svn-id: r11108
This commit is contained in:
Gregory Montoir 2003-11-03 19:52:14 +00:00
parent 6e60d7b827
commit ca9638e4f6
5 changed files with 254 additions and 306 deletions

View File

@ -96,6 +96,33 @@ bool CmdText::isEmpty() const {
}
void CurrentCmdState::init() {
commandLevel = 1;
oldVerb = verb = action = Verb(VERB_NONE);
oldNoun = noun = subject1 = subject2 = 0;
}
void CurrentCmdState::addObject(int16 objNum) {
switch (commandLevel) {
case 1:
subject1 = objNum;
break;
case 2:
subject2 = objNum;
break;
}
}
void SelectedCmdState::init() {
action = defaultVerb = Verb(VERB_NONE);
noun = 0;
}
Command::Command(Logic *l, Graphics *g, Input *i, Walk *w)
: _logic(l), _graphics(g), _input(i), _walk(w) {
@ -111,13 +138,8 @@ void Command::clear(bool clearTexts) {
_graphics->textClear(151, 151);
}
_parse = false;
_curCmd.commandLevel = 1;
_curCmd.oldVerb = _curCmd.verb = _curCmd.action = Verb(VERB_NONE);
_curCmd.oldNoun = _curCmd.noun = 0;
_selCmd.action = _selCmd.defaultVerb = Verb(VERB_NONE);
_selCmd.noun = _selCmd.subject1 = _selCmd.subject2 = 0;
_curCmd.init();
_selCmd.init();
}
@ -137,11 +159,11 @@ void Command::executeCurrentAction(bool walk) {
uint16 objMax = _logic->currentRoomObjMax();
uint16 roomData = _logic->currentRoomData();
if (_mouseKey == Input::MOUSE_RBUTTON && _selCmd.subject1 != 0) {
if (_mouseKey == Input::MOUSE_RBUTTON && _curCmd.subject1 != 0) {
// check to see if selecting default command for object/item
if (_selCmd.subject1 > 0) {
if (_curCmd.subject1 > 0) {
// an object
int16 i = _selCmd.subject1;
int16 i = _curCmd.subject1;
if (_curCmd.noun > objMax) {
int16 aObj = _logic->currentRoomArea(_curCmd.noun - objMax)->object;
int16 aObjName = _logic->objectData(aObj)->name;
@ -173,7 +195,7 @@ void Command::executeCurrentAction(bool walk) {
}
else {
// an item
int16 name = _logic->itemData(ABS(_selCmd.subject1))->name;
int16 name = _logic->itemData(ABS(_curCmd.subject1))->name;
obj1Name = _logic->objectName(name);
}
}
@ -187,8 +209,8 @@ void Command::executeCurrentAction(bool walk) {
// XXX SUBJECT[2]=0;
// get objects names
obj1Name = _logic->objectOrItemName(_selCmd.subject1);
obj2Name = _logic->objectOrItemName(_selCmd.subject2);
obj1Name = _logic->objectOrItemName(_curCmd.subject1);
obj2Name = _logic->objectOrItemName(_curCmd.subject2);
if (handleBadCommand(walk)) {
cleanupCurrentAction();
@ -196,12 +218,12 @@ void Command::executeCurrentAction(bool walk) {
}
// get the number of commands associated with Object/Item
uint16 comMax = countAssociatedCommands(_selCmd.action, _selCmd.subject1, _selCmd.subject2);
uint16 comMax = countAssociatedCommands(_selCmd.action, _curCmd.subject1, _curCmd.subject2);
if (comMax == 0) {
// no command match was found, so exit
// pass ACTION2 as paramater, as a new Command (and a new ACTION2)
// pass ACTION2 as parameter, as a new Command (and a new ACTION2)
// can be constructed while Joe speaks
executeStandardStuff(_selCmd.action, _selCmd.subject1, _selCmd.subject2);
executeStandardStuff(_selCmd.action, _curCmd.subject1, _curCmd.subject2);
cleanupCurrentAction();
return;
}
@ -209,7 +231,7 @@ void Command::executeCurrentAction(bool walk) {
// process each associated command for the Object, until all done
// or one of the Gamestate tests fails...
