mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-15 06:08:35 +00:00
899843443f
svn-id: r12433
1282 lines
36 KiB
C++
1282 lines
36 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2003-2004 The ScummVM project
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#include "stdafx.h"
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#include "queen/command.h"
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#include "queen/display.h"
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#include "queen/input.h"
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#include "queen/graphics.h"
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#include "queen/grid.h"
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#include "queen/logic.h"
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#include "queen/queen.h"
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#include "queen/sound.h"
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#include "queen/state.h"
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#include "queen/talk.h"
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#include "queen/walk.h"
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namespace Queen {
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void CmdText::clear() {
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memset(_command, 0, sizeof(_command));
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}
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void CmdText::display(uint8 color) {
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_vm->display()->textCurrentColor(color);
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_vm->display()->setTextCentered(COMMAND_Y_POS, _command, false);
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}
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void CmdText::displayTemp(uint8 color, bool locked, Verb v, const char *name) {
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char temp[MAX_COMMAND_LEN];
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if (locked) {
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sprintf(temp, "%s%s", _vm->logic()->joeResponse(39), _vm->logic()->verbName(v));
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} else {
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strcpy(temp, _vm->logic()->verbName(v));
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}
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if (name != NULL) {
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strcat(temp, " ");
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strcat(temp, name);
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}
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_vm->display()->textCurrentColor(color);
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_vm->display()->setTextCentered(COMMAND_Y_POS, temp, false);
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}
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void CmdText::displayTemp(uint8 color, const char *name) {
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char temp[MAX_COMMAND_LEN];
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sprintf(temp, "%s %s", _command, name);
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_vm->display()->textCurrentColor(color);
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_vm->display()->setTextCentered(COMMAND_Y_POS, temp, false);
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}
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void CmdText::setVerb(Verb v) {
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strcpy(_command, _vm->logic()->verbName(v));
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}
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void CmdText::addLinkWord(Verb v) {
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strcat(_command, " ");
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strcat(_command, _vm->logic()->verbName(v));
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}
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void CmdText::addObject(const char *objName) {
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strcat(_command, " ");
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strcat(_command, objName);
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}
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bool CmdText::isEmpty() const {
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return _command[0] == 0;
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}
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void CmdState::init() {
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commandLevel = 1;
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oldVerb = verb = action = VERB_NONE;
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oldNoun = noun = subject[0] = subject[1] = 0;
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selAction = defaultVerb = VERB_NONE;
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selNoun = 0;
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}
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Command::Command(QueenEngine *vm)
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: _vm(vm) {
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_cmdText._vm = vm;
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}
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void Command::clear(bool clearTexts) {
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debug(6, "Command::clear(%d)", clearTexts);
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_cmdText.clear();
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if (clearTexts) {
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_vm->display()->clearTexts(CmdText::COMMAND_Y_POS, CmdText::COMMAND_Y_POS);
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}
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_parse = false;
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_state.init();
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}
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void Command::executeCurrentAction() {
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_vm->logic()->entryObj(0);
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if (_mouseKey == Input::MOUSE_RBUTTON && _state.subject[0] > 0) {
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ObjectData *od = _vm->logic()->objectData(_state.subject[0]);
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if (od == NULL || od->name <= 0) {
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cleanupCurrentAction();
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return;
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}
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_state.verb = State::findDefaultVerb(od->state);
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_state.selAction = (_state.verb == VERB_NONE) ? VERB_WALK_TO : _state.verb;
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_cmdText.setVerb(_state.selAction);
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_cmdText.addObject(_vm->logic()->objectName(od->name));
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}
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// make sure that command is always highlighted when actioned!
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_cmdText.display(INK_CMD_SELECT);
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_state.selNoun = _state.noun;
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_state.commandLevel = 1;
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if (handleWrongAction()) {
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cleanupCurrentAction();
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return;
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}
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// get the commands associated with object/item
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uint16 comMax = 0;
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uint16 matchingCmds[MAX_MATCHING_CMDS];
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CmdListData *cmdList = &_cmdList[1];
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uint16 i;
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for (i = 1; i <= _numCmdList; ++i, ++cmdList) {
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if (cmdList->match(_state.selAction, _state.subject[0], _state.subject[1])) {
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matchingCmds[comMax] = i;
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++comMax;
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}
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}
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debug(6, "Command::executeCurrentAction() - comMax=%d subj1=%X subj2=%X", comMax, _state.subject[0], _state.subject[1]);
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if (comMax == 0) {
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sayInvalidAction(_state.selAction, _state.subject[0], _state.subject[1]);
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clear(true);
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cleanupCurrentAction();
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return;
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}
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// process each associated command for the Object, until all done
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// or one of the Gamestate tests fails...
