From ca9638e4f6b5040d353e70ff2ba0773e9c67dff1 Mon Sep 17 00:00:00 2001 From: Gregory Montoir Date: Mon, 3 Nov 2003 19:52:14 +0000 Subject: [PATCH] cleanup svn-id: r11108 --- queen/command.cpp | 317 +++++++++++++++++++++++++--------------------- queen/command.h | 82 +++++++----- queen/logic.cpp | 134 +++----------------- queen/logic.h | 9 +- queen/xref.txt | 18 +-- 5 files changed, 254 insertions(+), 306 deletions(-) diff --git a/queen/command.cpp b/queen/command.cpp index 870d33276fb..145d7217ffb 100644 --- a/queen/command.cpp +++ b/queen/command.cpp @@ -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()); diff --git a/queen/command.h b/queen/command.h index 5e2dae618a2..f055571aee5 100644 --- a/queen/command.h +++ b/queen/command.h @@ -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; diff --git a/queen/logic.cpp b/queen/logic.cpp index c1a6d9a8ff5..1a531a7ac54 100644 --- a/queen/logic.cpp +++ b/queen/logic.cpp @@ -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); diff --git a/queen/logic.h b/queen/logic.h index 254d0cbdefc..5051718025c 100644 --- a/queen/logic.h +++ b/queen/logic.h @@ -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; diff --git a/queen/xref.txt b/queen/xref.txt index 3929cd15cca..754a381b4c8 100644 --- a/queen/xref.txt +++ b/queen/xref.txt @@ -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.*