] = 0;
+
+ selAction = VERB_NONE;
+ selNoun = 0;
+}
+
+Command::Command(QueenEngine *vm)
+ : _cmdList(NULL), _cmdArea(NULL), _cmdObject(NULL), _cmdInventory(NULL), _cmdGameState(NULL),
+ _cmdText((vm->resource()->getLanguage() == HEBREW), CmdText::COMMAND_Y_POS, vm), _vm(vm) {
+}
+
+Command::~Command() {
+ delete[] _cmdList;
+ delete[] _cmdArea;
+ delete[] _cmdObject;
+ delete[] _cmdInventory;
+ delete[] _cmdGameState;
+}
+
+void Command::clear(bool clearTexts) {
+ debug(6, "Command::clear(%d)", clearTexts);
+ _cmdText.clear();
+ if (clearTexts) {
+ _vm->display()->clearTexts(CmdText::COMMAND_Y_POS, CmdText::COMMAND_Y_POS);
+ }
+ _parse = false;
+ _state.init();
+}
+
+void Command::executeCurrentAction() {
+ _vm->logic()->entryObj(0);
+
+ if (_mouseKey == Input::MOUSE_RBUTTON && _state.subject[0] > 0) {
+
+ ObjectData *od = _vm->logic()->objectData(_state.subject[0]);
+ if (od == NULL || od->name <= 0) {
+ cleanupCurrentAction();
+ return;
+ }
+
+ _state.verb = State::findDefaultVerb(od->state);
+ _state.selAction = (_state.verb == VERB_NONE) ? VERB_WALK_TO : _state.verb;
+ _cmdText.setVerb(_state.selAction);
+ _cmdText.addObject(_vm->logic()->objectName(od->name));
+ }
+
+ // always highlight the current command when actioned
+ _cmdText.display(INK_CMD_SELECT);
+
+ _state.selNoun = _state.noun;
+ _state.commandLevel = 1;
+
+ if (handleWrongAction()) {
+ cleanupCurrentAction();
+ return;
+ }
+
+ // get the commands associated with this 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(_state.selAction, _state.subject[0], _state.subject[1])) {
+ assert(comMax < MAX_MATCHING_CMDS);
+ matchingCmds[comMax] = i;
+ ++comMax;
+ }
+ }
+
+ debug(6, "Command::executeCurrentAction() - comMax=%d subj1=%X subj2=%X", comMax, _state.subject[0], _state.subject[1]);
+
+ if (comMax == 0) {
+ sayInvalidAction(_state.selAction, _state.subject[0], _state.subject[1]);
+ clear(true);
+ cleanupCurrentAction();
+ return;
+ }
+
+ // process each associated command for the Object, until all done
+ // or one of the Gamestate tests fails...
+ int16 cond = 0;
+ CmdListData *com = &_cmdList[0];
+ uint16 comId = 0;
+ for (i = 1; i <= comMax; ++i) {
+
+ comId = matchingCmds[i - 1];
+ com = &_cmdList[comId];
+
+ // check the Gamestates and set them if necessary
+ cond = 0;
+ if (com->setConditions) {
+ cond = setConditions(comId, (i == comMax));
+ }
+
+ if (cond == -1 && i == comMax) {
+ // only exit on a condition fail if at last command
+ // Joe hasnt spoken, so do normal LOOK command
+ break;
+ } else if (cond == -2 && i == comMax) {
+ // only exit on a condition fail if at last command
+ // Joe has spoken, so skip LOOK command
+ cleanupCurrentAction();
+ return;
+ } else if (cond >= 0) {
+ // we've had a successful Gamestate check, so we must now exit
+ cond = executeCommand(comId, cond);
+ break;
+ }
+ }
+
+ if (_state.selAction == VERB_USE_JOURNAL) {
+ clear(true);
+ } else {
+ if (cond <= 0 && _state.selAction == VERB_LOOK_AT) {
+ lookAtSelectedObject();
+ } else {
+ // only play song if it's a PLAY AFTER type
+ if (com->song < 0) {
+ _vm->sound()->playSong(-com->song);
+ }
+ clear(true);
+ }
+ cleanupCurrentAction();
+ }
+}
+
+void Command::updatePlayer() {
+ if (_vm->logic()->joeWalk() != JWM_MOVE) {
+ int16 cx = _vm->input()->mousePosX();
+ int16 cy = _vm->input()->mousePosY();
+ lookForCurrentObject(cx, cy);
+ lookForCurrentIcon(cx, cy);
+ }
+
+ if (_vm->input()->keyVerb() != VERB_NONE) {
+ if (_vm->input()->keyVerb() == VERB_USE_JOURNAL) {
+ _vm->logic()->useJournal();
+ } else if (_vm->input()->keyVerb() != VERB_SKIP_TEXT) {
+ _state.verb = _vm->input()->keyVerb();
+ if (isVerbInv(_state.verb)) {
+ _state.noun = _state.selNoun = 0;
+ _state.oldNoun = 0;
+ _state.oldVerb = VERB_NONE;
+ grabSelectedItem();
+ } else {
+ grabSelectedVerb();
+ }
+ }
+ _vm->input()->clearKeyVerb();
+ }
+
+ _mouseKey = _vm->input()->mouseButton();
+ _vm->input()->clearMouseButton();
+ if (_mouseKey > 0) {
+ grabCurrentSelection();
