cleanup
svn-id: r11108
This commit is contained in:
parent
6e60d7b827
commit
ca9638e4f6
5 changed files with 254 additions and 306 deletions
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@ -96,6 +96,33 @@ bool CmdText::isEmpty() const {
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}
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void CurrentCmdState::init() {
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commandLevel = 1;
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oldVerb = verb = action = Verb(VERB_NONE);
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oldNoun = noun = subject1 = subject2 = 0;
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}
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void CurrentCmdState::addObject(int16 objNum) {
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switch (commandLevel) {
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case 1:
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subject1 = objNum;
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break;
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case 2:
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subject2 = objNum;
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break;
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}
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}
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void SelectedCmdState::init() {
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action = defaultVerb = Verb(VERB_NONE);
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noun = 0;
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}
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Command::Command(Logic *l, Graphics *g, Input *i, Walk *w)
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: _logic(l), _graphics(g), _input(i), _walk(w) {
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@ -111,13 +138,8 @@ void Command::clear(bool clearTexts) {
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_graphics->textClear(151, 151);
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}
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_parse = false;
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_curCmd.commandLevel = 1;
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_curCmd.oldVerb = _curCmd.verb = _curCmd.action = Verb(VERB_NONE);
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_curCmd.oldNoun = _curCmd.noun = 0;
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_selCmd.action = _selCmd.defaultVerb = Verb(VERB_NONE);
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_selCmd.noun = _selCmd.subject1 = _selCmd.subject2 = 0;
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_curCmd.init();
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_selCmd.init();
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}
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@ -137,11 +159,11 @@ void Command::executeCurrentAction(bool walk) {
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uint16 objMax = _logic->currentRoomObjMax();
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uint16 roomData = _logic->currentRoomData();
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if (_mouseKey == Input::MOUSE_RBUTTON && _selCmd.subject1 != 0) {
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if (_mouseKey == Input::MOUSE_RBUTTON && _curCmd.subject1 != 0) {
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// check to see if selecting default command for object/item
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if (_selCmd.subject1 > 0) {
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if (_curCmd.subject1 > 0) {
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// an object
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int16 i = _selCmd.subject1;
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int16 i = _curCmd.subject1;
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if (_curCmd.noun > objMax) {
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int16 aObj = _logic->currentRoomArea(_curCmd.noun - objMax)->object;
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int16 aObjName = _logic->objectData(aObj)->name;
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@ -173,7 +195,7 @@ void Command::executeCurrentAction(bool walk) {
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}
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else {
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// an item
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int16 name = _logic->itemData(ABS(_selCmd.subject1))->name;
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int16 name = _logic->itemData(ABS(_curCmd.subject1))->name;
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obj1Name = _logic->objectName(name);
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}
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}
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@ -187,8 +209,8 @@ void Command::executeCurrentAction(bool walk) {
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// XXX SUBJECT[2]=0;
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// get objects names
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obj1Name = _logic->objectOrItemName(_selCmd.subject1);
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obj2Name = _logic->objectOrItemName(_selCmd.subject2);
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obj1Name = _logic->objectOrItemName(_curCmd.subject1);
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obj2Name = _logic->objectOrItemName(_curCmd.subject2);
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if (handleBadCommand(walk)) {
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cleanupCurrentAction();
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@ -196,12 +218,12 @@ void Command::executeCurrentAction(bool walk) {
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}
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// get the number of commands associated with Object/Item
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uint16 comMax = countAssociatedCommands(_selCmd.action, _selCmd.subject1, _selCmd.subject2);
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uint16 comMax = countAssociatedCommands(_selCmd.action, _curCmd.subject1, _curCmd.subject2);
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if (comMax == 0) {
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// no command match was found, so exit
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// pass ACTION2 as paramater, as a new Command (and a new ACTION2)
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// pass ACTION2 as parameter, as a new Command (and a new ACTION2)
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// can be constructed while Joe speaks
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executeStandardStuff(_selCmd.action, _selCmd.subject1, _selCmd.subject2);
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executeStandardStuff(_selCmd.action, _curCmd.subject1, _curCmd.subject2);
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cleanupCurrentAction();
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return;
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}
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@ -209,7 +231,7 @@ void Command::executeCurrentAction(bool walk) {
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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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CmdListData *com = &_cmdList[1];
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uint16 comId = 0;
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uint16 curCommand;
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for (curCommand = 1; curCommand <= comMax; ++curCommand) {
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@ -217,7 +239,7 @@ void Command::executeCurrentAction(bool walk) {
