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709 lines
20 KiB
C++
709 lines
20 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/scummsys.h"
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#include "mads/mads.h"
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#include "mads/action.h"
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#include "mads/inventory.h"
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#include "mads/resources.h"
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#include "mads/scene.h"
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#include "mads/staticres.h"
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namespace MADS {
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void ActionDetails::synchronize(Common::Serializer &s) {
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s.syncAsUint16LE(_verbId);
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s.syncAsUint16LE(_objectNameId);
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s.syncAsUint16LE(_indirectObjectId);
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}
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void ActionSavedFields::synchronize(Common::Serializer &s) {
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s.syncAsByte(_commandError);
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s.syncAsSint16LE(_commandSource);
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s.syncAsSint16LE(_command);
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s.syncAsSint16LE(_mainObject);
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s.syncAsSint16LE(_secondObject);
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s.syncAsSint16LE(_mainObjectSource);
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s.syncAsSint16LE(_secondObjectSource);
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s.syncAsSint16LE(_articleNumber);
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s.syncAsSint16LE(_lookFlag);
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}
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/*------------------------------------------------------------------------*/
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MADSAction::MADSAction(MADSEngine *vm) : _vm(vm) {
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clear();
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_statusTextIndex = -1;
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_selectedAction = 0;
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_inProgress = false;
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_pickedWord = -1;
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_savedFields._commandSource = CAT_NONE;
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_savedFields._mainObjectSource = CAT_NONE;
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_savedFields._command = -1;
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_savedFields._mainObject = 0;
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_savedFields._secondObject = 0;
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_savedFields._secondObjectSource = CAT_NONE;
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_savedFields._articleNumber = PREP_NONE;
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_savedFields._lookFlag = false;
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_activeAction._verbId = VERB_NONE;
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_activeAction._objectNameId = -1;
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_activeAction._indirectObjectId = -1;
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_savedFields._commandError = false;
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_verbType = VERB_INIT;
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_prepType = PREP_NONE;
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}
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void MADSAction::clear() {
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_interAwaiting = AWAITING_COMMAND;
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_commandSource = CAT_NONE;
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_mainObjectSource = CAT_NONE;
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_secondObjectSource = CAT_NONE;
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_recentCommandSource = CAT_NONE;
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_articleNumber = 0;
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_lookFlag = false;
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_pointEstablished = 0;
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_statusText.clear();
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_selectedRow = -1;
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_hotspotId = -1;
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_secondObject = -1;
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_recentCommand = -1;
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_action._verbId = VERB_NONE;
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_action._objectNameId = -1;
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_action._indirectObjectId = -1;
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_textChanged = true;
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}
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void MADSAction::appendVocab(int vocabId, bool capitalize) {
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Common::String vocabStr = _vm->_game->_scene.getVocab(vocabId);
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if (capitalize)
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vocabStr.setChar(toupper(vocabStr[0]), 0);
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_statusText += vocabStr;
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_statusText += " ";
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}
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void MADSAction::startWalkingDirectly(int walkType) {
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Scene &scene = _vm->_game->_scene;
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Player &player = _vm->_game->_player;
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if (_pointEstablished && (walkType == -3 || _savedFields._command < 0)) {
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player._needToWalk = true;
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player._prepareWalkPos = scene._customDest;
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}