int16 cond = 0;
CmdListData *com = &_cmdList[0];
CmdListData *com = &_cmdList[1];
uint16 comId = 0;
uint16 curCommand;
for (curCommand = 1; curCommand <= comMax; ++curCommand) {
@ -217,7 +239,7 @@ void Command::executeCurrentAction(bool walk) {
++comId;
// try to find a match for the command in COM_LIST
for (; comId <= _numCmdList; ++comId, ++com) {
if (com->match(_selCmd.action, _selCmd.subject1, _selCmd.subject2)) {
if (com->match(_selCmd.action, _curCmd.subject1, _curCmd.subject2)) {
break;
}
}
@ -258,11 +280,11 @@ void Command::executeCurrentAction(bool walk) {
// Don't grab if action is TALK or WALK
if (_selCmd.action.value() != VERB_TALK_TO && _selCmd.action.value() != VERB_WALK_TO) {
if (_selCmd.subject1 > 0) {
_logic->joeGrab(_logic->objectData(_selCmd.subject1)->state, 0);
if (_curCmd.subject1 > 0) {
_logic->joeGrab(_logic->objectData(_curCmd.subject1)->state, 0);
}
if (_selCmd.subject2 > 0) {
_logic->joeGrab(_logic->objectData(_selCmd.subject2)->state, 0);
if (_curCmd.subject2 > 0) {
_logic->joeGrab(_logic->objectData(_curCmd.subject2)->state, 0);
}
}
@ -295,9 +317,9 @@ void Command::executeCurrentAction(bool walk) {
}
int16 oldImage = 0;
if (_selCmd.subject1 > 0) {
if (_curCmd.subject1 > 0) {
// an object (not an item)
oldImage = _logic->objectData(_selCmd.subject1)->image;
oldImage = _logic->objectData(_curCmd.subject1)->image;
}
if (com->setObjects) {
@ -308,7 +330,7 @@ void Command::executeCurrentAction(bool walk) {
}
if (com->imageOrder != 0) {
ObjectData* od = _logic->objectData(_selCmd.subject1);
ObjectData* od = _logic->objectData(_curCmd.subject1);
// we must update the graphic image of the object
if (com->imageOrder < 0) {
// instead of setting to -1 or -2, flag as negative
@ -320,15 +342,15 @@ void Command::executeCurrentAction(bool walk) {
else {
od->image = com->imageOrder;
}
_logic->roomRefreshObject(_selCmd.subject1);
_logic->roomRefreshObject(_curCmd.subject1);
}
else {
// this object is not being updated by command list, see if
// it has another image copied to it
if (_selCmd.subject1 > 0) {
if (_curCmd.subject1 > 0) {
// an object (not an item)
if (_logic->objectData(_selCmd.subject1)->image != oldImage) {
_logic->roomRefreshObject(_selCmd.subject1);
if (_logic->objectData(_curCmd.subject1)->image != oldImage) {
_logic->roomRefreshObject(_curCmd.subject1);
}
}
}
@ -361,7 +383,7 @@ void Command::executeCurrentAction(bool walk) {
break;
}
changeObjectState(_selCmd.action, _selCmd.subject1, com->song, cutDone);
changeObjectState(_selCmd.action, _curCmd.subject1, com->song, cutDone);
if (_selCmd.action.value() == VERB_TALK_TO && cond > 0) {
if (executeIfDialog(_logic->objectTextualDescription(cond))) {
@ -417,7 +439,7 @@ void Command::updatePlayer() {
if (_input->keyVerb().isJournal()) {
// XXX queen.c l.348-365
warning("Command::updatePlayer() - Journal not implemented");
warning("Command::updatePlayer() - Journal not yet implemented");
}
else if (!_input->keyVerb().isSkipText()) {
_curCmd.verb = _input->keyVerb();
@ -496,6 +518,56 @@ void Command::readCommandsFrom(byte *&ptr) {
}
int16 Command::makeJoeWalkTo(int16 x, int16 y, int16 objNum, const 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 = _logic->objectData(objNum);
if (objData->x != 0 || objData->y != 0) {
x = objData->x;
y = objData->y;
}
if (v.value() == VERB_WALK_TO) {
_logic->entryObj(objData->entryObj);
if (_logic->entryObj() != 0) {
_logic->newRoom(_logic->objectData(_logic->entryObj())->room);
// because this is an exit object, see if there is