+ }
+}
+
+void Command::readCommandsFrom(byte *&ptr) {
+ uint16 i;
+
+ _numCmdList = READ_BE_UINT16(ptr); ptr += 2;
+ _cmdList = new CmdListData[_numCmdList + 1];
+ if (_numCmdList == 0) {
+ _cmdList[0].readFromBE(ptr);
+ } else {
+ memset(&_cmdList[0], 0, sizeof(CmdListData));
+ for (i = 1; i <= _numCmdList; i++) {
+ _cmdList[i].readFromBE(ptr);
+ }
+ }
+
+ _numCmdArea = READ_BE_UINT16(ptr); ptr += 2;
+ _cmdArea = new CmdArea[_numCmdArea + 1];
+ if (_numCmdArea == 0) {
+ _cmdArea[0].readFromBE(ptr);
+ } else {
+ memset(&_cmdArea[0], 0, sizeof(CmdArea));
+ for (i = 1; i <= _numCmdArea; i++) {
+ _cmdArea[i].readFromBE(ptr);
+ }
+ }
+
+ _numCmdObject = READ_BE_UINT16(ptr); ptr += 2;
+ _cmdObject = new CmdObject[_numCmdObject + 1];
+ if (_numCmdObject == 0) {
+ _cmdObject[0].readFromBE(ptr);
+ } else {
+ memset(&_cmdObject[0], 0, sizeof(CmdObject));
+ for (i = 1; i <= _numCmdObject; i++) {
+ _cmdObject[i].readFromBE(ptr);
+ }
+ }
+
+ _numCmdInventory = READ_BE_UINT16(ptr); ptr += 2;
+ _cmdInventory = new CmdInventory[_numCmdInventory + 1];
+ if (_numCmdInventory == 0) {
+ _cmdInventory[0].readFromBE(ptr);
+ } else {
+ memset(&_cmdInventory[0], 0, sizeof(CmdInventory));
+ for (i = 1; i <= _numCmdInventory; i++) {
+ _cmdInventory[i].readFromBE(ptr);
+ }
+ }
+
+ _numCmdGameState = READ_BE_UINT16(ptr); ptr += 2;
+ _cmdGameState = new CmdGameState[_numCmdGameState + 1];
+ if (_numCmdGameState == 0) {
+ _cmdGameState[0].readFromBE(ptr);
+ } else {
+ memset(&_cmdGameState[0], 0, sizeof(CmdGameState));
+ for (i = 1; i <= _numCmdGameState; i++) {
+ _cmdGameState[i].readFromBE(ptr);
+ }
+ }
+}
+
+ObjectData *Command::findObjectData(uint16 objRoomNum) const {
+ ObjectData *od = NULL;
+ if (objRoomNum != 0) {
+ objRoomNum += _vm->logic()->currentRoomData();
+ od = _vm->logic()->objectData(objRoomNum);
+ }
+ return od;
+}
+
+ItemData *Command::findItemData(Verb invNum) const {
+ ItemData *id = NULL;
+ uint16 itNum = _vm->logic()->findInventoryItem(invNum - VERB_INV_FIRST);
+ if (itNum != 0) {
+ id = _vm->logic()->itemData(itNum);
+ }
+ return id;
+}
+
+int16 Command::executeCommand(uint16 comId, int16 condResult) {
+ // execute.c l.313-452
+ debug(6, "Command::executeCommand() - cond = %X, com = %X", condResult, comId);
+
+ CmdListData *com = &_cmdList[comId];
+
+ if (com->setAreas) {
+ setAreas(comId);
+ }
+
+ // don't try to grab if action is TALK or WALK
+ if (_state.selAction != VERB_TALK_TO && _state.selAction != VERB_WALK_TO) {
+ int i;
+ for (i = 0; i < 2; ++i) {
+ int16 obj = _state.subject[i];
+ if (obj > 0) {
+ _vm->logic()->joeGrab(State::findGrab(_vm->logic()->objectData(obj)->state));
+ }
+ }
+ }
+
+ bool cutDone = false;
+ if (condResult > 0) {
+ // check for cutaway/dialogs before updating Objects
+ const char *desc = _vm->logic()->objectTextualDescription(condResult);
+ if (executeIfCutaway(desc)) {
+ condResult = 0;
+ cutDone = true;
+ } else if (executeIfDialog(desc)) {
+ condResult = 0;
+ }
+ }
+
+ int16 oldImage = 0;
+ if (_state.subject[0] > 0) {
+ // an object (not an item)
+ oldImage = _vm->logic()->objectData(_state.subject[0])->image;
+ }
+
+ if (com->setObjects) {
+ setObjects(comId);
+ }
+
+ if (com->setItems) {
+ setItems(comId);
+ }
+
+ if (com->imageOrder != 0 && _state.subject[0] > 0) {
+ ObjectData *od = _vm->logic()->objectData(_state.subject[0]);
+ // 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;
+ }
+ _vm->graphics()->refreshObject(_state.subject[0]);
+ } else {
+ // this object is not being updated by command list, see if
+ // it has another image copied to it
+ if (_state.subject[0] > 0) {
+ // an object (not an item)
+ if (_vm->logic()->objectData(_state.subject[0])->image != oldImage) {
+ _vm->graphics()->refreshObject(_state.subject[0]);
+ }
+ }
+ }
+
+ // don't play music on an OPEN/CLOSE command - in case the command fails
+ if (_state.selAction != VERB_NONE &&
+ _state.selAction != VERB_OPEN &&
+ _state.selAction != VERB_CLOSE) {