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}
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void MADSAction::set() {
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Scene &scene = _vm->_game->_scene;
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UserInterface &userInterface = scene._userInterface;
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_statusText = "";
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_action._verbId = VERB_NONE;
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_action._objectNameId = -1;
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_action._indirectObjectId = -1;
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if (_commandSource == CAT_TALK_ENTRY) {
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// Handle showing the conversation selection. Rex at least doesn't actually seem to use this
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if (_selectedRow >= 0) {
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_action._verbId = userInterface._talkIds[_selectedRow];
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Common::String desc = userInterface._talkStrings[_selectedRow];
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if (!desc.empty())
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_statusText = desc;
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}
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} else if (_lookFlag && (_selectedRow == 0)) {
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// Two 'look' actions in succession, so the action becomes 'Look around'
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_statusText = kLookAroundStr;
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} else {
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bool flag = false;
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if ((_commandSource == CAT_INV_VOCAB) && (_selectedRow >= 0)
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&& (_verbType == VERB_THAT) && (_prepType == PREP_NONE)) {
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// Use/to action
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int invIndex = userInterface._selectedInvIndex;
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InventoryObject &objEntry = _vm->_game->_objects.getItem(invIndex);
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_action._objectNameId = objEntry._descId;
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_action._verbId = objEntry._vocabList[_selectedRow]._vocabId;
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// Set up the status text string
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_statusText = kUseStr;
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appendVocab(_action._objectNameId);
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_statusText += kToStr;
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appendVocab(_action._verbId);
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} else {
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// Handling for if an action has been selected
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if (_selectedRow >= 0) {
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if (_commandSource == CAT_COMMAND) {
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// Standard verb action
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_action._verbId = scene._verbList[_selectedRow]._id;
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} else {
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// Selected action on an inventory object
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int invIndex = userInterface._selectedInvIndex;
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InventoryObject &objEntry = _vm->_game->_objects.getItem(invIndex);
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_action._verbId = objEntry._vocabList[_selectedRow]._vocabId;
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}
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appendVocab(_action._verbId, true);
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if (_action._verbId == VERB_LOOK) {
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// Add in the word 'add'
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_statusText += kArticleList[PREP_AT];
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_statusText += " ";
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}
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}
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// Add in any necessary article if necessary
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if ((_hotspotId >= 0) && (_selectedRow >= 0) && (_articleNumber > 0) && (_verbType == VERB_THAT)) {
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flag = true;
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_statusText += kArticleList[_articleNumber];
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_statusText += " ";
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}
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// Handling for hotspot
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if (_hotspotId >= 0) {
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if (_selectedRow < 0) {
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int verbId;
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if (_hotspotId < (int)scene._hotspots.size()) {
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// Get the verb Id from the hotspot
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verbId = scene._hotspots[_hotspotId]._verbId;
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} else {
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// Get the verb Id from the scene object
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verbId = scene._dynamicHotspots.get(_hotspotId - scene._hotspots.size())._verbId;
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}
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if (verbId > 0) {
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// Set the specified action
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_action._verbId = verbId;
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appendVocab(_action._verbId, true);
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} else {
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// Default to a standard 'walk to'
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_action._verbId = VERB_WALKTO;
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_statusText += kWalkToStr;
