scummvm/queen/command.cpp
Gregory Montoir 8f6ae7973e patch #910779 (with minor tweaks), fotaq hebrew support :
- reversed button captions in journal
- reversed command text in pinnacle room
- reverse order of lines in dialogue chooser

thanks Ori Avtalion !

svn-id: r13447
2004-04-03 17:58:58 +00:00

1251 lines
34 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2003-2004 The ScummVM project
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "stdafx.h"
#include "queen/command.h"
#include "queen/display.h"
#include "queen/input.h"
#include "queen/graphics.h"
#include "queen/grid.h"
#include "queen/logic.h"
#include "queen/queen.h"
#include "queen/sound.h"
#include "queen/state.h"
#include "queen/talk.h"
#include "queen/walk.h"
namespace Queen {
CmdText::CmdText(bool reversed, uint8 y, QueenEngine *vm)
: _isReversed(reversed), _y(y), _vm(vm) {
clear();
}
void CmdText::clear() {
memset(_command, 0, sizeof(_command));
}
void CmdText::display(uint8 color) {
_vm->display()->textCurrentColor(color);
_vm->display()->setTextCentered(_y, _command, false);
}
void CmdText::displayTemp(uint8 color, Verb v, const char *name, bool outlined) {
char temp[MAX_COMMAND_LEN] = "";
if (_isReversed) {
if (name != NULL)
sprintf(temp, "%s ", name);
strcat(temp, _vm->logic()->verbName(v));
} else {
strcpy(temp, _vm->logic()->verbName(v));
if (name != NULL) {
strcat(temp, " ");
strcat(temp, name);
}
}
_vm->display()->textCurrentColor(color);
_vm->display()->setTextCentered(_y, temp, outlined);
}
void CmdText::displayTemp(uint8 color, const char *name, bool outlined) {
char temp[MAX_COMMAND_LEN];
if (_isReversed)
sprintf(temp, "%s %s", name, _command);
else
sprintf(temp, "%s %s", _command, name);
_vm->display()->textCurrentColor(color);
_vm->display()->setTextCentered(_y, temp, outlined);
}
void CmdText::setVerb(Verb v) {
strcpy(_command, _vm->logic()->verbName(v));
}
void CmdText::addLinkWord(Verb v) {
if (_isReversed) {
char temp[MAX_COMMAND_LEN];
strcpy(temp, _command);
strcpy(_command, _vm->logic()->verbName(v));
strcat(_command, " ");
strcat(_command, temp);
} else {
strcat(_command, " ");
strcat(_command, _vm->logic()->verbName(v));
}
}
void CmdText::addObject(const char *objName) {
if (_isReversed) {
char temp[MAX_COMMAND_LEN];
strcpy(temp, _command);
strcpy(_command, objName);
strcat(_command, " ");
strcat(_command, temp);
} else {
strcat(_command, " ");
strcat(_command, objName);
}
}
bool CmdText::isEmpty() const {
return _command[0] == 0;
}
void CmdState::init() {
commandLevel = 1;
oldVerb = verb = action = VERB_NONE;
oldNoun = noun = subject[0] = subject[1] = 0;
selAction = VERB_NONE;
selNoun = 0;
}
Command::Command(QueenEngine *vm)
: _cmdText((vm->resource()->getLanguage() == HEBREW), CmdText::COMMAND_Y_POS, vm), _vm(vm) {
}
void Command::clear(bool clearTexts) {
debug(6, "Command::clear(%d)", clearTexts);
_cmdText.clear();
if (clearTexts) {
_vm->display()->clearTexts(CmdText::COMMAND_Y_POS, CmdText::COMMAND_Y_POS);
}
_parse = false;
_state.init();
}
void Command::executeCurrentAction() {
_vm->logic()->entryObj(0);
if (_mouseKey == Input::MOUSE_RBUTTON && _state.subject[0] > 0) {
ObjectData *od = _vm->logic()->objectData(_state.subject[0]);
if (od == NULL || od->name <= 0) {
cleanupCurrentAction();
return;
}
_state.verb = State::findDefaultVerb(od->state);
_state.selAction = (_state.verb == VERB_NONE) ? VERB_WALK_TO : _state.verb;
_cmdText.setVerb(_state.selAction);
_cmdText.addObject(_vm->logic()->objectName(od->name));
}
// make sure that command is always highlighted when actioned!
_cmdText.display(INK_CMD_SELECT);
_state.selNoun = _state.noun;
_state.commandLevel = 1;
if (handleWrongAction()) {
cleanupCurrentAction();
return;
}
// get the commands associated with object/item
uint16 comMax = 0;
uint16 matchingCmds[MAX_MATCHING_CMDS];
CmdListData *cmdList = &_cmdList[1];
uint16 i;
for (i = 1; i <= _numCmdList; ++i, ++cmdList) {
if (cmdList->match(_state.selAction, _state.subject[0], _state.subject[1])) {
assert(comMax < MAX_MATCHING_CMDS);
matchingCmds[comMax] = i;
++comMax;
}
}
debug(6, "Command::executeCurrentAction() - comMax=%d subj1=%X subj2=%X", comMax, _state.subject[0], _state.subject[1]);
if (comMax == 0) {
sayInvalidAction(_state.selAction, _state.subject[0], _state.subject[1]);
clear(true);
cleanupCurrentAction();
return;
}
// process each associated command for the Object, until all done
// or one of the Gamestate tests fails...