+ // only play song if it's a PLAY BEFORE type
+ if (com->song > 0) {
+ _vm->sound()->playSong(com->song);
+ }
+ }
+
+ // do a special hardcoded section
+ // l.419-452 execute.c
+ switch (com->specialSection) {
+ case 1:
+ _vm->logic()->useJournal();
+ _state.selAction = VERB_USE_JOURNAL;
+ return condResult;
+ case 2:
+ _vm->logic()->joeUseDress(true);
+ break;
+ case 3:
+ _vm->logic()->joeUseClothes(true);
+ break;
+ case 4:
+ _vm->logic()->joeUseUnderwear();
+ break;
+ }
+
+ if (_state.subject[0] > 0)
+ changeObjectState(_state.selAction, _state.subject[0], com->song, cutDone);
+
+ if (condResult > 0) {
+ _vm->logic()->makeJoeSpeak(condResult, true);
+ }
+ return condResult;
+}
+
+int16 Command::makeJoeWalkTo(int16 x, int16 y, int16 objNum, Verb v, bool mustWalk) {
+ // Check to see if object is actually an exit to another
+ // room. If so, then set up new room
+ ObjectData *objData = _vm->logic()->objectData(objNum);
+ if (objData->x != 0 || objData->y != 0) {
+ x = objData->x;
+ y = objData->y;
+ }
+ if (v == VERB_WALK_TO) {
+ _vm->logic()->entryObj(objData->entryObj);
+ if (objData->entryObj > 0) {
+ _vm->logic()->newRoom(_vm->logic()->objectData(objData->entryObj)->room);
+ // because this is an exit object, see if there is
+ // a walk off point and set (x,y) accordingly
+ WalkOffData *wod = _vm->logic()->walkOffPointForObject(objNum);
+ if (wod != NULL) {
+ x = wod->x;
+ y = wod->y;
+ }
+ }
+ } else {
+ _vm->logic()->entryObj(0);
+ _vm->logic()->newRoom(0);
+ }
+
+ debug(6, "Command::makeJoeWalkTo() - x=%d y=%d newRoom=%d", x, y, _vm->logic()->newRoom());
+
+ int16 p = 0;
+ if (mustWalk) {
+ // determine which way for Joe to face Object
+ uint16 facing = State::findDirection(objData->state);
+ BobSlot *bobJoe = _vm->graphics()->bob(0);
+ if (x == bobJoe->x && y == bobJoe->y) {
+ _vm->logic()->joeFacing(facing);
+ _vm->logic()->joeFace();
+ } else {
+ p = _vm->walk()->moveJoe(facing, x, y, false);
+ if (p != 0) {
+ _vm->logic()->newRoom(0); // cancel makeJoeWalkTo, that should be equivalent to cr10 fix
+ }
+ }
+ }
+ return p;
+}
+
+void Command::grabCurrentSelection() {
+ _selPosX = _vm->input()->mousePosX();
+ _selPosY = _vm->input()->mousePosY();
+
+ uint16 zone = _vm->grid()->findObjectUnderCursor(_selPosX, _selPosY);
+ _state.noun = _vm->grid()->findObjectNumber(zone);
+ _state.verb = _vm->grid()->findVerbUnderCursor(_selPosX, _selPosY);
+
+ _selPosX += _vm->display()->horizontalScroll();
+
+ if (isVerbAction(_state.verb) || isVerbInvScroll(_state.verb)) {
+ grabSelectedVerb();
+ } else if (isVerbInv(_state.verb)) {
+ grabSelectedItem();
+ } else if (_state.noun != 0) {
+ grabSelectedNoun();
+ } else if (_selPosY < ROOM_ZONE_HEIGHT && _state.verb == VERB_NONE) {
+ // select without a command, do a WALK
+ clear(true);
+ _vm->logic()->joeWalk(JWM_EXECUTE);
+ }
+}
+
+void Command::grabSelectedObject(int16 objNum, uint16 objState, uint16 objName) {
+ if (_state.action != VERB_NONE) {
+ _cmdText.addObject(_vm->logic()->objectName(objName));
+ }
+
+ _state.subject[_state.commandLevel - 1] = objNum;
+
+ // if first noun and it's a 2 level command then set up action word
+ if (_state.action == VERB_USE && _state.commandLevel == 1) {
+ if (State::findUse(objState) == STATE_USE_ON) {
+ // object supports 2 levels, command not fully constructed
+ _state.commandLevel = 2;
+ _cmdText.addLinkWord(VERB_PREP_WITH);
+ _cmdText.display(INK_CMD_NORMAL);
+ _parse = false;
+ } else {
+ _parse = true;
+ }
+ } else if (_state.action == VERB_GIVE && _state.commandLevel == 1) {
+ // command not fully constructed
+ _state.commandLevel = 2;
+ _cmdText.addLinkWord(VERB_PREP_TO);
+ _cmdText.display(INK_CMD_NORMAL);
+ _parse = false;
+ } else {
+ _parse = true;
+ }
+
+ if (_parse) {
+ _state.verb = VERB_NONE;
+ _vm->logic()->joeWalk(JWM_EXECUTE);
+ _state.selAction = _state.action;
+ _state.action = VERB_NONE;
+ }
+}
+
+void Command::grabSelectedItem() {
+ 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!
