aboutsummaryrefslogtreecommitdiff
path: root/engines/queen/command.h
blob: 1d49b134de7e635a44b1ed0dd41c3f39e531b8d9 (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
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
/* 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 QUEEN_COMMAND_H
#define QUEEN_COMMAND_H

#include "common/util.h"
#include "queen/structs.h"

namespace Queen {

class QueenEngine;

class CmdText {
public:

	static CmdText *makeCmdTextInstance(uint8 y, QueenEngine *vm);

	CmdText(uint8 y, QueenEngine *vm);
	virtual ~CmdText() {}

	//! reset the command sentence
	void clear();

	//! display the command sentence using the specified color
	void display(InkColor color, const char *command = 0, bool outlined = false);

	//! display a temporary command sentence using the specified parameters
	void displayTemp(InkColor color, Verb v);

	//! display a temporary command sentence using the specified parameters
	virtual void displayTemp(InkColor color, const char *name, bool outlined);

	//! set the verb for the command sentence
	void setVerb(Verb v);

	//! set the link word (between verb and object) for the command sentence
	virtual void addLinkWord(Verb v);

	//! add an object name to the command sentence
	virtual void addObject(const char *objName);

	//! returns true if the command sentence is empty
	bool isEmpty() const { return _command[0] == 0; }

	enum {
		MAX_COMMAND_LEN = 256,
		COMMAND_Y_POS   = 151
	};

protected:

	//! buffer containing the current command sentence
	char _command[MAX_COMMAND_LEN];

	uint8 _y;

	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();

	//! initialize 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