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int16 cond = 0;
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CmdListData *com = &_cmdList[0];
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uint16 comId = 0;
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for (i = 1; i <= comMax; ++i) {
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comId = matchingCmds[i - 1];
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com = &_cmdList[comId];
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// check the Gamestates and set them if necessary
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cond = 0;
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if (com->setConditions) {
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cond = setConditions(comId, (i == comMax));
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}
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if (cond == -1 && i == comMax) {
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// only exit on a condition fail if at last command
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// Joe hasnt spoken, so do normal LOOK command
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break;
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} else if (cond == -2 && i == comMax) {
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// only exit on a condition fail if at last command
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// Joe has spoken, so skip LOOK command
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cleanupCurrentAction();
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return;
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} else if (cond >= 0) {
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// we've had a successful Gamestate check, so we must now exit
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cond = executeCommand(comId, cond);
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break;
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}
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}
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if (cond <= 0 && _state.selAction == VERB_LOOK_AT) {
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lookAtSelectedObject();
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} else {
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// only play song if it's a PLAY AFTER type
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if (com->song < 0) {
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_vm->sound()->playSong(-com->song);
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}
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clear(true);
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}
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cleanupCurrentAction();
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}
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void Command::updatePlayer() {
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if (_vm->logic()->joeWalk() != JWM_MOVE) {
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int16 cx = _vm->input()->mousePosX();
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int16 cy = _vm->input()->mousePosY();
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lookForCurrentObject(cx, cy);
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lookForCurrentIcon(cx, cy);
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}
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if (_vm->input()->keyVerb() != VERB_NONE) {
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if (_vm->input()->keyVerb() == VERB_USE_JOURNAL) {
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_vm->logic()->useJournal();
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_vm->input()->clearKeyVerb();
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} else if (_vm->input()->keyVerb() != VERB_SKIP_TEXT) {
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_state.verb = _vm->input()->keyVerb();
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if (isVerbInv(_state.verb)) {
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_state.noun = _state.selNoun = 0;
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// Clear old noun and old verb in case we're pointing at an
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// object (noun) or item (verb) and we want to use an item
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// on it. This was the command will be redisplayed with the
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// object/item that the cursor is currently on.
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_state.oldNoun = 0;
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_state.oldVerb = VERB_NONE;
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grabSelectedItem();
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} else {
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grabSelectedVerb();
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}
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_vm->input()->clearKeyVerb();
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}
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}
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_mouseKey = _vm->input()->mouseButton();
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_vm->input()->clearMouseButton();
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if (_mouseKey > 0) {
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grabCurrentSelection();
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}
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}
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void Command::readCommandsFrom(byte *&ptr) {
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uint16 i;
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_numCmdList = READ_BE_UINT16(ptr); ptr += 2;
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_cmdList = new CmdListData[_numCmdList + 1];
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if (_numCmdList == 0) {
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_cmdList[0].readFromBE(ptr);
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} else {
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memset(&_cmdList[0], 0, sizeof(CmdListData));
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for (i = 1; i <= _numCmdList; i++) {
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_cmdList[i].readFromBE(ptr);
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}
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}
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_numCmdArea = READ_BE_UINT16(ptr); ptr += 2;
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_cmdArea = new CmdArea[_numCmdArea + 1];
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if (_numCmdArea == 0) {
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_cmdArea[0].readFromBE(ptr);
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} else {
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memset(&_cmdArea[0], 0, sizeof(CmdArea));
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for (i = 1; i <= _numCmdArea; i++) {
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_cmdArea[i].readFromBE(ptr);
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}
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}
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_numCmdObject = READ_BE_UINT16(ptr); ptr += 2;
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_cmdObject = new CmdObject[_numCmdObject + 1];
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if (_numCmdObject == 0) {
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_cmdObject[0].readFromBE(ptr);
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} else {
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memset(&_cmdObject[0], 0, sizeof(CmdObject));
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for (i = 1; i <= _numCmdObject; i++) {
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_cmdObject[i].readFromBE(ptr);
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}
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}
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_numCmdInventory = READ_BE_UINT16(ptr); ptr += 2;
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_cmdInventory = new CmdInventory[_numCmdInventory + 1];