int16 cond = 0;
CmdListData *com = &_cmdList[0];
uint16 comId = 0;
for (i = 1; i <= comMax; ++i) {
comId = matchingCmds[i - 1];
com = &_cmdList[comId];
// check the Gamestates and set them if necessary
cond = 0;
if (com->setConditions) {
cond = setConditions(comId, (i == comMax));
}
if (cond == -1 && i == comMax) {
// only exit on a condition fail if at last command
// Joe hasnt spoken, so do normal LOOK command
break;
} else if (cond == -2 && i == comMax) {
// only exit on a condition fail if at last command
// Joe has spoken, so skip LOOK command
cleanupCurrentAction();
return;
} else if (cond >= 0) {
// we've had a successful Gamestate check, so we must now exit
cond = executeCommand(comId, cond);
break;
}
}
if (cond <= 0 && _state.selAction == VERB_LOOK_AT) {
lookAtSelectedObject();
} else {
// only play song if it's a PLAY AFTER type
if (com->song < 0) {
_vm->sound()->playSong(-com->song);
}
clear(true);
}
cleanupCurrentAction();
}
void Command::updatePlayer() {
if (_vm->logic()->joeWalk() != JWM_MOVE) {
int16 cx = _vm->input()->mousePosX();
int16 cy = _vm->input()->mousePosY();
lookForCurrentObject(cx, cy);
lookForCurrentIcon(cx, cy);
}
if (_vm->input()->keyVerb() != VERB_NONE) {
if (_vm->input()->keyVerb() == VERB_USE_JOURNAL) {
_vm->logic()->useJournal();
} else if (_vm->input()->keyVerb() != VERB_SKIP_TEXT) {
_state.verb = _vm->input()->keyVerb();
if (isVerbInv(_state.verb)) {
_state.noun = _state.selNoun = 0;
// Clear old noun and old verb in case we're pointing at an
// object (noun) or item (verb) and we want to use an item
// on it. This was the command will be redisplayed with the
// object/item that the cursor is currently on.
_state.oldNoun = 0;
_state.oldVerb = VERB_NONE;
grabSelectedItem();
} else {
grabSelectedVerb();
}
}
_vm->input()->clearKeyVerb();
}
_mouseKey = _vm->input()->mouseButton();
_vm->input()->clearMouseButton();
if (_mouseKey > 0) {
grabCurrentSelection();
}
}
void Command::readCommandsFrom(byte *&ptr) {
uint16 i;
_numCmdList = READ_BE_UINT16(ptr); ptr += 2;
_cmdList = new CmdListData[_numCmdList + 1];
if (_numCmdList == 0) {
_cmdList[0].readFromBE(ptr);
} else {
memset(&_cmdList[0], 0, sizeof(CmdListData));
for (i = 1; i <= _numCmdList; i++) {
_cmdList[i].readFromBE(ptr);
}
}
_numCmdArea = READ_BE_UINT16(ptr); ptr += 2;
_cmdArea = new CmdArea[_numCmdArea + 1];
if (_numCmdArea == 0) {
_cmdArea[0].readFromBE(ptr);
} else {
memset(&_cmdArea[0], 0, sizeof(CmdArea));
for (i = 1; i <= _numCmdArea; i++) {
_cmdArea[i].readFromBE(ptr);
}
}
_numCmdObject = READ_BE_UINT16(ptr); ptr += 2;
_cmdObject = new CmdObject[_numCmdObject + 1];
if (_numCmdObject == 0) {
_cmdObject[0].readFromBE(ptr);
} else {
memset(&_cmdObject[0], 0, sizeof(CmdObject));
for (i = 1; i <= _numCmdObject; i++) {
_cmdObject[i].readFromBE(ptr);
}
}
_numCmdInventory = READ_BE_UINT16(ptr); ptr += 2;
_cmdInventory = new CmdInventory[_numCmdInventory + 1];
if (_numCmdInventory == 0) {
_cmdInventory[0].readFromBE(ptr);
} else {
memset(&_cmdInventory[0], 0, sizeof(CmdInventory));
for (i = 1; i <= _numCmdInventory; i++) {
_cmdInventory[i].readFromBE(ptr);
}
}
_numCmdGameState = READ_BE_UINT16(ptr); ptr += 2;
_cmdGameState = new CmdGameState[_numCmdGameState + 1];
if (_numCmdGameState == 0) {
_cmdGameState[0].readFromBE(ptr);
} else {
memset(&_cmdGameState[0], 0, sizeof(CmdGameState));
for (i = 1; i <= _numCmdGameState; i++) {
_cmdGameState[i].readFromBE(ptr);
}
}
}
ObjectData *Command::findObjectData(uint16 objRoomNum) const {
ObjectData *od = NULL;
if (objRoomNum != 0) {
objRoomNum += _vm->logic()->currentRoomData();
od = _vm->logic()->objectData(objRoomNum);
}
return od;
}
ItemData *Command::findItemData(Verb invNum) const {
ItemData *id = NULL;
uint16 itNum = _vm->logic()->findInventoryItem(invNum - VERB_INV_FIRST);
if (itNum != 0) {
id = _vm->logic()->itemData(itNum);
}
return id;
}
int16 Command::executeCommand(uint16 comId, int16 condResult) {
// execute.c l.313-452