+
+ if (_mouseKey == Input::MOUSE_LBUTTON ||
+ (_vm->input()->keyVerb() != VERB_NONE && _state.verb != VERB_NONE)) {
+ if (_state.action == VERB_NONE) {
+ if (_vm->input()->keyVerb() != VERB_NONE) {
+ // We've selected via the keyboard, no command is being
+ // constructed, so we shall find the item's default
+ _state.verb = State::findDefaultVerb(id->state);
+ if (_state.verb == VERB_NONE) {
+ // set to Look At
+ _state.verb = VERB_LOOK_AT;
+ _cmdText.setVerb(VERB_LOOK_AT);
+ }
+ _state.action = _state.verb;
+ } else {
+ // Action>0 ONLY if command has been constructed
+ // Left Mouse Button pressed just do Look At
+ _state.action = VERB_LOOK_AT;
+ _cmdText.setVerb(VERB_LOOK_AT);
+ }
+ }
+ _state.verb = VERB_NONE;
+ } else {
+ if (_cmdText.isEmpty()) {
+ _state.verb = VERB_LOOK_AT;
+ _state.action = VERB_LOOK_AT;
+ _cmdText.setVerb(VERB_LOOK_AT);
+ } else {
+ if (_state.commandLevel == 2 && _parse)
+ _state.verb = _state.action;
+ else
+ _state.verb = State::findDefaultVerb(id->state);
+ if (_state.verb == VERB_NONE) {
+ // No match made, so command not yet completed. Redefine as LOOK AT
+ _state.action = VERB_LOOK_AT;
+ _cmdText.setVerb(VERB_LOOK_AT);
+ } else {
+ _state.action = _state.verb;
+ }
+ _state.verb = VERB_NONE;
+ }
+ }
+
+ grabSelectedObject(-item, id->state, id->name);
+}
+
+void Command::grabSelectedNoun() {
+ ObjectData *od = findObjectData(_state.noun);
+ if (od == NULL || od->name <= 0) {
+ // selected a turned off object, so just walk
+ clear(true);
+ _state.noun = 0;
+ _vm->logic()->joeWalk(JWM_EXECUTE);
+ return;
+ }
+
+ if (_state.verb == VERB_NONE) {
+ if (_mouseKey == Input::MOUSE_LBUTTON) {
+ if ((_state.commandLevel != 2 && _state.action == VERB_NONE) ||
+ (_state.commandLevel == 2 && _parse)) {
+ _state.verb = VERB_WALK_TO;
+ _state.action = VERB_WALK_TO;
+ _cmdText.setVerb(VERB_WALK_TO);
+ }
+ } else if (_mouseKey == Input::MOUSE_RBUTTON) {
+ if (_cmdText.isEmpty()) {
+ _state.verb = State::findDefaultVerb(od->state);
+ _state.selAction = (_state.verb == VERB_NONE) ? VERB_WALK_TO : _state.verb;
+ _cmdText.setVerb(_state.selAction);
+ _cmdText.addObject(_vm->logic()->objectName(od->name));
+ } else {
+ if ((_state.commandLevel == 2 && !_parse) || _state.action != VERB_NONE) {
+ _state.verb = _state.action;
+ } else {
+ _state.verb = State::findDefaultVerb(od->state);
+ }
+ _state.action = (_state.verb == VERB_NONE) ? VERB_WALK_TO : _state.verb;
+ _state.verb = VERB_NONE;
+ }
+ }
+ }
+
+ _state.selNoun = 0;
+ int16 objNum = _vm->logic()->currentRoomData() + _state.noun;
+ grabSelectedObject(objNum, od->state, od->name);
+}
+
+void Command::grabSelectedVerb() {
+ if (isVerbInvScroll(_state.verb)) {
+ // move through inventory (by four if right mouse button)
+ uint16 scroll = (_mouseKey == Input::MOUSE_RBUTTON) ? 4 : 1;
+ _vm->logic()->inventoryScroll(scroll, _state.verb == VERB_SCROLL_UP);
+ } else {
+ _state.action = _state.verb;
+ _state.subject[0] = 0;
+ _state.subject[1] = 0;
+
+ if (_vm->logic()->joeWalk() == JWM_MOVE && _state.verb != VERB_NONE) {
+ _vm->logic()->joeWalk(JWM_NORMAL);
+ }
+ _state.commandLevel = 1;
+ _state.oldVerb = VERB_NONE;
+ _state.oldNoun = 0;
+ _cmdText.setVerb(_state.verb);
+ _cmdText.display(INK_CMD_NORMAL);
+ }
+}
+
+bool Command::executeIfCutaway(const char *description) {
+ if (strlen(description) > 4 &&
+ scumm_stricmp(description + strlen(description) - 4, ".cut") == 0) {
+
+ _vm->display()->clearTexts(CmdText::COMMAND_Y_POS, CmdText::COMMAND_Y_POS);
+
+ char nextCutaway[20];
+ memset(nextCutaway, 0, sizeof(nextCutaway));
+ _vm->logic()->playCutaway(description, nextCutaway);
+ while (nextCutaway[0] != '\0') {
+ _vm->logic()->playCutaway(nextCutaway, nextCutaway);
+ }
+ return true;
+ }
+ return false;
+}
+
+bool Command::executeIfDialog(const char *description) {
+ if (strlen(description) > 4 &&
+ scumm_stricmp(description + strlen(description) - 4, ".dog") == 0) {
+
+ _vm->display()->clearTexts(CmdText::COMMAND_Y_POS, CmdText::COMMAND_Y_POS);
+
+ char cutaway[20];
+ memset(cutaway, 0, sizeof(cutaway));
+ _vm->logic()->startDialogue(description, _state.selNoun, cutaway);