// a walk off point and set (x,y) accordingly
WalkOffData *wod = _logic->walkOffPointForObject(objNum);
if (wod != NULL) {
x = wod->x;
y = wod->y;
}
}
}
else {
_logic->entryObj(0);
_logic->newRoom(0);
}
int16 p = 0;
if (mustWalk) {
// determine which way for Joe to face Object
uint16 facing = State::findDirection(objData->state);
BobSlot *bobJoe = _graphics->bob(0);
if (x == bobJoe->x && y == bobJoe->y) {
_logic->joeFacing(facing);
_logic->joeFace();
}
else {
p = _walk->joeMove(facing, x, y, false); // XXX inCutaway parameter
// XXX if(P != 0) P = FIND_VERB
}
}
return p;
}
void Command::grabCurrentSelection() {
_selPosX = _input->mousePosX();
@ -525,6 +597,51 @@ void Command::grabCurrentSelection() {
}
void Command::grabSelectedObject(int16 objNum, uint16 objState, uint16 objName) {
if (!_curCmd.action.isNone()) {
_cmdText.addObject(_logic->objectName(objName));
}
_curCmd.addObject(objNum);
// if first noun and it's a 2 level command then set up action word
if (_curCmd.action.value() == VERB_USE && _curCmd.commandLevel == 1) {
if (State::findUse(objState) == STATE_USE_ON) {
// object supports 2 levels
_curCmd.commandLevel = 2;
_cmdText.addLinkWord(Verb(VERB_PREP_WITH));
// command not fully constructed
_cmdText.display(INK_CMD_NORMAL);
_parse = false;
}
else {
_cmdText.display(INK_CMD_SELECT);
_parse = true;
}
}
else if (_curCmd.action.value() == VERB_GIVE && _curCmd.commandLevel == 1) {
_curCmd.commandLevel = 2;
_cmdText.addLinkWord(Verb(VERB_PREP_TO));
// command not fully constructed
_cmdText.display(INK_CMD_NORMAL);
_parse = false;
}
else {
_cmdText.display(INK_CMD_SELECT);
_parse = true;
}
if (_parse) {
_curCmd.verb = Verb(VERB_NONE);
_logic->joeWalk(2); // set JOEWALK flag to perform EXECUTE_ACTION procedure
_selCmd.action = _curCmd.action;
_curCmd.action = Verb(VERB_NONE);
}
}
void Command::grabSelectedItem() {
// if the NOUN has been selected from screen then it is positive
@ -601,47 +718,7 @@ void Command::grabSelectedItem() {
}
}
if (_curCmd.action.isTwoLevelsCommand() && _curCmd.commandLevel == 1) {
_parse = false;
}
if (!_curCmd.action.isNone()) {
_cmdText.addObject(_logic->objectName(_logic->itemData(item)->name));
}
switch (_curCmd.commandLevel) {
case 1:
_selCmd.subject1 = -item;
break;
case 2:
_selCmd.subject2 = -item;
break;
}
if (_curCmd.action.value() == VERB_USE && _curCmd.commandLevel == 1) {
if (State::findUse(_logic->itemData(item)->state) == STATE_USE_ON) {
_cmdText.addLinkWord(Verb(VERB_PREP_WITH));
_curCmd.commandLevel = 2;
}
else {
_parse = true;
}
_cmdText.display(INK_CMD_NORMAL);
}
else if (_curCmd.action.value() == VERB_GIVE && _curCmd.commandLevel == 1) {
_cmdText.addLinkWord(Verb(VERB_PREP_TO));
_curCmd.commandLevel = 2;
_cmdText.display(INK_CMD_NORMAL);
}
else {
_cmdText.display(INK_CMD_SELECT);
}
if (_parse) {
_curCmd.verb = Verb(VERB_NONE);
_logic->joeWalk(2); // set JOEWALK flag to perform EXECUTE_ACTION procedure
_selCmd.action = _curCmd.action;
_curCmd.action = Verb(VERB_NONE);
}
grabSelectedObject(-item, _logic->itemData(item)->state, _logic->itemData(item)->name);
}
@ -720,55 +797,7 @@ void Command::grabSelectedNoun() {
}
_selCmd.noun = 0;
if (_curCmd.action.isTwoLevelsCommand() && _curCmd.commandLevel == 1) {
// command not fully constructed
_parse = false;
}
else {
_parse = true;
}
if (!_curCmd.action.isNone()) {
_cmdText.addObject(_logic->objectName(objName));
}
switch (_curCmd.commandLevel) {
case 1:
_selCmd.subject1 = objNum;
break;
case 2:
_selCmd.subject2 = objNum;
break;
}
// if first noun and it's a 2 level command then set up action word