debug(6, "Command::executeCommand() - cond = %X, com = %X", condResult, comId);
CmdListData *com = &_cmdList[comId];
if (com->setAreas) {
setAreas(comId);
}
// Don't grab if action is TALK or WALK
if (_state.selAction != VERB_TALK_TO && _state.selAction != VERB_WALK_TO) {
int i;
for (i = 0; i < 2; ++i) {
int16 obj = _state.subject[i];
if (obj > 0) {
_vm->logic()->joeGrab(State::findGrab(_vm->logic()->objectData(obj)->state));
}
}
}
bool cutDone = false;
if (condResult > 0) {
// check for cutaway/dialogs before updating Objects
const char *desc = _vm->logic()->objectTextualDescription(condResult);
if (executeIfCutaway(desc)) {
condResult = 0;
cutDone = true;
} else if (executeIfDialog(desc)) {
condResult = 0;
}
}
int16 oldImage = 0;
if (_state.subject[0] > 0) {
// an object (not an item)
oldImage = _vm->logic()->objectData(_state.subject[0])->image;
}
if (com->setObjects) {
setObjects(comId);
}
if (com->setItems) {
setItems(comId);
}
if (com->imageOrder != 0 && _state.subject[0] > 0) {
ObjectData *od = _vm->logic()->objectData(_state.subject[0]);
// we must update the graphic image of the object
if (com->imageOrder < 0) {
// instead of setting to -1 or -2, flag as negative
if (od->image > 0) {
// make sure that object is not already updated
od->image = -(od->image + 10);
}
} else {
od->image = com->imageOrder;
}
_vm->graphics()->refreshObject(_state.subject[0]);
} else {
// this object is not being updated by command list, see if
// it has another image copied to it
if (_state.subject[0] > 0) {
// an object (not an item)
if (_vm->logic()->objectData(_state.subject[0])->image != oldImage) {
_vm->graphics()->refreshObject(_state.subject[0]);
}
}
}
// don't play music on an OPEN/CLOSE command - in case the command fails
if (_state.selAction != VERB_NONE &&
_state.selAction != VERB_OPEN &&
_state.selAction != VERB_CLOSE) {
// only play song if it's a PLAY BEFORE type
if (com->song > 0) {
_vm->sound()->playSong(com->song);
}
}
// do a special hardcoded section
// l.419-452 execute.c
switch (com->specialSection) {
case 1:
_vm->logic()->useJournal();
return condResult;
case 2:
_vm->logic()->joeUseDress(true);
break;
case 3:
_vm->logic()->joeUseClothes(true);
break;
case 4:
_vm->logic()->joeUseUnderwear();
break;
}
if (_state.subject[0] > 0)
changeObjectState(_state.selAction, _state.subject[0], com->song, cutDone);
if (condResult > 0) {
_vm->logic()->makeJoeSpeak(condResult, true);
}
return condResult;
}
int16 Command::makeJoeWalkTo(int16 x, int16 y, int16 objNum, 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 = _vm->logic()->objectData(objNum);
if (objData->x != 0 || objData->y != 0) {
x = objData->x;
y = objData->y;
}
if (v == VERB_WALK_TO) {
_vm->logic()->entryObj(objData->entryObj);
if (objData->entryObj > 0) {
_vm->logic()->newRoom(_vm->logic()->objectData(objData->entryObj)->room);
// because this is an exit object, see if there is
// a walk off point and set (x,y) accordingly
WalkOffData *wod = _vm->logic()->walkOffPointForObject(objNum);
if (wod != NULL) {
x = wod->x;
y = wod->y;
}
}
} else {
_vm->logic()->entryObj(0);
_vm->logic()->newRoom(0);
}
debug(6, "Command::makeJoeWalkTo() - x=%d y=%d newRoom=%d", x, y, _vm->logic()->newRoom());
int16 p = 0;
if (mustWalk) {
// determine which way for Joe to face Object
uint16 facing = State::findDirection(objData->state);
BobSlot *bobJoe = _vm->graphics()->bob(0);
if (x == bobJoe->x && y == bobJoe->y) {
_vm->logic()->joeFacing(facing);
_vm->logic()->joeFace();
} else {
p = _vm->walk()->moveJoe(facing, x, y, false);
if (p != 0) {
_vm->logic()->newRoom(0); // cancel makeJoeWalkTo, that should be equivalent to cr10 fix
}
}
}
return p;
}
void Command::grabCurrentSelection() {
_selPosX = _vm->input()->mousePosX();
_selPosY = _vm->input()->mousePosY();
uint16 zone = _vm->grid()->findObjectUnderCursor(_selPosX, _selPosY);
_state.noun = _vm->grid()->findObjectNumber(zone);
_state.verb = _vm->grid()->findVerbUnderCursor(_selPosX, _selPosY);
_selPosX += _vm->display()->horizontalScroll();