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}
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}
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if ((_mainObjectSource == CAT_INV_LIST) || (_mainObjectSource == CAT_INV_ANIM)) {
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// Get name from given inventory object
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InventoryObject &invObject = _vm->_game->_objects.getItem(_hotspotId);
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_action._objectNameId = invObject._descId;
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} else if (_hotspotId < (int)scene._hotspots.size()) {
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// Get name from scene hotspot
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_action._objectNameId = scene._hotspots[_hotspotId]._vocabId;
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} else {
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// Get name from temporary scene hotspot
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_action._objectNameId = scene._dynamicHotspots.get(_hotspotId - scene._hotspots.size())._descId;
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}
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appendVocab(_action._objectNameId);
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}
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}
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if (_secondObject >= 0) {
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if (_secondObjectSource == CAT_INV_LIST || _secondObjectSource == CAT_INV_ANIM) {
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InventoryObject &invObject = _vm->_game->_objects.getItem(_secondObject);
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_action._indirectObjectId = invObject._descId;
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} else if (_secondObject < (int)scene._hotspots.size()) {
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_action._indirectObjectId = scene._hotspots[_secondObject]._vocabId;
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} else {
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_action._indirectObjectId = scene._dynamicHotspots.get(_secondObject - scene._hotspots.size())._descId;
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}
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}
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if ((_hotspotId >= 0) && (_articleNumber > 0) && !flag) {
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if (_articleNumber == PREP_RELATIONAL) {
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if (_secondObject >= 0) {
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int articleNum = 0;
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if ((_secondObjectSource == 2) || (_secondObjectSource == 5)) {
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InventoryObject &invObject = _vm->_game->_objects.getItem(_secondObject);
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articleNum = invObject._article;
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} else if (_secondObject < (int)scene._hotspots.size()) {
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articleNum = scene._hotspots[_secondObject]._articleNumber;
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} else {
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articleNum = scene._dynamicHotspots.get(_secondObject - scene._hotspots.size())._articleNumber;
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}
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_statusText += kArticleList[articleNum];
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}
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} else if ((_articleNumber != VERB_LOOK) || (_vm->getGameID() != GType_RexNebular) ||
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(_action._indirectObjectId >= 0 && scene.getVocab(_action._indirectObjectId) != kFenceStr)) {
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// Write out the article
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_statusText += kArticleList[_articleNumber];
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} else {
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// Special case for a 'fence' entry in Rex Nebular
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_statusText += kOverStr;
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}
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_statusText += " ";
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}
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// Append object description if necessary
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if (_secondObject >= 0)
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appendVocab(_action._indirectObjectId);
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// Remove any trailing space character
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if (_statusText.hasSuffix(" "))
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_statusText.deleteLastChar();
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}
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_textChanged = true;
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}
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void MADSAction::refresh() {
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Scene &scene = _vm->_game->_scene;
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// Exit immediately if nothing has changed
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if (!_textChanged)
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return;
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// Remove any old copy of the status text
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if (_statusTextIndex >= 0) {
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scene._textDisplay.expire(_statusTextIndex);
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_statusTextIndex = -1;
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}
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if (!_statusText.empty()) {
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if ((_vm->_game->_screenObjects._inputMode == kInputBuildingSentences) ||
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(_vm->_game->_screenObjects._inputMode == kInputLimitedSentences)) {
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Font *font = _vm->_font->getFont(FONT_MAIN);
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int textSpacing = -1;