if (_curCmd.action.value() == VERB_USE && _curCmd.commandLevel == 1) {
if (State::findUse(_logic->objectData(objNum)->state) == STATE_USE_ON) {
_cmdText.addLinkWord(Verb(VERB_PREP_WITH));
_curCmd.commandLevel = 2;
}
else {
// object does not support 2nd level
_parse = true;
}
_cmdText.display(INK_CMD_NORMAL);
}
else if (_curCmd.action.value() == VERB_GIVE && _curCmd.commandLevel == 1) {
_cmdText.addLinkWord(Verb(VERB_PREP_TO));
_cmdText.display(INK_CMD_NORMAL);
}
else {
_cmdText.display(INK_CMD_SELECT);
}
if (_parse) {
_curCmd.verb = Verb(VERB_NONE);
_logic->joeWalk(2); // set JOEWALK flag to perform EXECUTE_ACTION procedure
_selCmd.action = _curCmd.action;
_curCmd.action = Verb(VERB_NONE);
}
grabSelectedObject(objNum, _logic->objectData(objNum)->state, objName);
}
@ -781,8 +810,8 @@ void Command::grabSelectedVerb() {
}
else if (_curCmd.verb.isPanelCommand() || _curCmd.verb.value() == VERB_WALK_TO) {
_curCmd.action = _curCmd.verb;
_selCmd.subject1 = 0;
_selCmd.subject2 = 0;
_curCmd.subject1 = 0;
_curCmd.subject2 = 0;
// if right mouse key selected, then store command VERB
if (_mouseKey == Input::MOUSE_RBUTTON) {
@ -858,7 +887,7 @@ bool Command::handleBadCommand(bool walk) {
// l.96-141 execute.c
uint16 objMax = _logic->currentRoomObjMax();
uint16 roomData = _logic->roomData(_logic->currentRoom());
uint16 roomData = _logic->currentRoomData();
// select without a command or WALK TO ; do a WALK
if ((_selCmd.action.value() == VERB_WALK_TO || _selCmd.action.isNone()) &&
@ -870,19 +899,21 @@ bool Command::handleBadCommand(bool walk) {
return true;
}
// check to see if one of the objects is hidden
if (_selCmd.subject1 > 0 && _logic->objectData(_selCmd.subject1)->name <= 0) {
if (_curCmd.subject1 > 0 && _logic->objectData(_curCmd.subject1)->name <= 0) {
return true;
}
if (_selCmd.action.value() == VERB_GIVE && _selCmd.subject2 > 0 && _logic->objectData(_selCmd.subject2)->name <= 0) {
if (_selCmd.action.value() == VERB_GIVE &&
_curCmd.subject2 > 0 && _logic->objectData(_curCmd.subject2)->name <= 0) {
return true;
}
// check for USE command on exists
if (_selCmd.action.value() == VERB_USE && _selCmd.subject1 > 0 && _logic->objectData(_selCmd.subject1)->entryObj > 0) {
if (_selCmd.action.value() == VERB_USE &&
_curCmd.subject1 > 0 && _logic->objectData(_curCmd.subject1)->entryObj > 0) {
_selCmd.action = Verb(VERB_WALK_TO);
}
if (_selCmd.noun > 0 && _selCmd.noun <= objMax) {
int16 p = _logic->joeWalkTo(_selPosX, _selPosY, walk);
if (p != 0) {
uint16 objNum = _logic->currentRoomData() + _selCmd.noun;
if (makeJoeWalkTo(_selPosX, _selPosY, objNum, _selCmd.action, walk) != 0) {
return true;
}
if (_selCmd.action.value() == VERB_WALK_TO && _logic->objectData(roomData + _selCmd.noun)->entryObj < 0) {
@ -911,7 +942,7 @@ void Command::executeStandardStuff(const Verb& action, int16 subj1, int16 subj2)
case VERB_USE:
if (subj1 < 0) {
k = _logic->itemData(ABS(subj1))->sfxDescription;
k = _logic->itemData(-subj1)->sfxDescription;
if (k > 0) {
_logic->joeSpeak(k, true);
}
@ -933,6 +964,7 @@ void Command::executeStandardStuff(const Verb& action, int16 subj1, int16 subj2)
break;
case 4: // weird, isn't it ? l.193 execute.c
warning("Command::executeStandardStuff() - Use of verb 4");
case VERB_MOVE:
// 'I can't move it'
if (subj1 > 0) {
@ -1128,10 +1160,10 @@ void Command::openOrCloseAssociatedObject(const Verb& action, int16 otherObj) {
if (cmdList->match(action, otherObj, 0)) {
if (cmdList->setConditions) {
CmdGameState *cmdGs = _cmdGameState;
// FIXME: weird loop...