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if (_numCmdInventory == 0) {
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_cmdInventory[0].readFromBE(ptr);
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} else {
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memset(&_cmdInventory[0], 0, sizeof(CmdInventory));
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for (i = 1; i <= _numCmdInventory; i++) {
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_cmdInventory[i].readFromBE(ptr);
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}
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}
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_numCmdGameState = READ_BE_UINT16(ptr); ptr += 2;
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_cmdGameState = new CmdGameState[_numCmdGameState + 1];
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if (_numCmdGameState == 0) {
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_cmdGameState[0].readFromBE(ptr);
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} else {
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memset(&_cmdGameState[0], 0, sizeof(CmdGameState));
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for (i = 1; i <= _numCmdGameState; i++) {
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_cmdGameState[i].readFromBE(ptr);
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}
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}
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}
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ObjectData *Command::findObjectData(uint16 objRoomNum) const {
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ObjectData *od = NULL;
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if (objRoomNum != 0) {
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objRoomNum += _vm->logic()->currentRoomData();
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od = _vm->logic()->objectData(objRoomNum);
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}
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return od;
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}
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ItemData *Command::findItemData(Verb invNum) const {
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ItemData *id = NULL;
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uint16 itNum = _vm->logic()->findInventoryItem(invNum - VERB_INV_FIRST);
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if (itNum != 0) {
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id = _vm->logic()->itemData(itNum);
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}
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return id;
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}
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int16 Command::executeCommand(uint16 comId, int16 condResult) {
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// execute.c l.313-452
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debug(6, "Command::executeCommand() - cond = %X, com = %X", condResult, comId);
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CmdListData *com = &_cmdList[comId];
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if (com->setAreas) {
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setAreas(comId);
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}
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// Don't grab if action is TALK or WALK
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if (_state.selAction != VERB_TALK_TO && _state.selAction != VERB_WALK_TO) {
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int i;
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for (i = 0; i < 2; ++i) {
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int16 obj = _state.subject[i];
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if (obj > 0) {
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_vm->logic()->joeGrab(State::findGrab(_vm->logic()->objectData(obj)->state));
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}
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}
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}
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bool cutDone = false;
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if (condResult > 0) {
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// check for cutaway/dialogs before updating Objects
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const char *desc = _vm->logic()->objectTextualDescription(condResult);
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if (executeIfCutaway(desc)) {
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condResult = 0;
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cutDone = true;
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} else if (executeIfDialog(desc)) {
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condResult = 0;
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}
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}
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int16 oldImage = 0;
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if (_state.subject[0] > 0) {
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// an object (not an item)
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oldImage = _vm->logic()->objectData(_state.subject[0])->image;
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}
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if (com->setObjects) {
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setObjects(comId);
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}
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if (com->setItems) {
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setItems(comId);
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}
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if (com->imageOrder != 0 && _state.subject[0] > 0) {
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ObjectData *od = _vm->logic()->objectData(_state.subject[0]);
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// we must update the graphic image of the object
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if (com->imageOrder < 0) {
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// instead of setting to -1 or -2, flag as negative
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if (od->image > 0) {
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// make sure that object is not already updated
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od->image = -(od->image + 10);
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}
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} else {
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od->image = com->imageOrder;
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}
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_vm->graphics()->refreshObject(_state.subject[0]);
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} else {
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// this object is not being updated by command list, see if
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// it has another image copied to it
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if (_state.subject[0] > 0) {
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// an object (not an item)
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if (_vm->logic()->objectData(_state.subject[0])->image != oldImage) {
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_vm->graphics()->refreshObject(_state.subject[0]);
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}
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}
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}
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// don't play music on an OPEN/CLOSE command - in case the command fails
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if (_state.selAction != VERB_NONE &&
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_state.selAction != VERB_OPEN &&
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_state.selAction != VERB_CLOSE) {
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// only play song if it's a PLAY BEFORE type
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if (com->song > 0) {
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_vm->sound()->playSong(com->song);
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}