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int strWidth = font->getWidth(_statusText);
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if (strWidth > MADS_SCREEN_WIDTH) {
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// Too large to fit, so fall back on interface font
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font = _vm->_font->getFont(FONT_INTERFACE);
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strWidth = font->getWidth(_statusText, 0);
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textSpacing = 0;
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}
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// Add a new text display entry to display the status text at the bottom of the screen area
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_statusTextIndex = scene._textDisplay.add(160 - (strWidth / 2),
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MADS_SCENE_HEIGHT + scene._posAdjust.y - 13, 3, textSpacing, _statusText, font);
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}
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}
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_textChanged = false;
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}
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void MADSAction::startAction() {
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Game &game = *_vm->_game;
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Player &player = game._player;
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Scene &scene = _vm->_game->_scene;
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DynamicHotspots &dynHotspots = scene._dynamicHotspots;
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Hotspots &hotspots = scene._hotspots;
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player.cancelCommand();
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_inProgress = true;
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_savedFields._commandError = false;
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_savedFields._command = _selectedRow;
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_savedFields._mainObject = _hotspotId;
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_savedFields._secondObject = _secondObject;
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_savedFields._articleNumber = _articleNumber;
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_savedFields._commandSource = _commandSource;
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_savedFields._mainObjectSource = _mainObjectSource;
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_savedFields._secondObjectSource = _secondObjectSource;
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_savedFields._lookFlag = _lookFlag;
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_activeAction = _action;
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// Copy the action to be active
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_activeAction = _action;
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_sentence = _statusText;
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if ((_mainObjectSource == CAT_HOTSPOT) && (_secondObjectSource == 4))
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_savedFields._commandError = true;
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player._needToWalk = false;
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int hotspotId = -1;
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if (!_savedFields._lookFlag && (_vm->_game->_screenObjects._inputMode != kInputConversation)) {
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if (_savedFields._mainObjectSource == CAT_HOTSPOT)
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hotspotId = _savedFields._mainObject;
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else if (_secondObjectSource == 4)
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hotspotId = _savedFields._secondObject;
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if (hotspotId >= (int)hotspots.size()) {
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DynamicHotspot &hs = dynHotspots.get(hotspotId - hotspots.size());
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if ((hs._feetPos.x == -1) || (hs._feetPos.x == -3)) {
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startWalkingDirectly(hs._feetPos.x);
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} else if (hs._feetPos.x < 0) {
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player._prepareWalkFacing = hs._facing;
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} else if (_savedFields._commandSource == CAT_NONE || hs._cursor < CURSOR_WAIT) {
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player._needToWalk = true;
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player._prepareWalkPos = hs._feetPos;
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}
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player._prepareWalkFacing = hs._facing;
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hotspotId = -1;
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}
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}
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if (hotspotId >= 0) {
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Hotspot &hs = hotspots[hotspotId];
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if (hs._feetPos.x == -1 || hs._feetPos.x == -3) {
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startWalkingDirectly(hs._feetPos.x);
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} else if (hs._feetPos.x >= 0) {
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if (_savedFields._commandSource == CAT_NONE || hs._cursor < CURSOR_WAIT) {
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player._needToWalk = true;
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player._prepareWalkPos = hs._feetPos;
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}
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}
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player._prepareWalkFacing = hs._facing;
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}
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player._readyToWalk = player._needToWalk;
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}
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void MADSAction::checkAction() {
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if (isAction(VERB_LOOK) || isAction(VERB_THROW))
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_vm->_game->_player._needToWalk = false;