uint16 j;
for (j = 1; j <= _numCmdGameState; ++j) {
if (cmdGs[j].id == i && cmdGs[i].gameStateSlot > 0) {
// FIXME: weird, why using 'i' instead of 'j' ?
if (_logic->gameState(cmdGs[i].gameStateSlot) == cmdGs[i].gameStateValue) {
com = i;
break;
@ -1278,7 +1310,7 @@ void Command::setObjects(uint16 command) {
// turning off graphic image
objData->name = 0;
if (objData->room == _logic->currentRoom()) {
if (dstObj != _selCmd.subject1) {
if (dstObj != _curCmd.subject1) {
// 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)
@ -1307,7 +1339,7 @@ void Command::setObjects(uint16 command) {
}
}
if (dstObj != _selCmd.subject1) {
if (dstObj != _curCmd.subject1) {
// if the new object we have updated is on screen and
// is not current object then update it
_logic->roomRefreshObject(dstObj);
@ -1416,9 +1448,9 @@ uint16 Command::nextObjectDescription(ObjectDescription* objDesc, uint16 firstDe
void Command::look() {
if (_selCmd.noun > 0 && _selCmd.noun <= _logic->currentRoomObjMax()) {
uint16 k = _logic->currentRoomData();
if (_logic->objectData(k + _selCmd.noun)->entryObj == 0) {
if (_logic->joeWalkTo(_selPosX, _selPosY, true) == -2) {
uint16 objNum = _logic->currentRoomData() + _selCmd.noun;
if (_logic->objectData(objNum)->entryObj == 0) {
if (makeJoeWalkTo(_selPosX, _selPosY, objNum, _selCmd.action, true) == -2) { // XXX inCutaway parameter
// 'I can't get close enough to have a look.'
_logic->joeSpeak(13);
}
@ -1426,25 +1458,25 @@ void Command::look() {
}
// if object type and disabled, don't look
if (_selCmd.subject1 > 0 && _logic->objectData(_selCmd.subject1)->name <= 0) {
if (_curCmd.subject1 > 0 && _logic->objectData(_curCmd.subject1)->name <= 0) {
return;
}
uint16 desc;
if (_selCmd.subject1 < 0) {
desc = _logic->itemData(ABS(_selCmd.subject1))->description;
if (_curCmd.subject1 < 0) {
desc = _logic->itemData(-_curCmd.subject1)->description;
}
else {
desc = _logic->objectData(_selCmd.subject1)->description;
desc = _logic->objectData(_curCmd.subject1)->description;
}
debug(0, "Command::look() - desc = %X, _selCmd.subject1 = %X", desc, _selCmd.subject1);
debug(0, "Command::look() - desc = %X, _curCmd.subject1 = %X", desc, _curCmd.subject1);
// check to see if the object/item has a series of description
ObjectDescription *objDesc = _logic->objectDescription(1);
uint16 i;
for (i = 1; i <= _logic->objectDescriptionCount(); ++i, ++objDesc) {
if (objDesc->object == _selCmd.subject1) {
if (objDesc->object == _curCmd.subject1) {
desc = nextObjectDescription(objDesc, desc);
break;
}
@ -1479,7 +1511,6 @@ void Command::lookCurrentItem() {
}
void Command::lookCurrentRoom() {
_curCmd.noun = _logic->findObjectUnderCursor(_input->mousePosX(), _input->mousePosY());

View File

@ -56,26 +56,61 @@ struct CmdText {
};
struct CurrentCmdState {
void init();
void addObject(int16 objNum);
Verb oldVerb;
Verb verb;
Verb action;
int16 oldNoun;
int16 noun;
//! current level of the command (max=2 for GIVE and USE verbs)
int commandLevel;
int16 subject1;
int16 subject2;
};
struct SelectedCmdState {
void init();
//! locked verb (using 2nd mouse button)
Verb defaultVerb;
Verb action;
int16 noun;
};
class Command {
public:
Command(Logic*, Graphics*, Input*, Walk*);