+
+ while (cutaway[0] != '\0') {
+ char currentCutaway[20];
+ strcpy(currentCutaway, cutaway);
+ _vm->logic()->playCutaway(currentCutaway, cutaway);
+ }
+ return true;
+ }
+ return false;
+}
+
+bool Command::handleWrongAction() {
+ // l.96-141 execute.c
+ uint16 objMax = _vm->grid()->objMax(_vm->logic()->currentRoom());
+ uint16 roomData = _vm->logic()->currentRoomData();
+
+ // select without a command or WALK TO ; do a WALK
+ if ((_state.selAction == VERB_WALK_TO || _state.selAction == VERB_NONE) &&
+ (_state.selNoun > objMax || _state.selNoun == 0)) {
+ if (_state.selAction == VERB_NONE) {
+ _vm->display()->clearTexts(CmdText::COMMAND_Y_POS, CmdText::COMMAND_Y_POS);
+ }
+ _vm->walk()->moveJoe(0, _selPosX, _selPosY, false);
+ return true;
+ }
+
+ // check to see if one of the objects is hidden
+ int i;
+ for (i = 0; i < 2; ++i) {
+ int16 obj = _state.subject[i];
+ if (obj > 0 && _vm->logic()->objectData(obj)->name <= 0) {
+ return true;
+ }
+ }
+
+ // check for USE command on exists
+ if (_state.selAction == VERB_USE &&
+ _state.subject[0] > 0 && _vm->logic()->objectData(_state.subject[0])->entryObj > 0) {
+ _state.selAction = VERB_WALK_TO;
+ }
+
+ if (_state.selNoun > 0 && _state.selNoun <= objMax) {
+ uint16 objNum = roomData + _state.selNoun;
+ if (makeJoeWalkTo(_selPosX, _selPosY, objNum, _state.selAction, true) != 0) {
+ return true;
+ }
+ if (_state.selAction == VERB_WALK_TO && _vm->logic()->objectData(objNum)->entryObj < 0) {
+ return true;
+ }
+ }
+ return false;
+}
+
+void Command::sayInvalidAction(Verb action, int16 subj1, int16 subj2) {
+ // l.158-272 execute.c
+ switch (action) {
+
+ case VERB_LOOK_AT:
+ lookAtSelectedObject();
+ break;
+
+ case VERB_OPEN:
+ // 'it doesn't seem to open'
+ _vm->logic()->makeJoeSpeak(1);
+ break;
+
+ case VERB_USE:
+ if (subj1 < 0) {
+ uint16 k = _vm->logic()->itemData(-subj1)->sfxDescription;
+ if (k > 0) {
+ _vm->logic()->makeJoeSpeak(k, true);
+ } else {
+ _vm->logic()->makeJoeSpeak(2);
+ }
+ } else {
+ _vm->logic()->makeJoeSpeak(2);
+ }
+ break;
+
+ case VERB_TALK_TO:
+ _vm->logic()->makeJoeSpeak(24 + _vm->randomizer.getRandomNumber(2));
+ break;
+
+ case VERB_CLOSE:
+ _vm->logic()->makeJoeSpeak(2);
+ break;
+
+ case VERB_MOVE:
+ // 'I can't move it'
+ if (subj1 > 0) {
+ int16 img = _vm->logic()->objectData(subj1)->image;
+ if (img == -4 || img == -3) {
+ _vm->logic()->makeJoeSpeak(18);
+ } else {
+ _vm->logic()->makeJoeSpeak(3);
+ }
+ } else {
+ _vm->logic()->makeJoeSpeak(3);
+ }
+ break;
+
+ case VERB_GIVE:
+ // 'I can't give the subj1 to subj2'
+ if (subj1 < 0) {
+ if (subj2 > 0) {
+ int16 img = _vm->logic()->objectData(subj2)->image;
+ if (img == -4 || img == -3) {
+ _vm->logic()->makeJoeSpeak(27 + _vm->randomizer.getRandomNumber(2));
+ }
+ } else {
+ _vm->logic()->makeJoeSpeak(11);
+ }
+ } else {
+ _vm->logic()->makeJoeSpeak(12);
+ }
+ break;
+
+ case VERB_PICK_UP:
+ if (subj1 < 0) {
+ _vm->logic()->makeJoeSpeak(14);
+ } else {
+ int16 img = _vm->logic()->objectData(subj1)->image;
+ if (img == -4 || img == -3) {
+ // Trying to get a person
+ _vm->logic()->makeJoeSpeak(20);
+ } else {
+ // 5 : 'I can't pick that up'
+ // 6 : 'I don't think I need that'
+ // 7 : 'I'd rather leave it here'
+ // 8 : 'I don't think I'd have any use for that'
+ _vm->logic()->makeJoeSpeak(5 + _vm->randomizer.getRandomNumber(3));
+ }
+ }
+ break;
+
+ default:
+ break;
+ }
+}
+
+void Command::changeObjectState(Verb action, int16 obj, int16 song, bool cutDone) {
+ // l.456-533 execute.c
+ ObjectData *objData = _vm->logic()->objectData(obj);
+
+ if (action == VERB_OPEN && !cutDone) {
+ if (State::findOn(objData->state) == STATE_ON_ON) {
+ State::alterOn(&objData->state, STATE_ON_OFF);
+ State::alterDefaultVerb(&objData->state, VERB_NONE);
+
+ // play music if it exists... (or SFX for open/close door)
+ if (song != 0) {
+ _vm->sound()->playSong(ABS(song));
+ }
+
+ if (objData->entryObj != 0) {
+ // if it's a door, then update door that it links to
+ openOrCloseAssociatedObject(action, ABS(objData->entryObj));
+ objData->entryObj = ABS(objData->entryObj);
+ }
+ } else {
+ // 'it's already open !'
