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engines/queen/command.h
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235
engines/queen/command.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef QUEEN_COMMAND_H
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#define QUEEN_COMMAND_H
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#include "common/util.h"
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#include "queen/structs.h"
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namespace Queen {
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class QueenEngine;
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class CmdText {
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public:
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static CmdText *makeCmdTextInstance(uint8 y, QueenEngine *vm);
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CmdText(uint8 y, QueenEngine *vm);
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virtual ~CmdText() {}
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//! reset the command sentence
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void clear();
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//! display the command sentence using the specified color
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void display(InkColor color, const char *command = 0, bool outlined = false);
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//! display a temporary command sentence using the specified parameters
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void displayTemp(InkColor color, Verb v);
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//! display a temporary command sentence using the specified parameters
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virtual void displayTemp(InkColor color, const char *name, bool outlined);
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//! set the verb for the command sentence
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void setVerb(Verb v);
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//! set the link word (between verb and object) for the command sentence
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virtual void addLinkWord(Verb v);
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//! add an object name to the command sentence
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virtual void addObject(const char *objName);
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//! returns true if the command sentence is empty
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bool isEmpty() const { return _command[0] == 0; }
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enum {
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MAX_COMMAND_LEN = 256,
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COMMAND_Y_POS = 151
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};
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protected:
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//! buffer containing the current command sentence
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char _command[MAX_COMMAND_LEN];
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uint8 _y;
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QueenEngine *_vm;
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};
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struct CmdState {
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void init();
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Verb oldVerb, verb;
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Verb action;
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int16 oldNoun, noun;
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int commandLevel;
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int16 subject[2];
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Verb selAction;
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int16 selNoun;
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};
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class Command {
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public:
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Command(QueenEngine *vm);
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~Command();
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//! initialize command construction
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void clear(bool clearTexts);
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//! execute last constructed command
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void executeCurrentAction();
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//! get player input and construct command from it
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void updatePlayer();
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//! read all command arrays from stream
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void readCommandsFrom(byte *&ptr);
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enum {
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MAX_MATCHING_CMDS = 50
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};
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private:
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//! get a reference to the ObjectData for the specified room object
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ObjectData *findObjectData(uint16 objRoomNum) const;
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//! get a reference to the ItemData for the specified inventory object
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ItemData *findItemData(Verb invNum) const;
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//! execute the current command
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int16 executeCommand(uint16 comId, int16 condResult);
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//! move Joe to the specified position, handling new room switching
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int16 makeJoeWalkTo(int16 x, int16 y, int16 objNum, Verb v, bool mustWalk);
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//! update command state with current selected action
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void grabCurrentSelection();
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//! update command state with current selected object
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void grabSelectedObject(int16 objNum, uint16 objState, uint16 objName);
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//! update command state with current selected inventory object
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void grabSelectedItem();
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//! update command state with current selected room object
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void grabSelectedNoun();
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//! update command state with current selected verb
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void grabSelectedVerb();
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//! if the description is a cutaway file, execute it
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bool executeIfCutaway(const char *description);
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//! if the description is a dialog file, execute it
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bool executeIfDialog(const char *description);
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//! handle a wrong/invalid user action
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bool handleWrongAction();
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//! make Joe speak something for a wrong/invalid action
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void sayInvalidAction(Verb action, int16 subj1, int16 subj2);
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//! update an object state
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void changeObjectState(Verb action, int16 obj, int16 song, bool cutDone);
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//! reset current action
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void cleanupCurrentAction();
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//! OPEN_CLOSE_OTHER(OBJECT_DATA[S][4])
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void openOrCloseAssociatedObject(Verb action, int16 obj);
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//! update gamestates - P1_SET_CONDITIONS
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int16 setConditions(uint16 command, bool lastCmd);
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//! turn on/off areas - P2_SET_AREAS
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void setAreas(uint16 command);
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//! hide/show objects, redisplay if in the same room as Joe - P3_SET_OBJECTS
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void setObjects(uint16 command);
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//! inserts/deletes items (inventory) - P4_SET_ITEMS
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void setItems(uint16 command);
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//! update description for object and returns description number to use
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uint16 nextObjectDescription(ObjectDescription *objDesc, uint16 firstDesc);
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//! speak description of selected object
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void lookAtSelectedObject();
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//! get the current object under the cursor
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void lookForCurrentObject(int16 cx, int16 cy);
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//! get the current icon panel under the cursor (inventory item or verb)
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void lookForCurrentIcon(int16 cx, int16 cy);
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//! returns true if the verb is an action verb
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bool isVerbAction(Verb v) const { return (v >= VERB_PANEL_COMMAND_FIRST && v <= VERB_PANEL_COMMAND_LAST) || (v == VERB_WALK_TO); }
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//! return true if the verb is an inventory item
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bool isVerbInv(Verb v) const { return v >= VERB_INV_FIRST && v <= VERB_INV_LAST; }
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//! returns true if the specified verb is an inventory scroll
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bool isVerbInvScroll(Verb v) const { return v == VERB_SCROLL_UP || v == VERB_SCROLL_DOWN; }
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//! commands list for each possible action
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CmdListData *_cmdList;
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uint16 _numCmdList;
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//! commands list for areas
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CmdArea *_cmdArea;
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uint16 _numCmdArea;
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//! commands list for objects
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CmdObject *_cmdObject;
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uint16 _numCmdObject;
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//! commands list for inventory
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CmdInventory *_cmdInventory;
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uint16 _numCmdInventory;
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//! commands list for gamestate
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CmdGameState *_cmdGameState;
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uint16 _numCmdGameState;
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//! textual form of the command (displayed between room and panel areas)
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CmdText *_cmdText;
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//! flag indicating that the current command is fully constructed
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bool _parse;
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//! state of current constructed command
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CmdState _state;
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//! last user selection
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int _mouseKey, _selPosX, _selPosY;
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QueenEngine *_vm;
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};
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} // End of namespace Queen
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#endif
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