if (isVerbAction(_state.verb) || isVerbInvScroll(_state.verb)) {
grabSelectedVerb();
} else if (isVerbInv(_state.verb)) {
grabSelectedItem();
} else if (_state.noun != 0) {
grabSelectedNoun();
} else if (_selPosY < ROOM_ZONE_HEIGHT && _state.verb == VERB_NONE) {
// select without a command, do a WALK
clear(true);
_vm->logic()->joeWalk(JWM_EXECUTE);
}
}
void Command::grabSelectedObject(int16 objNum, uint16 objState, uint16 objName) {
if (_state.action != VERB_NONE) {
_cmdText.addObject(_vm->logic()->objectName(objName));
}
_state.subject[_state.commandLevel - 1] = objNum;
// if first noun and it's a 2 level command then set up action word
if (_state.action == VERB_USE && _state.commandLevel == 1) {
if (State::findUse(objState) == STATE_USE_ON) {
// object supports 2 levels, command not fully constructed
_state.commandLevel = 2;
_cmdText.addLinkWord(VERB_PREP_WITH);
_cmdText.display(INK_CMD_NORMAL);
_parse = false;
} else {
_parse = true;
}
} else if (_state.action == VERB_GIVE && _state.commandLevel == 1) {
// command not fully constructed
_state.commandLevel = 2;
_cmdText.addLinkWord(VERB_PREP_TO);
_cmdText.display(INK_CMD_NORMAL);
_parse = false;
} else {
_parse = true;
}
if (_parse) {
_state.verb = VERB_NONE;
_vm->logic()->joeWalk(JWM_EXECUTE);
_state.selAction = _state.action;
_state.action = VERB_NONE;
}
}
void Command::grabSelectedItem() {
ItemData *id = findItemData(_state.verb);
if (id == NULL || id->name <= 0) {
return;
}
int16 item = _vm->logic()->findInventoryItem(_state.verb - VERB_INV_FIRST);
// If we've selected via keyboard, and there is no VERB then do
// the ITEMs default, otherwise keep constructing!
if (_mouseKey == Input::MOUSE_LBUTTON ||
(_vm->input()->keyVerb() != VERB_NONE && _state.verb != VERB_NONE)) {
if (_state.action == VERB_NONE) {
if (_vm->input()->keyVerb() != VERB_NONE) {
// We've selected via the keyboard, no command is being
// constructed, so we shall find the item's default
_state.verb = State::findDefaultVerb(id->state);
if (_state.verb == VERB_NONE) {
// set to Look At
_state.verb = VERB_LOOK_AT;
_cmdText.setVerb(VERB_LOOK_AT);
}
_state.action = _state.verb;
} else {
// Action>0 ONLY if command has been constructed
// Left Mouse Button pressed just do Look At
_state.action = VERB_LOOK_AT;
_cmdText.setVerb(VERB_LOOK_AT);
}
}
_state.verb = VERB_NONE;
} else {
if (_cmdText.isEmpty()) {
_state.verb = VERB_LOOK_AT;
_state.action = VERB_LOOK_AT;
_cmdText.setVerb(VERB_LOOK_AT);
} else {
if (_state.commandLevel == 2 && _parse)
_state.verb = _state.action;
else
_state.verb = State::findDefaultVerb(id->state);
if (_state.verb == VERB_NONE) {
// No match made, so command not yet completed. Redefine as LOOK AT
_state.action = VERB_LOOK_AT;
_cmdText.setVerb(VERB_LOOK_AT);
} else {
_state.action = _state.verb;
}
_state.verb = VERB_NONE;
}
}
grabSelectedObject(-item, id->state, id->name);
}
void Command::grabSelectedNoun() {
ObjectData *od = findObjectData(_state.noun);
if (od == NULL || od->name <= 0) {
// selected a turned off object, so just walk
clear(true);
_state.noun = 0;
_vm->logic()->joeWalk(JWM_EXECUTE);
return;
}
if (_state.verb == VERB_NONE) {
if (_mouseKey == Input::MOUSE_LBUTTON) {
if ((_state.commandLevel != 2 && _state.action == VERB_NONE) ||
(_state.commandLevel == 2 && _parse)) {
_state.verb = VERB_WALK_TO;
_state.action = VERB_WALK_TO;
_cmdText.setVerb(VERB_WALK_TO);
}
} else if (_mouseKey == Input::MOUSE_RBUTTON) {
if (_cmdText.isEmpty()) {
_state.verb = State::findDefaultVerb(od->state);
_state.selAction = (_state.verb == VERB_NONE) ? VERB_WALK_TO : _state.verb;
_cmdText.setVerb(_state.selAction);
_cmdText.addObject(_vm->logic()->objectName(od->name));
} else {
if ((_state.commandLevel == 2 && !_parse) || _state.action != VERB_NONE) {
_state.verb = _state.action;
} else {
_state.verb = State::findDefaultVerb(od->state);
}
_state.action = (_state.verb == VERB_NONE) ? VERB_WALK_TO : _state.verb;
_state.verb = VERB_NONE;
}
}
}
_state.selNoun = 0;