+ _vm->logic()->makeJoeSpeak(9);
+ }
+ } 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);
+
+ // play music if it exists... (or SFX for open/close door)
+ if (song != 0) {
+ _vm->sound()->playSong(ABS(song));
+ }
+
+ if (objData->entryObj != 0) {
+ // if it's a door, then update door that it links to
+ openOrCloseAssociatedObject(action, ABS(objData->entryObj));
+ objData->entryObj = -ABS(objData->entryObj);
+ }
+ } else {
+ // 'it's already closed !'
+ _vm->logic()->makeJoeSpeak(10);
+ }
+ } else if (action == VERB_MOVE) {
+ State::alterOn(&objData->state, STATE_ON_OFF);
+ }
+}
+
+void Command::cleanupCurrentAction() {
+ // l.595-597 execute.c
+ _vm->logic()->joeFace();
+ _state.oldNoun = 0;
+ _state.oldVerb = VERB_NONE;
+}
+
+void Command::openOrCloseAssociatedObject(Verb action, int16 otherObj) {
+ CmdListData *cmdList = &_cmdList[1];
+ uint16 com = 0;
+ uint16 i;
+ for (i = 1; i <= _numCmdList && com == 0; ++i, ++cmdList) {
+ if (cmdList->match(action, otherObj, 0)) {
+ if (cmdList->setConditions) {
+ CmdGameState *cmdGs = _cmdGameState;
+ uint16 j;
+ for (j = 1; j <= _numCmdGameState; ++j) {
+ if (cmdGs[j].id == i && cmdGs[j].gameStateSlot > 0) {
+ if (_vm->logic()->gameState(cmdGs[j].gameStateSlot) == cmdGs[j].gameStateValue) {
+ com = i;
+ break;
+ }
+ }
+ }
+ } else {
+ com = i;
+ break;
+ }
+ }
+ }
+
+ if (com != 0) {
+
+ debug(6, "Command::openOrCloseAssociatedObject() com=%X", com);
+
+ cmdList = &_cmdList[com];
+ ObjectData *objData = _vm->logic()->objectData(otherObj);
+
+ if (cmdList->imageOrder != 0) {
+ objData->image = cmdList->imageOrder;
+ }
+
+ if (action == VERB_OPEN) {
+ if (State::findOn(objData->state) == STATE_ON_ON) {
+ State::alterOn(&objData->state, STATE_ON_OFF);
+ State::alterDefaultVerb(&objData->state, VERB_NONE);
+ objData->entryObj = ABS(objData->entryObj);
+ }
+ } else if (action == VERB_CLOSE) {
+ if (State::findOn(objData->state) == STATE_ON_OFF) {
+ State::alterOn(&objData->state, STATE_ON_ON);
+ State::alterDefaultVerb(&objData->state, VERB_OPEN);
+ objData->entryObj = -ABS(objData->entryObj);
+ }
+ }
+ }
+}
+
+int16 Command::setConditions(uint16 command, bool lastCmd) {
+ debug(9, "Command::setConditions(%d, %d)", command, lastCmd);
+
+ int16 ret = 0;
+ uint16 cmdState[21];
+ memset(cmdState, 0, sizeof(cmdState));
+ uint16 cmdStateCount = 0;
+ uint16 i;
+ CmdGameState *cmdGs = &_cmdGameState[1];
+ for (i = 1; i <= _numCmdGameState; ++i, ++cmdGs) {
+ if (cmdGs->id == command) {
+ if (cmdGs->gameStateSlot > 0) {
+ if (_vm->logic()->gameState(cmdGs->gameStateSlot) != cmdGs->gameStateValue) {
+ debug(6, "Command::setConditions() - GS[%d] == %d (should be %d)", cmdGs->gameStateSlot, _vm->logic()->gameState(cmdGs->gameStateSlot), cmdGs->gameStateValue);
+ // failed test
+ ret = i;
+ break;
+ }
+ } else {
+ cmdState[cmdStateCount] = i;
+ ++cmdStateCount;
+ }
+ }
+ }
+
+ if (ret > 0) {
+ // we've failed, so see if we need to make Joe speak
+ cmdGs = &_cmdGameState[ret];
+ if (cmdGs->speakValue > 0 && lastCmd) {
+ // check to see if fail state is in fact a cutaway
+ const char *objDesc = _vm->logic()->objectTextualDescription(cmdGs->speakValue);
+ if (!executeIfCutaway(objDesc) && !executeIfDialog(objDesc)) {
+ _vm->logic()->makeJoeSpeak(cmdGs->speakValue, true);
+ }
+ ret = -2;
+ } else {
+ // return -1 so Joe will be able to speak a normal description
+ ret = -1;
+ }
+ } else {
+ ret = 0;
+ // all tests were okay, now set gamestates
+ for (i = 0; i < cmdStateCount; ++i) {
+ cmdGs = &_cmdGameState[cmdState[i]];
+ _vm->logic()->gameState(ABS(cmdGs->gameStateSlot), cmdGs->gameStateValue);
+ // set return value for Joe to say something
+ ret = cmdGs->speakValue;
+ }
+ }
+ return ret;
+}
+
+void Command::setAreas(uint16 command) {