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}
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// do a special hardcoded section
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// l.419-452 execute.c
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switch (com->specialSection) {
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case 1:
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_vm->logic()->useJournal();
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return condResult;
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case 2:
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_vm->logic()->joeUseDress(true);
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break;
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case 3:
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_vm->logic()->joeUseClothes(true);
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break;
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case 4:
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_vm->logic()->joeUseUnderwear();
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break;
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}
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if (_state.subject[0] > 0)
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changeObjectState(_state.selAction, _state.subject[0], com->song, cutDone);
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if (condResult > 0) {
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_vm->logic()->makeJoeSpeak(condResult, true);
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}
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return condResult;
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}
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int16 Command::makeJoeWalkTo(int16 x, int16 y, int16 objNum, Verb v, bool mustWalk) {
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// Check to see if object is actually an exit to another
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// room. If so, then set up new room
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ObjectData *objData = _vm->logic()->objectData(objNum);
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if (objData->x != 0 || objData->y != 0) {
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x = objData->x;
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y = objData->y;
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}
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if (v == VERB_WALK_TO) {
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_vm->logic()->entryObj(objData->entryObj);
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} else {
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_vm->logic()->entryObj(0);
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}
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if (objData->entryObj > 0 && v != VERB_CLOSE) {
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_vm->logic()->newRoom(_vm->logic()->objectData(objData->entryObj)->room);
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// because this is an exit object, see if there is
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// a walk off point and set (x,y) accordingly
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WalkOffData *wod = _vm->logic()->walkOffPointForObject(objNum);
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if (wod != NULL) {
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x = wod->x;
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y = wod->y;
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}
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} else {
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_vm->logic()->newRoom(0);
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}
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debug(6, "Command::makeJoeWalkTo() - x=%d y=%d newRoom=%d", x, y, _vm->logic()->newRoom());
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int16 p = 0;
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if (mustWalk) {
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// determine which way for Joe to face Object
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uint16 facing = State::findDirection(objData->state);
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BobSlot *bobJoe = _vm->graphics()->bob(0);
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if (x == bobJoe->x && y == bobJoe->y) {
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_vm->logic()->joeFacing(facing);
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_vm->logic()->joeFace();
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} else {
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p = _vm->walk()->moveJoe(facing, x, y, false);
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if (p != 0) {
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_vm->logic()->newRoom(0); // cancel makeJoeWalkTo, that should be equivalent to cr10 fix
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}
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}
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}
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return p;
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}
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void Command::grabCurrentSelection() {
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_selPosX = _vm->input()->mousePosX();
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_selPosY = _vm->input()->mousePosY();
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uint16 zone = _vm->grid()->findObjectUnderCursor(_selPosX, _selPosY);
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_state.noun = _vm->grid()->findObjectNumber(zone);
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_state.verb = _vm->grid()->findVerbUnderCursor(_selPosX, _selPosY);
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_selPosX += _vm->display()->horizontalScroll();
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if (_state.verb == VERB_SCROLL_UP || _state.verb == VERB_SCROLL_DOWN) {
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// move through inventory (by four if right mouse button)
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uint16 scroll = (_mouseKey == Input::MOUSE_RBUTTON) ? 4 : 1;
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_vm->logic()->inventoryScroll(scroll, _state.verb == VERB_SCROLL_UP);
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} else if (isVerbAction(_state.verb)) {
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grabSelectedVerb();
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} else if (isVerbInv(_state.verb)) {
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grabSelectedItem();
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} else if (_state.noun != 0) {
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grabSelectedNoun();
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} else if (_selPosY < ROOM_ZONE_HEIGHT && _state.verb == VERB_NONE) {
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// select without a command, do a WALK
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clear(true);
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_vm->logic()->joeWalk(JWM_EXECUTE);
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}
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}
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|
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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()->newRoom(0);
|
|
_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 (_vm->logic()->joeWalk() == JWM_MOVE) {
|
|
// _cmdText.clear();
|
|
// _state.commandLevel = 1;
|
|
// _vm->logic()->joeWalk(JWM_NORMAL);
|
|
// _state.action = VERB_NONE;
|
|
// lookForCurrentIcon();
|
|
// }
|
|
|
|
if (_state.defaultVerb != VERB_NONE) {
|
|
State::alterDefaultVerb(&id->state, _state.defaultVerb);
|
|
_state.defaultVerb = VERB_NONE;
|
|
clear(true);
|
|
return;
|
|
}
|
|
|
|
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() {
|
|
// if the NOUN has been selected from screen then it is positive
|
|
// otherwise it has been selected from inventory and is negative
|
|
// set PARSE to TRUE, default FALSE if command half complete
|
|
// click object without a command, if DEFAULT then
|
|
// do that, otherwise do a WALK!
