aboutsummaryrefslogtreecommitdiff
path: root/engines/mads/action.h
blob: c588a42324606b76b38741b54bb60897b9803627 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * 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.
 *
 */

#ifndef MADS_ACTION_H
#define MADS_ACTION_H

#include "common/scummsys.h"
#include "common/serializer.h"
#include "common/str.h"

namespace MADS {

enum TriggerMode { 
	SEQUENCE_TRIGGER_PARSER = 0,		// Triggers parser
	SEQUENCE_TRIGGER_DAEMON = 1,		// Triggers step/daemon code
	SEQUENCE_TRIGGER_PREPARE = 2		// Triggers preparser
};

enum InterAwaiting {
	AWAITING_NONE = 0,
	AWAITING_COMMAND = 1,       // Initial state: waiting for a command verb
	AWAITING_THIS = 2,			// Waiting for object
	AWAITING_THAT = 3,			// Waiting for a second object
	AWAITING_RIGHT_MOUSE = 4	// Waiting for mouse button release
};

enum {
	VERB_NONE = 0,
	VERB_LOOK = 3,
	VERB_TAKE = 4,
	VERB_PUSH = 5,
	VERB_OPEN = 6,
	VERB_PUT = 7,
	VERB_TALKTO = 8,
	VERB_GIVE = 9,
	VERB_PULL = 10,
	VERB_CLOSE = 11,
	VERB_THROW = 12,
	VERB_WALKTO = 13
};

enum VerbType { VERB_ONLY, VERB_THIS, VERB_THAT };

enum PrepType {
	PREP_NONE, PREP_WITH, PREP_TO, PREP_AT, PREP_FROM, PREP_ON, PREP_IN, 
	PREP_UNDER, PREP_BEHIND, PREP_RELATIONAL = -1
};

enum ScrCategory {
	CAT_NONE = 0, CAT_COMMAND = 1, CAT_INV_LIST = 2, CAT_INV_VOCAB = 3,
	CAT_HOTSPOT = 4, CAT_INV_ANIM = 5, CAT_TALK_ENTRY = 6, CAT_INV_SCROLLER = 7,
	CAT_12 = 12
};

class MADSEngine;

struct ActionDetails {
	int _verbId;
	int _objectNameId;
	int _indirectObjectId;

	void synchronize(Common::Serializer &s);
};

struct ActionSavedFields {
	bool _commandError;
	int _commandSource;
	int _command;
	int _mainObject;
	int _secondObject;
	int _mainObjectSource;
	int _secondObjectSource;
	int _articleNumber;
	int _lookFlag;
};

class MADSAction {
private:
	MADSEngine *_vm;
	Common::String _statusText;

	void appendVocab(int vocabId, bool capitalise = false);

	void startWalkingDirectly(int walkType);
public:
	ActionDetails _action, _activeAction;
	int _articleNumber;
	bool _lookFlag;
	int _selectedRow;
	bool _textChanged;
	int _selectedAction;
	int _statusTextIndex;
	int _hotspotId;
	ActionSavedFields _savedFields;
	Common::String _sentence;

	VerbType _verbType;
	PrepType _prepType;
	ScrCategory _commandSource;
	ScrCategory _mainObjectSource;
	int16 _secondObject;
	ScrCategory _secondObjectSource;
	ScrCategory _recentCommandSource;
	bool _pointEstablished;
	int16 _recentCommand;
	InterAwaiting _interAwaiting;
	bool _inProgress;
	int _pickedWord;

public:
	MADSAction(MADSEngine *vm);

	void clear();
	void set();
	const Common::String &statusText() const { return _statusText; }
	void refresh();

	/**
	 * Accepts the currently defined sentence from the ScreenObjects parser.
	 * Copies the data, and checks to see if the action requires the player
	 * to walk to the given hotspot.
	 */
	void startAction();

	void checkAction();
	bool isAction(int verbId, int objectNameId = 0, int indirectObjectId = 0);
	
	/**
	 * Check the result of the current action on the sentence
	 * with the provision that the action is not yet complete.
	 */
	void checkActionAtMousePos();

	/**
	* Execute a click within the scene
	*/
	void leftClick();
};

} // End of namespace MADS

#endif /* MADS_ACTION_H */