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}
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bool MADSAction::isAction(int verbId, int objectNameId, int indirectObjectId) {
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if (_activeAction._verbId != verbId)
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return false;
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if ((objectNameId != 0) && (_activeAction._objectNameId != objectNameId))
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return false;
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if ((indirectObjectId != 0) && (_activeAction._indirectObjectId != indirectObjectId))
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return false;
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return true;
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}
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bool MADSAction::isObject(int objectNameId) {
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return _activeAction._objectNameId == objectNameId;
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}
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bool MADSAction::isTarget(int objectNameId) {
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return _activeAction._indirectObjectId == objectNameId;
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}
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void MADSAction::checkActionAtMousePos() {
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Scene &scene = _vm->_game->_scene;
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UserInterface &userInterface = scene._userInterface;
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if ((userInterface._category == CAT_COMMAND || userInterface._category == CAT_INV_VOCAB) &&
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_interAwaiting != AWAITING_COMMAND && _pickedWord >= 0) {
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if (_recentCommandSource == userInterface._category || _recentCommand != _pickedWord ||
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(_interAwaiting != AWAITING_THIS && _interAwaiting != 3))
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clear();
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else if (_selectedRow != 0 || userInterface._category != CAT_COMMAND)
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scene._lookFlag = false;
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else
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scene._lookFlag = true;
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}
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if (_vm->_events->_rightMousePressed && _vm->_events->_mouseButtons) {
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switch (userInterface._category) {
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case CAT_COMMAND:
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case CAT_INV_VOCAB:
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return;
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case CAT_INV_LIST:
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case CAT_HOTSPOT:
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case CAT_INV_ANIM:
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if (_interAwaiting != AWAITING_THAT) {
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if (userInterface._selectedActionIndex >= 0) {
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_commandSource = CAT_COMMAND;
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_selectedRow = userInterface._selectedActionIndex;
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_verbType = scene._verbList[_selectedRow]._verbType;
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_prepType = scene._verbList[_selectedRow]._prepType;
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_interAwaiting = AWAITING_THIS;
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} else if (userInterface._selectedItemVocabIdx >= 0) {
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_commandSource = CAT_INV_VOCAB;
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_selectedRow = userInterface._selectedItemVocabIdx;
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int objectId = _vm->_game->_objects._inventoryList[_selectedRow];
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InventoryObject &invObject = _vm->_game->_objects[objectId];
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_verbType = invObject._vocabList[_selectedRow - 1]._verbType;
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_prepType = invObject._vocabList[_selectedRow - 1]._prepType;
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_mainObjectSource = CAT_INV_LIST;
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_hotspotId = userInterface._selectedInvIndex;
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_articleNumber = _prepType;
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if ((_verbType == VERB_THIS && _prepType == PREP_NONE) ||
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(_verbType == VERB_THAT && _prepType != PREP_NONE))
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_interAwaiting = AWAITING_RIGHT_MOUSE;
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else
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_interAwaiting = AWAITING_THAT;
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}
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}
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break;
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default:
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break;
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}
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}
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switch (_interAwaiting) {
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case AWAITING_COMMAND:
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_articleNumber = 0;
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switch (userInterface._category) {
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case CAT_COMMAND:
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_commandSource = CAT_COMMAND;
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_selectedRow = _pickedWord;
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if (_selectedRow >= 0) {
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_verbType = scene._verbList[_selectedRow]._verbType;
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_prepType = scene._verbList[_selectedRow]._prepType;