|
|
|
|
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()->newRoom(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)) {
|
|
// action2 > 0 only if command has been constructed
|
|
// lmb pressed, just walk
|
|
_state.verb = VERB_WALK_TO;
|
|
_state.action = VERB_WALK_TO;
|
|
_cmdText.setVerb(VERB_WALK_TO);
|
|
}
|
|
} else if (_mouseKey == Input::MOUSE_RBUTTON) {
|
|
|
|
// rmb pressed, do default if one exists
|
|
if (_state.defaultVerb != VERB_NONE) {
|
|
// change default of command
|
|
State::alterDefaultVerb(&od->state, _state.defaultVerb);
|
|
_state.defaultVerb = VERB_NONE;
|
|
clear(true);
|
|
return;
|
|
}
|
|
|
|
if (_cmdText.isEmpty()) {
|
|
// Ensures that Right Mkey will select correct default
|
|
_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 {
|
|
_state.verb = VERB_NONE;
|
|
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() {
|
|
_state.action = _state.verb;
|
|
_state.subject[0] = 0;
|
|
_state.subject[1] = 0;
|
|
|
|
// if right mouse key selected, then store command VERB
|
|
if (_mouseKey == Input::MOUSE_RBUTTON) {
|
|
_state.defaultVerb = _state.verb;
|
|
_cmdText.displayTemp(11, true, _state.verb);
|
|
}
|
|
else {
|
|
_state.defaultVerb = VERB_NONE;
|
|
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; ++i, ++cmdList) {
|
|
if (cmdList->match(action, otherObj, 0)) {
|
|
if (cmdList->setConditions) {
|
|
warning("using Command::openOrCloseAssociatedObject() with setConditions");
|
|
CmdGameState *cmdGs = _cmdGameState;
|
|
uint16 j;
|
|
for (j = 1; j <= _numCmdGameState; ++j) {
|
|
// FIXME: weird, why using cmdGs[i] instead of cmdGs[j] ?
|
|
if (cmdGs[j].id == i && cmdGs[i].gameStateSlot > 0) {
|
|
if (_vm->logic()->gameState(cmdGs[i].gameStateSlot) == cmdGs[i].gameStateValue) {
|
|
com = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
com = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
debug(6, "Command::openOrCloseAssociatedObject() - com=%X", com);
|
|
|
|
if (com != 0) {
|
|
|
|
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()->clearBob(bobNum);
|
|
}
|
|
}
|
|
}
|
|
|
|
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.defaultVerb != VERB_NONE) {
|
|
_cmdText.displayTemp(INK_CMD_LOCK, true, _state.defaultVerb);
|
|
} else 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);
|
|
if (_state.defaultVerb != VERB_NONE) {
|
|
_cmdText.displayTemp(INK_CMD_LOCK, true, _state.defaultVerb, name);
|
|
} else {
|
|
_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);
|
|
if (_state.defaultVerb != VERB_NONE) {
|
|
_cmdText.displayTemp(INK_CMD_LOCK, true, _state.defaultVerb, name);
|
|
} else {
|
|
_cmdText.displayTemp(INK_CMD_NORMAL, name);
|
|
}
|
|
}
|
|
} else if (isVerbAction(_state.verb)) {
|
|
_cmdText.displayTemp(INK_CMD_NORMAL, false, _state.verb);
|
|
} else if (_state.verb == VERB_NONE) {
|
|
_cmdText.display(INK_CMD_NORMAL);
|
|
}
|
|
_state.oldVerb = _state.verb;
|
|
}
|
|
}
|
|
|
|
} // End of namespace Queen
|