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++comId;
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// try to find a match for the command in COM_LIST
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for (; comId <= _numCmdList; ++comId, ++com) {
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if (com->match(_selCmd.action, _selCmd.subject1, _selCmd.subject2)) {
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if (com->match(_selCmd.action, _curCmd.subject1, _curCmd.subject2)) {
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break;
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}
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}
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@ -258,11 +280,11 @@ void Command::executeCurrentAction(bool walk) {
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// Don't grab if action is TALK or WALK
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if (_selCmd.action.value() != VERB_TALK_TO && _selCmd.action.value() != VERB_WALK_TO) {
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if (_selCmd.subject1 > 0) {
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_logic->joeGrab(_logic->objectData(_selCmd.subject1)->state, 0);
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if (_curCmd.subject1 > 0) {
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_logic->joeGrab(_logic->objectData(_curCmd.subject1)->state, 0);
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}
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if (_selCmd.subject2 > 0) {
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_logic->joeGrab(_logic->objectData(_selCmd.subject2)->state, 0);
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if (_curCmd.subject2 > 0) {
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_logic->joeGrab(_logic->objectData(_curCmd.subject2)->state, 0);
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}
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}
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@ -295,9 +317,9 @@ void Command::executeCurrentAction(bool walk) {
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}
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int16 oldImage = 0;
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if (_selCmd.subject1 > 0) {
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if (_curCmd.subject1 > 0) {
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// an object (not an item)
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oldImage = _logic->objectData(_selCmd.subject1)->image;
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oldImage = _logic->objectData(_curCmd.subject1)->image;
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}
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if (com->setObjects) {
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@ -308,7 +330,7 @@ void Command::executeCurrentAction(bool walk) {
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}
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if (com->imageOrder != 0) {
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ObjectData* od = _logic->objectData(_selCmd.subject1);
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ObjectData* od = _logic->objectData(_curCmd.subject1);
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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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@ -320,15 +342,15 @@ void Command::executeCurrentAction(bool walk) {
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else {
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od->image = com->imageOrder;
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}
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_logic->roomRefreshObject(_selCmd.subject1);
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_logic->roomRefreshObject(_curCmd.subject1);
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}
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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 (_selCmd.subject1 > 0) {
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if (_curCmd.subject1 > 0) {
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// an object (not an item)
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if (_logic->objectData(_selCmd.subject1)->image != oldImage) {
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_logic->roomRefreshObject(_selCmd.subject1);
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if (_logic->objectData(_curCmd.subject1)->image != oldImage) {
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_logic->roomRefreshObject(_curCmd.subject1);
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}
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}
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}
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@ -361,7 +383,7 @@ void Command::executeCurrentAction(bool walk) {
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break;
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}
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changeObjectState(_selCmd.action, _selCmd.subject1, com->song, cutDone);
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changeObjectState(_selCmd.action, _curCmd.subject1, com->song, cutDone);
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if (_selCmd.action.value() == VERB_TALK_TO && cond > 0) {
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if (executeIfDialog(_logic->objectTextualDescription(cond))) {
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@ -417,7 +439,7 @@ void Command::updatePlayer() {
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if (_input->keyVerb().isJournal()) {
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// XXX queen.c l.348-365
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warning("Command::updatePlayer() - Journal not implemented");
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warning("Command::updatePlayer() - Journal not yet implemented");
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}
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else if (!_input->keyVerb().isSkipText()) {
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_curCmd.verb = _input->keyVerb();
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@ -496,6 +518,56 @@ void Command::readCommandsFrom(byte *&ptr) {
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}
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int16 Command::makeJoeWalkTo(int16 x, int16 y, int16 objNum, const 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 = _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.value() == VERB_WALK_TO) {
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_logic->entryObj(objData->entryObj);
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if (_logic->entryObj() != 0) {
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_logic->newRoom(_logic->objectData(_logic->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 = _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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}
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}
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else {
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_logic->entryObj(0);
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_logic->newRoom(0);
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}
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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 = _graphics->bob(0);
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if (x == bobJoe->x && y == bobJoe->y) {
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_logic->joeFacing(facing);
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_logic->joeFace();
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}
