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/* ScummVM - Scumm Interpreter
 * Copyright (C) 2003-2005 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
 * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 * $Header: /cvsroot/scummvm/scummvm/queen/command.h,v 2005/10/18 02:11:19 sev Exp $


#include "common/util.h"
#include "queen/structs.h"

namespace Queen {

class QueenEngine;

struct CmdText {

      CmdText(bool reversed, uint8 y, QueenEngine *vm);

      //! reset the command sentence
      void clear();

      //! display the command sentence using the specified color
      void display(uint8 color);

      //! display a temporary command sentence using the specified parameters
      void displayTemp(uint8 color, Verb v, const char *name = NULL, bool outlined = false);

      //! display a temporary command sentence using the specified parameters
      void displayTemp(uint8 color, const char *name, bool outlined = false);

      //! set the verb for the command sentence
      void setVerb(Verb v);

      //! set the link word (between verb and object) for the command sentence
      void addLinkWord(Verb v);

      //! add an object name to the command sentence
      void addObject(const char *objName);

      //! returns true if the command sentence is empty
      bool isEmpty() const;

      enum {
            MAX_COMMAND_LEN = 256,
            COMMAND_Y_POS   = 151

      uint8 _y;

      //! flag indicating if the words in the sentence are reversed (hebrew version)
      bool _isReversed;

      //! buffer containing the current command sentence
      char _command[MAX_COMMAND_LEN];

      QueenEngine *_vm;

struct CmdState {

      void init();

      Verb oldVerb, verb;
      Verb action;
      int16 oldNoun, noun;
      int commandLevel;
      int16 subject[2];

      Verb selAction;
      int16 selNoun;

class Command {

      Command(QueenEngine *vm);

      //! initialise command construction
      void clear(bool clearTexts);

      //! execute last constructed command
      void executeCurrentAction();

      //! get player input and construct command from it
      void updatePlayer();

      //! read all command arrays from stream
      void readCommandsFrom(byte *&ptr);

      enum {
            MAX_MATCHING_CMDS = 50


      //! get a reference to the ObjectData for the specified room object
      ObjectData *findObjectData(uint16 objRoomNum) const;

      //! get a reference to the ItemData for the specified inventory object
      ItemData *findItemData(Verb invNum) const;

      //! execute the current command
      int16 executeCommand(uint16 comId, int16 condResult);

      //! move Joe to the specified position, handling new room switching
      int16 makeJoeWalkTo(int16 x, int16 y, int16 objNum, Verb v, bool mustWalk);

      //! update command state with current selected action
      void grabCurrentSelection();

      //! update command state with current selected object
      void grabSelectedObject(int16 objNum, uint16 objState, uint16 objName);

      //! update command state with current selected inventory object
      void grabSelectedItem();

      //! update command state with current selected room object
      void grabSelectedNoun();

      //! update command state with current selected verb
      void grabSelectedVerb();

      //! if the description is a cutaway file, execute it
      bool executeIfCutaway(const char *description);

      //! if the description is a dialog file, execute it
      bool executeIfDialog(const char *description);

      //! handle a wrong/invalid user action
      bool handleWrongAction();

      //! make Joe speak something for a wrong/invalid action
      void sayInvalidAction(Verb action, int16 subj1, int16 subj2);

      //! update an object state
      void changeObjectState(Verb action, int16 obj, int16 song, bool cutDone);

      //! reset current action
      void cleanupCurrentAction();

      void openOrCloseAssociatedObject(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);

      //! speak description of selected object
      void lookAtSelectedObject();

      //! get the current object under the cursor
      void lookForCurrentObject(int16 cx, int16 cy);

      //! get the current icon panel under the cursor (inventory item or verb)
      void lookForCurrentIcon(int16 cx, int16 cy);

      //! returns true if the verb is an action verb
      bool isVerbAction(Verb v) const { return (v >= VERB_PANEL_COMMAND_FIRST && v <= VERB_PANEL_COMMAND_LAST) || (v == VERB_WALK_TO); };

      //! return true if the verb is an inventory item
      bool isVerbInv(Verb v) const { return v >= VERB_INV_FIRST && v <= VERB_INV_LAST; }

      //! returns true if the specified verb is an inventory scroll
      bool isVerbInvScroll(Verb v) const { return v == VERB_SCROLL_UP || v == VERB_SCROLL_DOWN; }

      //! commands list for each possible action
      CmdListData *_cmdList;
      uint16 _numCmdList;

      //! commands list for areas
      CmdArea *_cmdArea;
      uint16 _numCmdArea;

      //! commands list for objects
      CmdObject *_cmdObject;
      uint16 _numCmdObject;

      //! commands list for inventory
      CmdInventory *_cmdInventory;
      uint16 _numCmdInventory;

      //! commands list for gamestate
      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;

      //! state of current constructed command
      CmdState _state;

      //! last user selection
      int _mouseKey, _selPosX, _selPosY;

      QueenEngine *_vm;

} // End of namespace Queen


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