//! initialise command construction
void clear(bool clearTexts);
//! execute last constructed command
void executeCurrentAction(bool walk);
//! get player input and construct command from it
void updatePlayer();
//! read all command arrays from stream
void readCommandsFrom(byte *&ptr);
Verb selectedAction() const { return _selCmd.action; }
int16 selectedNoun() const { return _selCmd.noun; }
//! return true if command is ready to be executed
bool parse() const { return _parse; }
private:
int16 makeJoeWalkTo(int16 x, int16 y, int16 objNum, const Verb &v, bool mustWalk);
void grabCurrentSelection();
void grabSelectedObject(int16 objNum, uint16 objState, uint16 objName);
void grabSelectedItem();
void grabSelectedNoun();
void grabSelectedVerb();
@ -89,27 +124,31 @@ private:
void changeObjectState(const Verb& action, int16 obj, int16 song, bool cutDone);
void cleanupCurrentAction();
//! find default verb action for specified object
Verb findDefault(uint16 obj, bool itemType);
//! alter default verb action for specified object and update command display
void alterDefault(const Verb& def, bool itemType);
//! Opens/closes the object associated with object - OPEN_CLOSE_OTHER(OBJECT_DATA[S][4])
//! OPEN_CLOSE_OTHER(OBJECT_DATA[S][4])
void openOrCloseAssociatedObject(const Verb& action, int16 obj);
//! Update gamestates - P1_SET_CONDITIONS
//! update gamestates - P1_SET_CONDITIONS
int16 setConditions(uint16 command, bool lastCmd);
//! Turn on/off areas - P2_SET_AREAS
//! 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
//! 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
//! 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);
//! Look at Objects/Items and speak their description
//! look at current object / item and speak its description
void look();
void lookCurrentItem();
void lookCurrentRoom();
@ -131,33 +170,18 @@ private:
CmdGameState *_cmdGameState;
uint16 _numCmdGameState;
//! Textual form of the command (displayed between room and panel areas)
//! textual form of the command (displayed between room and panel areas)
CmdText _cmdText;
//! If true, command string is executed
//! flag indicating that the current command is fully constructed
bool _parse;
struct {
Verb oldVerb, verb;
Verb action;
int16 oldNoun, noun;
//! Current level of the command (max=2 for GIVE and USE verbs)
int commandLevel;
} _curCmd;
CurrentCmdState _curCmd;
struct {
//! Locked verb (using 2nd mouse button)
Verb defaultVerb;
Verb action;
int16 noun;
int16 subject1, subject2;
} _selCmd;
SelectedCmdState _selCmd;
//! MKEY
int _mouseKey;
//! Position of last selection
int _selPosX, _selPosY;
//! last user selection
int _mouseKey, _selPosX, _selPosY;
Logic *_logic;
Graphics *_graphics;

View File

@ -170,57 +170,6 @@ void State::alterDefaultVerb(uint16 *objState, Verb v) {
*objState = (*objState & ~0xF0) | (val << 4);
}
/*
void Command_::readAllCommandsFrom(byte *&ptr) {
uint16 i;
// Command List Data
_numCmdList = READ_BE_UINT16(ptr); ptr += 2;
_cmdList = new CmdListData[_numCmdList + 1];
memset(&_cmdList[0], 0, sizeof(CmdListData));
for (i = 1; i <= _numCmdList; i++) {
_cmdList[i].readFrom(ptr);
}
// Command AREA