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else {
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p = _walk->joeMove(facing, x, y, false); // XXX inCutaway parameter
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// XXX if(P != 0) P = FIND_VERB
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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 = _input->mousePosX();
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@ -525,6 +597,51 @@ void Command::grabCurrentSelection() {
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}
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void Command::grabSelectedObject(int16 objNum, uint16 objState, uint16 objName) {
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if (!_curCmd.action.isNone()) {
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_cmdText.addObject(_logic->objectName(objName));
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}
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_curCmd.addObject(objNum);
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// if first noun and it's a 2 level command then set up action word
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if (_curCmd.action.value() == VERB_USE && _curCmd.commandLevel == 1) {
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if (State::findUse(objState) == STATE_USE_ON) {
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// object supports 2 levels
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_curCmd.commandLevel = 2;
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_cmdText.addLinkWord(Verb(VERB_PREP_WITH));
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// command not fully constructed
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_cmdText.display(INK_CMD_NORMAL);
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_parse = false;
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}
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else {
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_cmdText.display(INK_CMD_SELECT);
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_parse = true;
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}
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}
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else if (_curCmd.action.value() == VERB_GIVE && _curCmd.commandLevel == 1) {
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_curCmd.commandLevel = 2;
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_cmdText.addLinkWord(Verb(VERB_PREP_TO));
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// command not fully constructed
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_cmdText.display(INK_CMD_NORMAL);
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_parse = false;
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}
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else {
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_cmdText.display(INK_CMD_SELECT);
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_parse = true;
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}
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if (_parse) {
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_curCmd.verb = Verb(VERB_NONE);
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_logic->joeWalk(2); // set JOEWALK flag to perform EXECUTE_ACTION procedure
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_selCmd.action = _curCmd.action;
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_curCmd.action = Verb(VERB_NONE);
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}
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}
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void Command::grabSelectedItem() {
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// if the NOUN has been selected from screen then it is positive
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@ -601,47 +718,7 @@ void Command::grabSelectedItem() {
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}
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}
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if (_curCmd.action.isTwoLevelsCommand() && _curCmd.commandLevel == 1) {
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_parse = false;
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}
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if (!_curCmd.action.isNone()) {
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_cmdText.addObject(_logic->objectName(_logic->itemData(item)->name));
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}
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switch (_curCmd.commandLevel) {
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case 1:
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_selCmd.subject1 = -item;
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break;
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case 2:
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_selCmd.subject2 = -item;
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break;
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}
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if (_curCmd.action.value() == VERB_USE && _curCmd.commandLevel == 1) {
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if (State::findUse(_logic->itemData(item)->state) == STATE_USE_ON) {
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_cmdText.addLinkWord(Verb(VERB_PREP_WITH));
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_curCmd.commandLevel = 2;
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}
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else {
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_parse = true;
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}
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_cmdText.display(INK_CMD_NORMAL);
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}
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else if (_curCmd.action.value() == VERB_GIVE && _curCmd.commandLevel == 1) {
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_cmdText.addLinkWord(Verb(VERB_PREP_TO));
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_curCmd.commandLevel = 2;
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_cmdText.display(INK_CMD_NORMAL);
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}
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else {
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_cmdText.display(INK_CMD_SELECT);
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}
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if (_parse) {
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_curCmd.verb = Verb(VERB_NONE);
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_logic->joeWalk(2); // set JOEWALK flag to perform EXECUTE_ACTION procedure
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_selCmd.action = _curCmd.action;
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_curCmd.action = Verb(VERB_NONE);
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}
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grabSelectedObject(-item, _logic->itemData(item)->state, _logic->itemData(item)->name);
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}
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@ -720,55 +797,7 @@ void Command::grabSelectedNoun() {
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}
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_selCmd.noun = 0;
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if (_curCmd.action.isTwoLevelsCommand() && _curCmd.commandLevel == 1) {
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// command not fully constructed
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_parse = false;
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}
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else {
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_parse = true;
