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/* ScummVM - Scumm Interpreter
* Copyright (C) 2003-2005 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#ifndef QUEENCOMMAND_H
#define QUEENCOMMAND_H
#include "common/util.h"
#include "queen/defs.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
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