int16 objNum = _vm->logic()->currentRoomData() + _state.noun;
grabSelectedObject(objNum, od->state, od->name);
}
void Command::grabSelectedVerb() {
if (isVerbInvScroll(_state.verb)) {
// move through inventory (by four if right mouse button)
uint16 scroll = (_mouseKey == Input::MOUSE_RBUTTON) ? 4 : 1;
_vm->logic()->inventoryScroll(scroll, _state.verb == VERB_SCROLL_UP);
} else {
_state.action = _state.verb;
_state.subject[0] = 0;
_state.subject[1] = 0;
if (_vm->logic()->joeWalk() == JWM_MOVE && _state.verb != VERB_NONE) {
_vm->logic()->joeWalk(JWM_NORMAL);
}
_state.commandLevel = 1;
_state.oldVerb = VERB_NONE;
_state.oldNoun = 0;
_cmdText.setVerb(_state.verb);
_cmdText.display(INK_CMD_NORMAL);
}
}
bool Command::executeIfCutaway(const char *description) {
if (strlen(description) > 4 &&
scumm_stricmp(description + strlen(description) - 4, ".cut") == 0) {
_vm->display()->clearTexts(CmdText::COMMAND_Y_POS, CmdText::COMMAND_Y_POS);
char nextCutaway[20];
memset(nextCutaway, 0, sizeof(nextCutaway));
_vm->logic()->playCutaway(description, nextCutaway);
while (nextCutaway[0] != '\0') {
_vm->logic()->playCutaway(nextCutaway, nextCutaway);
}
return true;
}
return false;
}
bool Command::executeIfDialog(const char *description) {
if (strlen(description) > 4 &&
scumm_stricmp(description + strlen(description) - 4, ".dog") == 0) {
_vm->display()->clearTexts(CmdText::COMMAND_Y_POS, CmdText::COMMAND_Y_POS);
char cutaway[20];
memset(cutaway, 0, sizeof(cutaway));
_vm->logic()->startDialogue(description, _state.selNoun, cutaway);
while (cutaway[0] != '\0') {
char currentCutaway[20];
strcpy(currentCutaway, cutaway);
_vm->logic()->playCutaway(currentCutaway, cutaway);
}
return true;
}
return false;
}
bool Command::handleWrongAction() {
// l.96-141 execute.c
uint16 objMax = _vm->grid()->objMax(_vm->logic()->currentRoom());
uint16 roomData = _vm->logic()->currentRoomData();
// select without a command or WALK TO ; do a WALK
if ((_state.selAction == VERB_WALK_TO || _state.selAction == VERB_NONE) &&
(_state.selNoun > objMax || _state.selNoun == 0)) {
if (_state.selAction == VERB_NONE) {
_vm->display()->clearTexts(CmdText::COMMAND_Y_POS, CmdText::COMMAND_Y_POS);
}
_vm->walk()->moveJoe(0, _selPosX, _selPosY, false);
return true;
}
// check to see if one of the objects is hidden
int i;
for (i = 0; i < 2; ++i) {
int16 obj = _state.subject[i];
if (obj > 0 && _vm->logic()->objectData(obj)->name <= 0) {
return true;
}
}
// check for USE command on exists
if (_state.selAction == VERB_USE &&
_state.subject[0] > 0 && _vm->logic()->objectData(_state.subject[0])->entryObj > 0) {
_state.selAction = VERB_WALK_TO;
}
if (_state.selNoun > 0 && _state.selNoun <= objMax) {
uint16 objNum = roomData + _state.selNoun;
if (makeJoeWalkTo(_selPosX, _selPosY, objNum, _state.selAction, true) != 0) {
return true;
}
if (_state.selAction == VERB_WALK_TO && _vm->logic()->objectData(objNum)->entryObj < 0) {
return true;
}
}
return false;
}
void Command::sayInvalidAction(Verb action, int16 subj1, int16 subj2) {
// l.158-272 execute.c
switch (action) {
case VERB_LOOK_AT:
lookAtSelectedObject();
break;
case VERB_OPEN:
// 'it doesn't seem to open'
_vm->logic()->makeJoeSpeak(1);
break;
case VERB_USE:
if (subj1 < 0) {
uint16 k = _vm->logic()->itemData(-subj1)->sfxDescription;
if (k > 0) {
_vm->logic()->makeJoeSpeak(k, true);
} else {
_vm->logic()->makeJoeSpeak(2);
}
} else {
_vm->logic()->makeJoeSpeak(2);
}
break;
case VERB_TALK_TO:
_vm->logic()->makeJoeSpeak(24 + _vm->randomizer.getRandomNumber(2));
break;
case VERB_CLOSE:
_vm->logic()->makeJoeSpeak(2);
break;
case VERB_MOVE:
// 'I can't move it'
if (subj1 > 0) {
int16 img = _vm->logic()->objectData(subj1)->image;
if (img == -4 || img == -3) {
_vm->logic()->makeJoeSpeak(18);
} else {
_vm->logic()->makeJoeSpeak(3);
}
} else {
_vm->logic()->makeJoeSpeak(3);
}
break;
case VERB_GIVE:
// 'I can't give the subj1 to subj2'
if (subj1 < 0) {
if (subj2 > 0) {
int16 img = _vm->logic()->objectData(subj2)->image;
if (img == -4 || img == -3) {