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}
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if (!_curCmd.action.isNone()) {
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_cmdText.addObject(_logic->objectName(objName));
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}
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switch (_curCmd.commandLevel) {
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case 1:
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_selCmd.subject1 = objNum;
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break;
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case 2:
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_selCmd.subject2 = objNum;
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break;
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}
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// if first noun and it's a 2 level command then set up action word
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if (_curCmd.action.value() == VERB_USE && _curCmd.commandLevel == 1) {
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if (State::findUse(_logic->objectData(objNum)->state) == STATE_USE_ON) {
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_cmdText.addLinkWord(Verb(VERB_PREP_WITH));
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_curCmd.commandLevel = 2;
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}
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else {
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// object does not support 2nd level
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_parse = true;
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}
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_cmdText.display(INK_CMD_NORMAL);
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}
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else if (_curCmd.action.value() == VERB_GIVE && _curCmd.commandLevel == 1) {
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_cmdText.addLinkWord(Verb(VERB_PREP_TO));
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_cmdText.display(INK_CMD_NORMAL);
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}
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else {
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_cmdText.display(INK_CMD_SELECT);
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}
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if (_parse) {
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_curCmd.verb = Verb(VERB_NONE);
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_logic->joeWalk(2); // set JOEWALK flag to perform EXECUTE_ACTION procedure
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_selCmd.action = _curCmd.action;
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_curCmd.action = Verb(VERB_NONE);
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}
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grabSelectedObject(objNum, _logic->objectData(objNum)->state, objName);
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}
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@ -781,8 +810,8 @@ void Command::grabSelectedVerb() {
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}
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else if (_curCmd.verb.isPanelCommand() || _curCmd.verb.value() == VERB_WALK_TO) {
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_curCmd.action = _curCmd.verb;
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_selCmd.subject1 = 0;
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_selCmd.subject2 = 0;
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_curCmd.subject1 = 0;
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_curCmd.subject2 = 0;
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// if right mouse key selected, then store command VERB
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if (_mouseKey == Input::MOUSE_RBUTTON) {
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@ -858,7 +887,7 @@ bool Command::handleBadCommand(bool walk) {
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// l.96-141 execute.c
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uint16 objMax = _logic->currentRoomObjMax();
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uint16 roomData = _logic->roomData(_logic->currentRoom());
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uint16 roomData = _logic->currentRoomData();
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// select without a command or WALK TO ; do a WALK
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if ((_selCmd.action.value() == VERB_WALK_TO || _selCmd.action.isNone()) &&
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@ -870,19 +899,21 @@ bool Command::handleBadCommand(bool walk) {
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return true;
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}
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// check to see if one of the objects is hidden
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if (_selCmd.subject1 > 0 && _logic->objectData(_selCmd.subject1)->name <= 0) {
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if (_curCmd.subject1 > 0 && _logic->objectData(_curCmd.subject1)->name <= 0) {
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return true;
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}
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if (_selCmd.action.value() == VERB_GIVE && _selCmd.subject2 > 0 && _logic->objectData(_selCmd.subject2)->name <= 0) {
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if (_selCmd.action.value() == VERB_GIVE &&
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_curCmd.subject2 > 0 && _logic->objectData(_curCmd.subject2)->name <= 0) {
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return true;
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}
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// check for USE command on exists
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if (_selCmd.action.value() == VERB_USE && _selCmd.subject1 > 0 && _logic->objectData(_selCmd.subject1)->entryObj > 0) {
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if (_selCmd.action.value() == VERB_USE &&
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_curCmd.subject1 > 0 && _logic->objectData(_curCmd.subject1)->entryObj > 0) {
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_selCmd.action = Verb(VERB_WALK_TO);
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}
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if (_selCmd.noun > 0 && _selCmd.noun <= objMax) {
|
||||
int16 p = _logic->joeWalkTo(_selPosX, _selPosY, walk);
|
||||
if (p != 0) {
|
||||
uint16 objNum = _logic->currentRoomData() + _selCmd.noun;
|
||||
if (makeJoeWalkTo(_selPosX, _selPosY, objNum, _selCmd.action, walk) != 0) {
|
||||
return true;
|
||||
}
|
||||
if (_selCmd.action.value() == VERB_WALK_TO && _logic->objectData(roomData + _selCmd.noun)->entryObj < 0) {
|
||||
|
@ -911,7 +942,7 @@ void Command::executeStandardStuff(const Verb& action, int16 subj1, int16 subj2)
|
|||
|
||||
case VERB_USE:
|
||||
if (subj1 < 0) {
|
||||
k = _logic->itemData(ABS(subj1))->sfxDescription;
|
||||
k = _logic->itemData(-subj1)->sfxDescription;
|
||||
if (k > 0) {
|
||||
_logic->joeSpeak(k, true);
|
||||
}
|
||||
|
@ -933,6 +964,7 @@ void Command::executeStandardStuff(const Verb& action, int16 subj1, int16 subj2)
|
|||
break;
|
||||
|
||||
case 4: // weird, isn't it ? l.193 execute.c
|
||||
warning("Command::executeStandardStuff() - Use of verb 4");
|
||||
case VERB_MOVE:
|
||||
// 'I can't move it'
|
||||
if (subj1 > 0) {
|
||||
|
@ -1128,10 +1160,10 @@ void Command::openOrCloseAssociatedObject(const Verb& action, int16 otherObj) {
|
|||
if (cmdList->match(action, otherObj, 0)) {
|
||||
if (cmdList->setConditions) {
|
||||
CmdGameState *cmdGs = _cmdGameState;
|
||||
// FIXME: weird loop...