+ debug(9, "Command::setAreas(%d)", command);
+
+ CmdArea *cmdArea = &_cmdArea[1];
+ for (uint16 i = 1; i <= _numCmdArea; ++i, ++cmdArea) {
+ if (cmdArea->id == command) {
+ uint16 areaNum = ABS(cmdArea->area);
+ Area *area = _vm->grid()->area(cmdArea->room, areaNum);
+ if (cmdArea->area > 0) {
+ // turn on area
+ area->mapNeighbours = ABS(area->mapNeighbours);
+ } else {
+ // turn off area
+ area->mapNeighbours = -ABS(area->mapNeighbours);
+ }
+ }
+ }
+}
+
+void Command::setObjects(uint16 command) {
+ debug(9, "Command::setObjects(%d)", command);
+
+ CmdObject *cmdObj = &_cmdObject[1];
+ for (uint16 i = 1; i <= _numCmdObject; ++i, ++cmdObj) {
+ if (cmdObj->id == command) {
+
+ // found an object
+ uint16 dstObj = ABS(cmdObj->dstObj);
+ ObjectData *objData = _vm->logic()->objectData(dstObj);
+
+ debug(6, "Command::setObjects() - dstObj=%X srcObj=%X _state.subject[0]=%X", cmdObj->dstObj, cmdObj->srcObj, _state.subject[0]);
+
+ if (cmdObj->dstObj > 0) {
+ // show the object
+ objData->name = ABS(objData->name);
+ // test that the object has not already been deleted
+ // by checking if it is not equal to zero
+ if (cmdObj->srcObj == -1 && objData->name != 0) {
+ // delete object by setting its name to 0 and
+ // turning off graphic image
+ objData->name = 0;
+ if (objData->room == _vm->logic()->currentRoom()) {
+ if (dstObj != _state.subject[0]) {
+ // if the new object we have updated is on screen and is not the
+ // current object, then we can update. This is because we turn
+ // current object off ourselves by COM_LIST(com, 8)
+ if (objData->image != -3 && objData->image != -4) {
+ // it is a normal object (not a person)
+ // turn the graphic image off for the object
+ objData->image = -(objData->image + 10);
+ }
+ }
+ // invalidate object area
+ uint16 objZone = dstObj - _vm->logic()->currentRoomData();
+ _vm->grid()->setZone(GS_ROOM, objZone, 0, 0, 1, 1);
+ }
+ }
+
+ if (cmdObj->srcObj > 0) {
+ // copy data from dummy object to object
+ int16 image1 = objData->image;
+ int16 image2 = _vm->logic()->objectData(cmdObj->srcObj)->image;
+ _vm->logic()->objectCopy(cmdObj->srcObj, dstObj);
+ if (image1 != 0 && image2 == 0 && objData->room == _vm->logic()->currentRoom()) {
+ uint16 bobNum = _vm->logic()->findBob(dstObj);
+ if (bobNum != 0) {
+ _vm->graphics()->bob(bobNum)->clear();
+ }
+ }
+ }
+
+ if (dstObj != _state.subject[0]) {
+ // if the new object we have updated is on screen and
+ // is not current object then update it
+ _vm->graphics()->refreshObject(dstObj);
+ }
+ } else {
+ // hide the object
+ if (objData->name > 0) {
+ objData->name = -objData->name;
+ // may need to turn BOBs off for objects to be hidden on current
+ // screen ! if the new object we have updated is on screen and
+ // is not current object then update it
+ _vm->graphics()->refreshObject(dstObj);
+ }
+ }
+ }
+ }
+}
+
+void Command::setItems(uint16 command) {
+ debug(9, "Command::setItems(%d)", command);
+
+ ItemData *items = _vm->logic()->itemData(0);
+ CmdInventory *cmdInv = &_cmdInventory[1];
+ for (uint16 i = 1; i <= _numCmdInventory; ++i, ++cmdInv) {
+ if (cmdInv->id == command) {
+ uint16 dstItem = ABS(cmdInv->dstItem);
+ // found an item
+ if (cmdInv->dstItem > 0) {
+ // add item to inventory
+ if (cmdInv->srcItem > 0) {
+ // copy data from source item to item, then enable it
+ items[dstItem] = items[cmdInv->srcItem];
+ items[dstItem].name = ABS(items[dstItem].name);
+ }
+ _vm->logic()->inventoryInsertItem(cmdInv->dstItem);
+ } else {
+ // delete item
+ if (items[dstItem].name > 0) {
+ _vm->logic()->inventoryDeleteItem(dstItem);
+ }
+ if (cmdInv->srcItem > 0) {
+ // copy data from source item to item, then disable it
+ items[dstItem] = items[cmdInv->srcItem];
+ items[dstItem].name = -ABS(items[dstItem].name);