_numCmdArea = READ_BE_UINT16(ptr); ptr += 2;
_cmdArea = new CmdArea[_numCmdArea + 1];
memset(&_cmdArea[0], 0, sizeof(CmdArea));
for (i = 1; i <= _numCmdArea; i++) {
_cmdArea[i].readFrom(ptr);
}
// Command OBJECT
_numCmdObject = READ_BE_UINT16(ptr); ptr += 2;
_cmdObject = new CmdObject[_numCmdObject + 1];
memset(&_cmdObject[0], 0, sizeof(CmdObject));
for (i = 1; i <= _numCmdObject; i++) {
_cmdObject[i].readFrom(ptr);
}
// Command INVENTORY
_numCmdInventory = READ_BE_UINT16(ptr); ptr += 2;
_cmdInventory = new CmdInventory[_numCmdInventory + 1];
memset(&_cmdInventory[0], 0, sizeof(CmdInventory));
for (i = 1; i <= _numCmdInventory; i++) {
_cmdInventory[i].readFrom(ptr);
}
// Command GAMESTATE
_numCmdGameState = READ_BE_UINT16(ptr); ptr += 2;
_cmdGameState = new CmdGameState[_numCmdGameState + 1];
memset(&_cmdGameState[0], 0, sizeof(CmdGameState));
for (i = 1; i <= _numCmdGameState; i++) {
_cmdGameState[i].readFrom(ptr);
}
}
*/
Common::RandomSource Logic::randomizer;
@ -659,7 +608,7 @@ uint16 Logic::findFrame(uint16 obj) {
}
uint16 Logic::objectForPerson(uint16 bobNum) {
uint16 Logic::objectForPerson(uint16 bobNum) const {
uint16 bobcur = 0;
// first object number in the room
@ -681,7 +630,7 @@ uint16 Logic::objectForPerson(uint16 bobNum) {
}
WalkOffData *Logic::walkOffPointForObject(uint16 obj) {
WalkOffData *Logic::walkOffPointForObject(uint16 obj) const {
uint16 i;
for (i = 1; i <= _numWalkOffs; ++i) {
@ -1726,59 +1675,6 @@ uint16 Logic::joeFace() {
}
int16 Logic::joeWalkTo(int16 x, int16 y, bool mustWalk) {
// Check to see if object is actually an exit to another
// room. If so, then set up new room
uint16 k = _roomData[_currentRoom];
ObjectData *objData = &_objectData[k + _cmd->selectedNoun()];
if (objData->x != 0 || objData->y != 0) {
x = objData->x;
y = objData->y;
}
if (_cmd->selectedAction().value() == VERB_WALK_TO) {
_entryObj = objData->entryObj;
}
else {
_entryObj = 0;
}
_newRoom = 0;
if (_entryObj != 0 && _cmd->selectedAction().value() != VERB_CLOSE) {
_newRoom = _objectData[_entryObj].room;
// because this is an exit object, see if there is
// a walk off point and set (x,y) accordingly
WalkOffData *wod = walkOffPointForObject(k + _cmd->selectedNoun());
if (wod != NULL) {
x = wod->x;
y = wod->y;
}
}
// determine which way for Joe to face Object
uint16 facing = State::findDirection(objData->state);
int16 p = 0;
if (mustWalk) {
BobSlot *bobJoe = _graphics->bob(0);
if (x == bobJoe->x && y == bobJoe->y) {
joeFacing(facing);
joeFace();
}
else {
// XXX inCutaway parameter
p = _walk->joeMove(facing, x, y, false);
// if(P != 0) P = FIND_VERB
}
}
return p;
}
void Logic::joeGrab(uint16 state, uint16 speed) {
StateGrab sg = State::findGrab(state);
@ -2203,7 +2099,7 @@ void Logic::customMoveJoe(int facing, uint16 areaNum, uint16 walkDataNum) {
case 14:
playCutaway("c14b.CUT", nextCut);
break;
case 16:
case 16:
if (areaNum == 3) {
playCutaway("c16a.CUT", nextCut);
}
@ -2216,41 +2112,41 @@ void Logic::customMoveJoe(int facing, uint16 areaNum, uint16 walkDataNum) {
playCutaway("c17b.CUT", nextCut);
}
break;
case 22:
case 22:
playCutaway("c22a.CUT", nextCut);
break;
case 26:
case 26:
playCutaway("c26b.CUT", nextCut);
break;
case 30:
case 30:
playCutaway("c30a.CUT", nextCut);
break;
case 32:
case 32:
playCutaway("c32c.CUT", nextCut);
break;
case 50:
case 50:
if (areaNum == 6) {
if (_gameState[21] == 0) {
playCutaway("c50d.CUT", nextCut);
while (nextCut[0] != '\0') {
playCutaway(nextCut, nextCut);
}
_gameState[21] = 1;
_gameState[21] = 1;
} else {
playCutaway("c50h.CUT", nextCut);
}
}
break;
case 53:
case 53:
playCutaway("c53b.CUT", nextCut);
break;
case 55:
case 55:
joeSpeak(19);
break;
case 71:
case 71:
joeSpeak(21);
break;
case 73:
case 73:
// don't play next Cutaway
if (_gameState[VAR_ROOM73_CUTAWAY] == 0) {
playCutaway("c73a.CUT");
@ -2266,7 +2162,7 @@ void Logic::customMoveJoe(int facing, uint16 areaNum, uint16 walkDataNum) {
playCutaway("c73c.CUT");
}
break;
case 100:
case 100:
if (areaNum == 7) {
joeSpeak(17);
}
@ -2276,7 +2172,7 @@ void Logic::customMoveJoe(int facing, uint16 areaNum, uint16 walkDataNum) {
playCutaway("c101b.CUT", nextCut);
}
break;
case 103:
case 103:
if (areaNum == 3) {
if (_gameState[35] == 1) {
playCutaway("c103e.CUT", nextCut);

View File

@ -138,8 +138,8 @@ public:
uint16 findBob(uint16 obj);
uint16 findFrame(uint16 obj);
uint16 objectForPerson(uint16 bobnum); // OBJ_PERSON
WalkOffData *walkOffPointForObject(uint16 obj);
uint16 objectForPerson(uint16 bobnum) const; // OBJ_PERSON
WalkOffData *walkOffPointForObject(uint16 obj) const;
Area *area(int room, int num);
Area *currentRoomArea(int num);
@ -217,9 +217,6 @@ public:
//! FACE_JOE()
uint16 joeFace();
//! WALK()
int16 joeWalkTo(int16 x, int16 y, bool mustWalk);
//! GRAB_JOE()
void joeGrab(uint16 state, uint16 speed);
@ -234,7 +231,7 @@ public:
void playCutaway(const char *cutFile, char *next = NULL);
const char* objectOrItemName(int16 obj) const;
const char *objectOrItemName(int16 obj) const;
Verb findVerbUnderCursor(int16 cursorx, int16 cursory) const;
uint16 findObjectUnderCursor(int16 cursorx, int16 cursory) const;

View File

@ -31,10 +31,11 @@ SELECT() Command::grabCurrentSelection
SELECT_ITEM() Command::grabSelectedItem
SELECT_NOUN() Command::grabSelectedNoun
SELECT_VERB() Command::grabSelectedVerb
WALK() Command::makeJoeWalkTo
-
ACTION Command::_currentAction
ACTION2 Command::_selectedAction
CLEVEL Command::_commandLevel
ACTION Command::_curCmd.action
ACTION2 Command::_selCmd.action
CLEVEL Command::_curCmd.commandLevel
COM_A Command::_cmdArea
COM_A_MAX Command::_numCmdArea
COM_O Command::_cmdObject
@ -46,13 +47,13 @@ COM_I_MAX Command::_numCmdInventory
COM_LIST Command::_cmdList
COM_LIST_MAX Command::_numCmdList
COMMANDstr Command::_command
DEFCOMM Command::_defaultVerb
DEFCOMM Command::_selCmd.defaultVerb
MKEY Command::_mouseKey
OLDVERB,VERB Command::_*verb*
OLDNOUN,NOUN Command::_*noun*
NOUN2 Command::_selectedNoun
OLDVERB,VERB Command::_curCmd.*verb
OLDNOUN,NOUN Command::_curCmd.*noun
NOUN2 Command::_selCmd.noun
PARSE Command::_parse
SUBJ1,SUBJ2,SUBJECT Command::_subject*
SUBJ1,SUBJ2,SUBJECT Command::_selCmd.subject*
CREDIT SCRIPTING SYSTEM
@ -187,7 +188,6 @@ SETUP_JOE() Logic::joeSetup
USE_UNDERWEAR() Logic::joeUseUnderwear
USE_CLOTHES() Logic::joeUseClothes
USE_DRESS() Logic::joeUseDress
WALK() Logic::joeWalkTo
-
JOE_RESPstr Logic::_joeResponse
JOEF,JX,JY,JDIR Logic::_joe.*