_vm->logic()->makeJoeSpeak(27 + _vm->randomizer.getRandomNumber(2));
}
} else {
_vm->logic()->makeJoeSpeak(11);
}
} else {
_vm->logic()->makeJoeSpeak(12);
}
break;
case VERB_PICK_UP:
if (subj1 < 0) {
_vm->logic()->makeJoeSpeak(14);
} else {
int16 img = _vm->logic()->objectData(subj1)->image;
if (img == -4 || img == -3) {
// Trying to get a person
_vm->logic()->makeJoeSpeak(20);
} else {
// 5 : 'I can't pick that up'
// 6 : 'I don't think I need that'
// 7 : 'I'd rather leave it here'
// 8 : 'I don't think I'd have any use for that'
_vm->logic()->makeJoeSpeak(5 + _vm->randomizer.getRandomNumber(3));
}
}
break;
default:
break;
}
}
void Command::changeObjectState(Verb action, int16 obj, int16 song, bool cutDone) {
// l.456-533 execute.c
ObjectData *objData = _vm->logic()->objectData(obj);
if (action == VERB_OPEN && !cutDone) {
if (State::findOn(objData->state) == STATE_ON_ON) {
State::alterOn(&objData->state, STATE_ON_OFF);
State::alterDefaultVerb(&objData->state, VERB_NONE);
// play music if it exists... (or SFX for open/close door)
if (song != 0) {
_vm->sound()->playSong(ABS(song));
}
if (objData->entryObj != 0) {
// if it's a door, then update door that it links to
openOrCloseAssociatedObject(action, ABS(objData->entryObj));
objData->entryObj = ABS(objData->entryObj);
}
} else {
// 'it's already open !'
_vm->logic()->makeJoeSpeak(9);
}
} else if (action == VERB_CLOSE && !cutDone) {
if (State::findOn(objData->state) == STATE_ON_OFF) {
State::alterOn(&objData->state, STATE_ON_ON);
State::alterDefaultVerb(&objData->state, VERB_OPEN);
// play music if it exists... (or SFX for open/close door)
if (song != 0) {
_vm->sound()->playSong(ABS(song));
}
if (objData->entryObj != 0) {
// if it's a door, then update door that it links to
openOrCloseAssociatedObject(action, ABS(objData->entryObj));
objData->entryObj = -ABS(objData->entryObj);
}
} else {
// 'it's already closed !'
_vm->logic()->makeJoeSpeak(10);
}
} else if (action == VERB_MOVE) {
State::alterOn(&objData->state, STATE_ON_OFF);
}
}
void Command::cleanupCurrentAction() {
// l.595-597 execute.c
_vm->logic()->joeFace();
_state.oldNoun = 0;
_state.oldVerb = VERB_NONE;
}
void Command::openOrCloseAssociatedObject(Verb action, int16 otherObj) {
CmdListData *cmdList = &_cmdList[1];
uint16 com = 0;
uint16 i;
for (i = 1; i <= _numCmdList && com == 0; ++i, ++cmdList) {
if (cmdList->match(action, otherObj, 0)) {
if (cmdList->setConditions) {
CmdGameState *cmdGs = _cmdGameState;
uint16 j;
for (j = 1; j <= _numCmdGameState; ++j) {
if (cmdGs[j].id == i && cmdGs[j].gameStateSlot > 0) {
if (_vm->logic()->gameState(cmdGs[j].gameStateSlot) == cmdGs[j].gameStateValue) {
com = i;
break;
}
}
}
} else {
com = i;
break;
}
}
}
if (com != 0) {
debug(6, "Command::openOrCloseAssociatedObject() com=%X", com);
cmdList = &_cmdList[com];
ObjectData *objData = _vm->logic()->objectData(otherObj);
if (cmdList->imageOrder != 0) {
objData->image = cmdList->imageOrder;
}
if (action == VERB_OPEN) {
if (State::findOn(objData->state) == STATE_ON_ON) {
State::alterOn(&objData->state, STATE_ON_OFF);
State::alterDefaultVerb(&objData->state, VERB_NONE);
objData->entryObj = ABS(objData->entryObj);
}
} else if (action == VERB_CLOSE) {
if (State::findOn(objData->state) == STATE_ON_OFF) {
State::alterOn(&objData->state, STATE_ON_ON);
State::alterDefaultVerb(&objData->state, VERB_OPEN);
objData->entryObj = -ABS(objData->entryObj);
}
}
}
}
int16 Command::setConditions(uint16 command, bool lastCmd) {
debug(9, "Command::setConditions(%d, %d)", command, lastCmd);
// Test conditions, if FAIL write && exit, Return -1
// if(Joe speaks before he returns, -2 is returned
// This way a -1 return will allow Joe to speak normal description
uint16 temp[21];
memset(temp, 0, sizeof(temp));
uint16 tempInd = 0;
int16 ret = 0;
uint16 i;
CmdGameState *cmdGs = &_cmdGameState[1];
for (i = 1; i <= _numCmdGameState; ++i, ++cmdGs) {
if (cmdGs->id == command) {
if (cmdGs->gameStateSlot > 0) {