+ }
+ }
+ }
+ }
+}
+
+uint16 Command::nextObjectDescription(ObjectDescription* objDesc, uint16 firstDesc) {
+ // l.69-103 select.c
+ uint16 i;
+ uint16 diff = objDesc->lastDescription - firstDesc;
+ debug(6, "Command::nextObjectDescription() - diff = %d, type = %d", diff, objDesc->type);
+ switch (objDesc->type) {
+ case 0:
+ // random type, start with first description
+ if (objDesc->lastSeenNumber == 0) {
+ // first time look at called
+ objDesc->lastSeenNumber = firstDesc;
+ break;
+ }
+ // already displayed first, do a random
+ case 1:
+ i = objDesc->lastSeenNumber;
+ while (i == objDesc->lastSeenNumber) {
+ i = firstDesc + _vm->randomizer.getRandomNumber(diff);
+ }
+ objDesc->lastSeenNumber = i;
+ break;
+ case 2:
+ // sequential, but loop
+ ++objDesc->lastSeenNumber;
+ if (objDesc->lastSeenNumber > objDesc->lastDescription) {
+ objDesc->lastSeenNumber = firstDesc;
+ }
+ break;
+ case 3:
+ // sequential without looping
+ if (objDesc->lastSeenNumber != objDesc->lastDescription) {
+ ++objDesc->lastSeenNumber;
+ }
+ break;
+ }
+ return objDesc->lastSeenNumber;
+}
+
+void Command::lookAtSelectedObject() {
+ uint16 desc;
+ if (_state.subject[0] < 0) {
+ desc = _vm->logic()->itemData(-_state.subject[0])->description;
+ } else {
+ ObjectData *objData = _vm->logic()->objectData(_state.subject[0]);
+ if (objData->name <= 0) {
+ return;
+ }
+ desc = objData->description;
+ }
+
+ debug(6, "Command::lookAtSelectedObject() - desc = %X, _state.subject[0] = %X", desc, _state.subject[0]);
+
+ // check to see if the object/item has a series of description
+ ObjectDescription *objDesc = _vm->logic()->objectDescription(1);
+ uint16 i;
+ for (i = 1; i <= _vm->logic()->objectDescriptionCount(); ++i, ++objDesc) {
+ if (objDesc->object == _state.subject[0]) {
+ desc = nextObjectDescription(objDesc, desc);
+ break;
+ }
+ }
+
+ _vm->logic()->makeJoeSpeak(desc, true);
+ _vm->logic()->joeFace();
+}
+
+void Command::lookForCurrentObject(int16 cx, int16 cy) {
+ uint16 obj = _vm->grid()->findObjectUnderCursor(cx, cy);
+ _state.noun = _vm->grid()->findObjectNumber(obj);
+
+ if (_state.oldNoun == _state.noun) {
+ return;
+ }
+
+ ObjectData *od = findObjectData(_state.noun);
+ if (od == NULL || od->name <= 0) {
+ _state.oldNoun = _state.noun;
+ _vm->display()->clearTexts(CmdText::COMMAND_Y_POS, CmdText::COMMAND_Y_POS);
+ if (_state.action != VERB_NONE) {
+ _cmdText.display(INK_CMD_NORMAL);
+ }
+ return;
+ }
+
+ // if no command yet selected, then use DEFAULT command, if any
+ if (_state.action == VERB_NONE) {
+ Verb v = State::findDefaultVerb(od->state);
+ _cmdText.setVerb((v == VERB_NONE) ? VERB_WALK_TO : v);
+ if (_state.noun == 0) {
+ _cmdText.clear();
+ }
+ }
+ const char *name = _vm->logic()->objectName(od->name);
+ _cmdText.displayTemp(INK_CMD_NORMAL, name);
+ _state.oldNoun = _state.noun;
+}
+
+void Command::lookForCurrentIcon(int16 cx, int16 cy) {
+ _state.verb = _vm->grid()->findVerbUnderCursor(cx, cy);
+ if (_state.oldVerb != _state.verb) {
+
+ if (_state.action == VERB_NONE) {
+ _cmdText.clear();
+ }
+ _vm->display()->clearTexts(CmdText::COMMAND_Y_POS, CmdText::COMMAND_Y_POS);
+
+ if (isVerbInv(_state.verb)) {
+ ItemData *id = findItemData(_state.verb);
+ if (id != NULL && id->name > 0) {
+ if (_state.action == VERB_NONE) {
+ Verb v = State::findDefaultVerb(id->state);
+ _cmdText.setVerb((v == VERB_NONE) ? VERB_LOOK_AT : v);
+ }
+ const char *name = _vm->logic()->objectName(id->name);
+ _cmdText.displayTemp(INK_CMD_NORMAL, name);
+ }
+ } else if (isVerbAction(_state.verb)) {
+ _cmdText.displayTemp(INK_CMD_NORMAL, _state.verb);
+ } else if (_state.verb == VERB_NONE) {
+ _cmdText.display(INK_CMD_NORMAL);
+ }
+ _state.oldVerb = _state.verb;
+ }
+}
+
+} // End of namespace Queen