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}
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break;
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case CAT_INV_VOCAB:
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_commandSource = CAT_INV_VOCAB;
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_selectedRow = _pickedWord;
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if (_selectedRow < 0) {
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_hotspotId = -1;
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_mainObjectSource = CAT_NONE;
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} else {
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InventoryObject &invObject = _vm->_game->_objects.getItem(userInterface._selectedInvIndex);
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_verbType = invObject._vocabList[_selectedRow]._verbType;
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_prepType = invObject._vocabList[_selectedRow]._prepType;
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_hotspotId = userInterface._selectedInvIndex;
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_mainObjectSource = CAT_INV_LIST;
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if (_verbType == VERB_THAT)
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_articleNumber = _prepType;
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}
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break;
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case CAT_HOTSPOT:
|
|
_selectedRow = -1;
|
|
_commandSource = CAT_NONE;
|
|
_mainObjectSource = CAT_HOTSPOT;
|
|
_hotspotId = _pickedWord;
|
|
break;
|
|
|
|
case CAT_TALK_ENTRY:
|
|
_commandSource = CAT_TALK_ENTRY;
|
|
_selectedRow = _pickedWord;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case AWAITING_THIS:
|
|
_articleNumber = 0;
|
|
switch (userInterface._category) {
|
|
case CAT_INV_LIST:
|
|
case CAT_HOTSPOT:
|
|
case CAT_INV_ANIM:
|
|
_mainObjectSource = userInterface._category;
|
|
_hotspotId = _pickedWord;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case AWAITING_THAT:
|
|
switch (userInterface._category) {
|
|
case CAT_INV_LIST:
|
|
case CAT_HOTSPOT:
|
|
case CAT_INV_ANIM:
|
|
_secondObjectSource = userInterface._category;
|
|
_secondObject = _pickedWord;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void MADSAction::leftClick() {
|
|
Scene &scene = _vm->_game->_scene;
|
|
UserInterface &userInterface = scene._userInterface;
|
|
bool abortFlag = false;
|
|
|
|
if ((userInterface._category == CAT_COMMAND || userInterface._category == CAT_INV_VOCAB) &&
|
|
_interAwaiting != 1 && _pickedWord >= 0 &&
|
|
_recentCommandSource == userInterface._category && _recentCommand == _pickedWord &&
|
|
(_interAwaiting == 2 || userInterface._category == CAT_INV_VOCAB)) {
|
|
abortFlag = true;
|
|
if (_selectedRow == 0 && userInterface._category == CAT_COMMAND) {
|
|
_selectedAction = CAT_COMMAND;
|
|
scene._lookFlag = true;
|
|
} else {
|
|
_selectedAction = CAT_NONE;
|
|
scene._lookFlag = false;
|
|
clear();
|
|
}
|
|
}
|
|
|
|
if (abortFlag || (_vm->_events->_rightMousePressed && (userInterface._category == CAT_COMMAND ||
|
|
userInterface._category == CAT_INV_VOCAB)))
|
|
return;
|
|
|
|
switch (_interAwaiting) {
|
|
case AWAITING_COMMAND:
|
|
switch (userInterface._category) {
|
|
case CAT_COMMAND:
|
|
if (_selectedRow >= 0) {
|
|
if (_verbType == VERB_ONLY) {
|
|
_selectedAction = -1;
|
|
}
|
|
else {
|
|
_recentCommand = _selectedRow;
|
|
_recentCommandSource = _commandSource;
|
|
_interAwaiting = AWAITING_THIS;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case CAT_INV_LIST:
|
|
if (_pickedWord >= 0) {
|
|
userInterface.selectObject(_pickedWord);
|
|
}
|
|
break;
|
|
|
|
case CAT_INV_VOCAB:
|
|
if (_selectedRow >= 0) {
|
|
if (_verbType != VERB_THIS || _prepType != PREP_NONE) {
|
|
if (_verbType != VERB_THAT || _prepType == PREP_NONE) {
|
|
_interAwaiting = AWAITING_THAT;
|
|
_articleNumber = _prepType;
|
|
} else {
|
|
_articleNumber = _prepType;
|
|
_selectedAction = -1;
|
|
}
|
|
} else {
|
|
_selectedAction = -1;
|
|
}
|
|
|
|
_recentCommand = _selectedRow;
|
|
_recentCommandSource = _commandSource;
|
|
}
|
|
break;
|
|
|
|
case CAT_HOTSPOT:
|
|
_recentCommand = -1;
|
|
_recentCommandSource = CAT_NONE;
|
|
|
|
if (_vm->_events->currentPos().y < MADS_SCENE_HEIGHT) {
|
|
scene._customDest = _vm->_events->currentPos() + scene._posAdjust;
|
|
_selectedAction = -1;
|
|
_pointEstablished = true;
|
|
}
|
|
break;
|
|
|
|
case CAT_TALK_ENTRY:
|
|
if (_selectedRow >= 0)
|
|
_selectedAction = -1;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case AWAITING_THIS:
|
|
switch (userInterface._category) {
|
|
case CAT_INV_LIST:
|
|
case CAT_HOTSPOT:
|
|
case CAT_INV_ANIM:
|
|
if (_hotspotId >= 0) {
|
|
if (_prepType) {
|
|
_articleNumber = _prepType;
|
|
_interAwaiting = AWAITING_THAT;
|
|
} else {
|
|
_selectedAction = -1;
|
|
}
|
|
|
|
if (userInterface._category == CAT_HOTSPOT) {
|
|
scene._customDest = _vm->_events->mousePos() + scene._posAdjust;
|
|
_pointEstablished = true;
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case AWAITING_THAT:
|
|
switch (userInterface._category) {
|
|
case CAT_INV_LIST:
|
|
case CAT_HOTSPOT:
|
|
case CAT_INV_ANIM:
|
|
if (_secondObject >= 0) {
|
|
_selectedAction = -1;
|
|
|
|
if (userInterface._category == CAT_HOTSPOT) {
|
|
if (!_pointEstablished) {
|
|
scene._customDest = _vm->_events->mousePos() + scene._posAdjust;
|
|
_pointEstablished = true;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void MADSAction::synchronize(Common::Serializer &s) {
|
|
_action.synchronize(s);
|
|
_activeAction.synchronize(s);
|
|
s.syncAsSint16LE(_articleNumber);
|
|
s.syncAsByte(_lookFlag);
|
|
s.syncAsByte(_textChanged);
|
|
s.syncAsSint16LE(_selectedRow);
|
|
s.syncAsSint16LE(_selectedAction);
|
|
s.syncAsSint16LE(_statusTextIndex);
|
|
s.syncAsSint16LE(_hotspotId);
|
|
_savedFields.synchronize(s);
|
|
|
|
// TODO: When saving in Rex Village Hut, _senetence size() doesn't match
|
|
// string length. Find out why not
|
|
_sentence = Common::String(_sentence.c_str());
|
|
s.syncString(_sentence);
|
|
|
|
s.syncAsSint16LE(_verbType);
|
|
s.syncAsSint16LE(_prepType);
|
|
s.syncAsSint16LE(_commandSource);
|
|
s.syncAsSint16LE(_mainObjectSource);
|
|
s.syncAsSint16LE(_secondObject);
|
|
s.syncAsSint16LE(_secondObjectSource);
|
|
s.syncAsSint16LE(_recentCommandSource);
|
|
s.syncAsSint16LE(_recentCommand);
|
|
s.syncAsSint16LE(_interAwaiting);
|
|
s.syncAsSint16LE(_pickedWord);
|
|
s.syncAsByte(_pointEstablished);
|
|
s.syncAsByte(_inProgress);
|
|
}
|
|
|
|
} // End of namespace MADS
|