if (_vm->logic()->gameState(cmdGs->gameStateSlot) != cmdGs->gameStateValue) {
debug(6, "Command::setConditions() - GS[%d] == %d (should be %d)", cmdGs->gameStateSlot, _vm->logic()->gameState(cmdGs->gameStateSlot), cmdGs->gameStateValue);
// failed test
ret = i;
break;
}
} else {
temp[tempInd] = i;
++tempInd;
}
}
}
if (ret > 0) {
// we've failed, so see if we need to make Joe speak
cmdGs = &_cmdGameState[ret];
if (cmdGs->speakValue > 0 && lastCmd) {
// check to see if fail state is in fact a cutaway
const char *objDesc = _vm->logic()->objectTextualDescription(cmdGs->speakValue);
if (!executeIfCutaway(objDesc) && !executeIfDialog(objDesc)) {
_vm->logic()->makeJoeSpeak(cmdGs->speakValue, true);
}
ret = -2;
} else {
ret = -1;
}
} else {
ret = 0;
// all tests were okay, now set gamestates
for (i = 0; i < tempInd; ++i) {
cmdGs = &_cmdGameState[temp[i]];
_vm->logic()->gameState(ABS(cmdGs->gameStateSlot), cmdGs->gameStateValue);
// set return value for Joe to say something
ret = cmdGs->speakValue;
}
}
return ret;
}
void Command::setAreas(uint16 command) {
debug(9, "Command::setAreas(%d)", command);
CmdArea *cmdArea = &_cmdArea[1];
uint16 i;
for (i = 1; i <= _numCmdArea; ++i, ++cmdArea) {
if (cmdArea->id == command) {
uint16 areaNum = ABS(cmdArea->area);
Area *area = _vm->grid()->area(cmdArea->room, areaNum);
if (cmdArea->area > 0) {
// turn on area
area->mapNeighbours = ABS(area->mapNeighbours);
} else {
// turn off area
area->mapNeighbours = -ABS(area->mapNeighbours);
}
}
}
}
void Command::setObjects(uint16 command) {
debug(9, "Command::setObjects(%d)", command);
CmdObject *cmdObj = &_cmdObject[1];
uint16 i;
for (i = 1; i <= _numCmdObject; ++i, ++cmdObj) {
if (cmdObj->id == command) {
// found an object
uint16 dstObj = ABS(cmdObj->dstObj);
ObjectData *objData = _vm->logic()->objectData(dstObj);
debug(6, "Command::setObjects() - dstObj=%X srcObj=%X _state.subject[0]=%X", cmdObj->dstObj, cmdObj->srcObj, _state.subject[0]);
if (cmdObj->dstObj > 0) {
// show the object
objData->name = ABS(objData->name);
// test that the object has not already been deleted
// by checking if it is not equal to zero
if (cmdObj->srcObj == -1 && objData->name != 0) {
// delete object by setting its name to 0 and
// turning off graphic image
objData->name = 0;
if (objData->room == _vm->logic()->currentRoom()) {
if (dstObj != _state.subject[0]) {
// 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)
if (objData->image != -3 && objData->image != -4) {
// it is a normal object (not a person)
// turn the graphic image off for the object
objData->image = -(objData->image + 10);
}
}
// invalidate object area
uint16 objZone = dstObj - _vm->logic()->currentRoomData();
_vm->grid()->setZone(GS_ROOM, objZone, 0, 0, 1, 1);
}
}
if (cmdObj->srcObj > 0) {
// copy data from dummy object to object
int16 image1 = objData->image;
int16 image2 = _vm->logic()->objectData(cmdObj->srcObj)->image;
_vm->logic()->objectCopy(cmdObj->srcObj, dstObj);
if (image1 != 0 && image2 == 0 && objData->room == _vm->logic()->currentRoom()) {
uint16 bobNum = _vm->logic()->findBob(dstObj);
if (bobNum != 0) {
_vm->graphics()->bob(bobNum)->clear();
}
}
}
if (dstObj != _state.subject[0]) {
// if the new object we have updated is on screen and
// is not current object then update it
_vm->graphics()->refreshObject(dstObj);
}
} else {
// hide the object
if (objData->name > 0) {
objData->name = -objData->name;
// may need to turn BOBs off for objects to be hidden on current
// screen ! if the new object we have updated is on screen and
// is not current object then update it
_vm->graphics()->refreshObject(dstObj);
}
}
}
}
}
void Command::setItems(uint16 command) {
debug(9, "Command::setItems(%d)", command);
CmdInventory *cmdInv = &_cmdInventory[1];
ItemData *items = _vm->logic()->itemData(0);
uint16 i;
for (i = 1; i <= _numCmdInventory; ++i, ++cmdInv) {
if (cmdInv->id == command) {
uint16 dstItem = ABS(cmdInv->dstItem);
// found an item
if (cmdInv->dstItem > 0) {
// add item to inventory
