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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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+#ifndef QUEENCOMMAND_H
+#define QUEENCOMMAND_H
+
+#include "common/util.h"
+#include "queen/structs.h"
+
+namespace Queen {
+
+class QueenEngine;
+
+struct CmdText {
+
+ CmdText(bool reversed, uint8 y, QueenEngine *vm);
+
+ //! reset the command sentence
+ void clear();
+
+ //! display the command sentence using the specified color
+ void display(uint8 color);
+
+ //! display a temporary command sentence using the specified parameters
+ void displayTemp(uint8 color, Verb v, const char *name = NULL, bool outlined = false);
+
+ //! display a temporary command sentence using the specified parameters
+ void displayTemp(uint8 color, const char *name, bool outlined = false);
+
+ //! set the verb for the command sentence
+ void setVerb(Verb v);
+
+ //! set the link word (between verb and object) for the command sentence
+ void addLinkWord(Verb v);
+
+ //! add an object name to the command sentence
+ void addObject(const char *objName);
+
+ //! returns true if the command sentence is empty
+ bool isEmpty() const;
+
+ enum {
+ MAX_COMMAND_LEN = 256,
+ COMMAND_Y_POS = 151
+ };
+
+ uint8 _y;
+
+ //! flag indicating if the words in the sentence are reversed (hebrew version)
+ bool _isReversed;
+
+ //! buffer containing the current command sentence
+ char _command[MAX_COMMAND_LEN];
+
+ QueenEngine *_vm;
+};
+
+struct CmdState {
+
+ void init();
+
+ Verb oldVerb, verb;
+ Verb action;
+ int16 oldNoun, noun;
+ int commandLevel;
+ int16 subject[2];
+
+ Verb selAction;
+ int16 selNoun;
+};
+
+class Command {
+public:
+
+ Command(QueenEngine *vm);
+ ~Command();
+
+ //! initialise command construction
+ void clear(bool clearTexts);
+
+ //! execute last constructed command
+ void executeCurrentAction();
+
+ //! get player input and construct command from it
+ void updatePlayer();
+
+ //! read all command arrays from stream
+ void readCommandsFrom(byte *&ptr);
+
+ enum {
+ MAX_MATCHING_CMDS = 50
+ };
+
+private:
+
+ //! get a reference to the ObjectData for the specified room object
+ ObjectData *findObjectData(uint16 objRoomNum) const;
+
+ //! get a reference to the ItemData for the specified inventory object
+ ItemData *findItemData(Verb invNum) const;
+
+ //! execute the current command
+ int16 executeCommand(uint16 comId, int16 condResult);
+
+ //! move Joe to the specified position, handling new room switching
+ int16 makeJoeWalkTo(int16 x, int16 y, int16 objNum, Verb v, bool mustWalk);
+
+ //! update command state with current selected action
+ void grabCurrentSelection();
+
+ //! update command state with current selected object
+ void grabSelectedObject(int16 objNum, uint16 objState, uint16 objName);
+
+ //! update command state with current selected inventory object
+ void grabSelectedItem();
+
+ //! update command state with current selected room object
+ void grabSelectedNoun();
+
+ //! update command state with current selected verb
+ void grabSelectedVerb();
+
+ //! if the description is a cutaway file, execute it
+ bool executeIfCutaway(const char *description);
+
+ //! if the description is a dialog file, execute it
+ bool executeIfDialog(const char *description);
+
+ //! handle a wrong/invalid user action
+ bool handleWrongAction();
+
+ //! make Joe speak something for a wrong/invalid action
+ void sayInvalidAction(Verb action, int16 subj1, int16 subj2);
+
+ //! update an object state
+ void changeObjectState(Verb action, int16 obj, int16 song, bool cutDone);
+
+ //! reset current action
+ void cleanupCurrentAction();
+
+ //! OPEN_CLOSE_OTHER(OBJECT_DATA[S][4])
+ void openOrCloseAssociatedObject(Verb action, int16 obj);
+
+ //! update gamestates - P1_SET_CONDITIONS
+ int16 setConditions(uint16 command, bool lastCmd);
+
+ //! turn on/off areas - P2_SET_AREAS
+ void setAreas(uint16 command);
+
+ //! hide/show objects, redisplay if in the same room as Joe - P3_SET_OBJECTS
+ void setObjects(uint16 command);
+
+ //! inserts/deletes items (inventory) - P4_SET_ITEMS
+ void setItems(uint16 command);
+
+ //! update description for object and returns description number to use
+ uint16 nextObjectDescription(ObjectDescription *objDesc, uint16 firstDesc);
+
+ //! speak description of selected object
+ void lookAtSelectedObject();
+
+ //! get the current object under the cursor
+ void lookForCurrentObject(int16 cx, int16 cy);
+
+ //! get the current icon panel under the cursor (inventory item or verb)
+ void lookForCurrentIcon(int16 cx, int16 cy);
+
+ //! returns true if the verb is an action verb
+ bool isVerbAction(Verb v) const { return (v >= VERB_PANEL_COMMAND_FIRST && v <= VERB_PANEL_COMMAND_LAST) || (v == VERB_WALK_TO); };
+
+ //! return true if the verb is an inventory item
+ bool isVerbInv(Verb v) const { return v >= VERB_INV_FIRST && v <= VERB_INV_LAST; }
+
+ //! returns true if the specified verb is an inventory scroll
+ bool isVerbInvScroll(Verb v) const { return v == VERB_SCROLL_UP || v == VERB_SCROLL_DOWN; }
+
+ //! commands list for each possible action
+ CmdListData *_cmdList;
+ uint16 _numCmdList;
+
+ //! commands list for areas
+ CmdArea *_cmdArea;
+ uint16 _numCmdArea;
+
+ //! commands list for objects
+ CmdObject *_cmdObject;
+ uint16 _numCmdObject;
+
+ //! commands list for inventory
+ CmdInventory *_cmdInventory;
+ uint16 _numCmdInventory;
+
+ //! commands list for gamestate
+ CmdGameState *_cmdGameState;
+ uint16 _numCmdGameState;
+
+ //! textual form of the command (displayed between room and panel areas)
+ CmdText _cmdText;
+
+ //! flag indicating that the current command is fully constructed
+ bool _parse;
+
+ //! state of current constructed command
+ CmdState _state;
+
+ //! last user selection
+ int _mouseKey, _selPosX, _selPosY;
+
+ QueenEngine *_vm;
+};
+
+} // End of namespace Queen
+
+#endif
+