scummvm/queen/command.h
Joost Peters f979f185af - Enabled missing calls to _sound->playSong, now it should *really* play all SFX
- Moved sound/music related toggle variables to Sound class
- Changed "Couldn't find file.." warning() to debug(7, ..)

svn-id: r11303
2003-11-15 21:33:04 +00:00

200 lines
4.5 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2003 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.
*
* $Header$
*
*/
#ifndef QUEENCOMMAND_H
#define QUEENCOMMAND_H
#include "queen/queen.h"
#include "queen/defs.h"
#include "queen/verb.h"
namespace Queen {
class Logic;
class Graphics;
class Input;
class Walk;
struct CmdText {
void clear();
void display(uint8 color);
void displayTemp(uint8 color, bool locked, const Verb& v, const char *name = NULL);
void displayTemp(uint8 color, const char *name);
void setVerb(const Verb& v);
void addLinkWord(const Verb& v);
void addObject(const char *objName);
bool isEmpty() const;
enum {
MAX_COMMAND_LEN = 256,
COMMAND_Y_POS = 151
};
char _command[MAX_COMMAND_LEN];
Graphics *_graphics;
Logic *_logic;
};
struct CurrentCmdState {
void init();
void addObject(int16 objNum);
Verb oldVerb;
Verb verb;
Verb action;
int16 oldNoun;
int16 noun;
//! current level of the command (max=2 for GIVE and USE verbs)
int commandLevel;
int16 subject1;
int16 subject2;
};
struct SelectedCmdState {
void init();
//! locked verb (using 2nd mouse button)
Verb defaultVerb;
Verb action;
int16 noun;
};
class Command {
public:
Command(Logic*, Graphics*, Input*, Walk*, Sound*);
//! initialise command construction
void clear(bool clearTexts);
//! execute last constructed command
void executeCurrentAction(bool walk);
//! get player input and construct command from it
void updatePlayer();
//! read all command arrays from stream
void readCommandsFrom(byte *&ptr);
//! return true if command is ready to be executed
bool parse() const { return _parse; }
enum {
MAX_MATCHING_CMDS = 50
};
private:
int16 makeJoeWalkTo(int16 x, int16 y, int16 objNum, const Verb &v, bool mustWalk);
void grabCurrentSelection();
void grabSelectedObject(int16 objNum, uint16 objState, uint16 objName);
void grabSelectedItem();
void grabSelectedNoun();
void grabSelectedVerb();
bool executeIfCutaway(const char *description);
bool executeIfDialog(const char *description);
bool handleBadCommand(bool walk);
void executeStandardStuff(const Verb& action, int16 subj1, int16 subj2);
void changeObjectState(const Verb& action, int16 obj, int16 song, bool cutDone);
void cleanupCurrentAction();
//! find default verb action for specified object
Verb findDefault(uint16 obj, bool itemType);
//! alter default verb action for specified object and update command display
void alterDefault(const Verb& def, bool itemType);
//! OPEN_CLOSE_OTHER(OBJECT_DATA[S][4])
void openOrCloseAssociatedObject(const Verb& action, int16 obj);
//! update gamestates - P1_SET_CONDITIONS
int16 setConditions(uint16 command, bool lastCmd);
//! turn on/off areas - P2_SET_AREAS
void setAreas(uint16 command);
//! hide/show objects, redisplay if in the same room as Joe - P3_SET_OBJECTS
void setObjects(uint16 command);
//! inserts/deletes items (inventory) - P4_SET_ITEMS
void setItems(uint16 command);
//! update description for object and returns description number to use
uint16 nextObjectDescription(ObjectDescription *objDesc, uint16 firstDesc);
//! look at current object / item and speak its description
void look();
void lookCurrentItem();
void lookCurrentRoom();
void lookCurrentIcon();
CmdListData *_cmdList;
uint16 _numCmdList;
CmdArea *_cmdArea;
uint16 _numCmdArea;
CmdObject *_cmdObject;
uint16 _numCmdObject;
CmdInventory *_cmdInventory;
uint16 _numCmdInventory;
CmdGameState *_cmdGameState;
uint16 _numCmdGameState;
//! textual form of the command (displayed between room and panel areas)
CmdText _cmdText;
//! flag indicating that the current command is fully constructed
bool _parse;
CurrentCmdState _curCmd;
SelectedCmdState _selCmd;
//! last user selection
int _mouseKey, _selPosX, _selPosY;
Logic *_logic;
Graphics *_graphics;
Input *_input;
Sound *_sound;
Walk *_walk;
};
} // End of namespace Queen
#endif