if (cmdInv->srcItem > 0) {
// copy data from source item to item, then enable it
items[dstItem] = items[cmdInv->srcItem];
items[dstItem].name = ABS(items[dstItem].name);
}
_vm->logic()->inventoryInsertItem(cmdInv->dstItem);
} else {
// delete item
if (items[dstItem].name > 0) {
_vm->logic()->inventoryDeleteItem(dstItem);
}
if (cmdInv->srcItem > 0) {
// copy data from source item to item, then disable it
items[dstItem] = items[cmdInv->srcItem];
items[dstItem].name = -ABS(items[dstItem].name);
}
}
}
}
}
uint16 Command::nextObjectDescription(ObjectDescription* objDesc, uint16 firstDesc) {
// l.69-103 select.c
uint16 i;
uint16 diff = objDesc->lastDescription - firstDesc;
debug(6, "Command::nextObjectDescription() - diff = %d, type = %d", diff, objDesc->type);
switch (objDesc->type) {
case 0:
// random type, start with first description
if (objDesc->lastSeenNumber == 0) {
// first time look at called
objDesc->lastSeenNumber = firstDesc;
break;
}
// already displayed first, do a random
case 1:
i = objDesc->lastSeenNumber;
while (i == objDesc->lastSeenNumber) {
i = firstDesc + _vm->randomizer.getRandomNumber(diff);
}
objDesc->lastSeenNumber = i;
break;
case 2:
// sequential, but loop
++objDesc->lastSeenNumber;
if (objDesc->lastSeenNumber > objDesc->lastDescription) {
objDesc->lastSeenNumber = firstDesc;
}
break;
case 3:
// sequential without looping
if (objDesc->lastSeenNumber != objDesc->lastDescription) {
++objDesc->lastSeenNumber;
}
break;
}
return objDesc->lastSeenNumber;
}
void Command::lookAtSelectedObject() {
uint16 desc;
if (_state.subject[0] < 0) {
desc = _vm->logic()->itemData(-_state.subject[0])->description;
} else {
ObjectData *objData = _vm->logic()->objectData(_state.subject[0]);
if (objData->name <= 0) {
return;
}
desc = objData->description;
}
debug(6, "Command::lookAtSelectedObject() - desc = %X, _state.subject[0] = %X", desc, _state.subject[0]);
// check to see if the object/item has a series of description
ObjectDescription *objDesc = _vm->logic()->objectDescription(1);
uint16 i;
for (i = 1; i <= _vm->logic()->objectDescriptionCount(); ++i, ++objDesc) {
if (objDesc->object == _state.subject[0]) {
desc = nextObjectDescription(objDesc, desc);
break;
}
}
_vm->logic()->makeJoeSpeak(desc, true);
_vm->logic()->joeFace();
}
void Command::lookForCurrentObject(int16 cx, int16 cy) {
uint16 obj = _vm->grid()->findObjectUnderCursor(cx, cy);
_state.noun = _vm->grid()->findObjectNumber(obj);
if (_state.oldNoun == _state.noun) {
return;
}
ObjectData *od = findObjectData(_state.noun);
if (od == NULL || od->name <= 0) {
_state.oldNoun = _state.noun;
_vm->display()->clearTexts(CmdText::COMMAND_Y_POS, CmdText::COMMAND_Y_POS);
if (_state.action != VERB_NONE) {
_cmdText.display(INK_CMD_NORMAL);
}
return;
}
// if no command yet selected, then use DEFAULT command, if any
if (_state.action == VERB_NONE) {
Verb v = State::findDefaultVerb(od->state);
_cmdText.setVerb((v == VERB_NONE) ? VERB_WALK_TO : v);
if (_state.noun == 0) {
_cmdText.clear();
}
}
const char *name = _vm->logic()->objectName(od->name);
_cmdText.displayTemp(INK_CMD_NORMAL, name);
_state.oldNoun = _state.noun;
}
void Command::lookForCurrentIcon(int16 cx, int16 cy) {
_state.verb = _vm->grid()->findVerbUnderCursor(cx, cy);
if (_state.oldVerb != _state.verb) {
if (_state.action == VERB_NONE) {
_cmdText.clear();
}
_vm->display()->clearTexts(CmdText::COMMAND_Y_POS, CmdText::COMMAND_Y_POS);
if (isVerbInv(_state.verb)) {
ItemData *id = findItemData(_state.verb);
if (id != NULL && id->name > 0) {
if (_state.action == VERB_NONE) {
Verb v = State::findDefaultVerb(id->state);
_cmdText.setVerb((v == VERB_NONE) ? VERB_LOOK_AT : v);
}
const char *name = _vm->logic()->objectName(id->name);
_cmdText.displayTemp(INK_CMD_NORMAL, name);
}
} else if (isVerbAction(_state.verb)) {
_cmdText.displayTemp(INK_CMD_NORMAL, _state.verb);
} else if (_state.verb == VERB_NONE) {
_cmdText.display(INK_CMD_NORMAL);
}
_state.oldVerb = _state.verb;
}
}
} // End of namespace Queen