|
||||
uint16 j;
|
||||
for (j = 1; j <= _numCmdGameState; ++j) {
|
||||
if (cmdGs[j].id == i && cmdGs[i].gameStateSlot > 0) {
|
||||
// FIXME: weird, why using 'i' instead of 'j' ?
|
||||
if (_logic->gameState(cmdGs[i].gameStateSlot) == cmdGs[i].gameStateValue) {
|
||||
com = i;
|
||||
break;
|
||||
|
@ -1278,7 +1310,7 @@ void Command::setObjects(uint16 command) {
|
|||
// turning off graphic image
|
||||
objData->name = 0;
|
||||
if (objData->room == _logic->currentRoom()) {
|
||||
if (dstObj != _selCmd.subject1) {
|
||||
if (dstObj != _curCmd.subject1) {
|
||||
// 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)
|
||||
|
@ -1307,7 +1339,7 @@ void Command::setObjects(uint16 command) {
|
|||
}
|
||||
}
|
||||
|
||||
if (dstObj != _selCmd.subject1) {
|
||||
if (dstObj != _curCmd.subject1) {
|
||||
// if the new object we have updated is on screen and
|
||||
// is not current object then update it
|
||||
_logic->roomRefreshObject(dstObj);
|
||||
|
@ -1416,9 +1448,9 @@ uint16 Command::nextObjectDescription(ObjectDescription* objDesc, uint16 firstDe
|
|||
void Command::look() {
|
||||
|
||||
if (_selCmd.noun > 0 && _selCmd.noun <= _logic->currentRoomObjMax()) {
|
||||
uint16 k = _logic->currentRoomData();
|
||||
if (_logic->objectData(k + _selCmd.noun)->entryObj == 0) {
|
||||
if (_logic->joeWalkTo(_selPosX, _selPosY, true) == -2) {
|
||||
uint16 objNum = _logic->currentRoomData() + _selCmd.noun;
|
||||
if (_logic->objectData(objNum)->entryObj == 0) {
|
||||
if (makeJoeWalkTo(_selPosX, _selPosY, objNum, _selCmd.action, true) == -2) { // XXX inCutaway parameter
|
||||
// 'I can't get close enough to have a look.'
|
||||
_logic->joeSpeak(13);
|
||||
}
|
||||
|
@ -1426,25 +1458,25 @@ void Command::look() {
|
|||
}
|
||||
|
||||
// if object type and disabled, don't look
|
||||
if (_selCmd.subject1 > 0 && _logic->objectData(_selCmd.subject1)->name <= 0) {
|
||||
if (_curCmd.subject1 > 0 && _logic->objectData(_curCmd.subject1)->name <= 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
uint16 desc;
|
||||
if (_selCmd.subject1 < 0) {
|
||||
desc = _logic->itemData(ABS(_selCmd.subject1))->description;
|
||||
if (_curCmd.subject1 < 0) {
|
||||
desc = _logic->itemData(-_curCmd.subject1)->description;
|
||||
}
|
||||
else {
|
||||
desc = _logic->objectData(_selCmd.subject1)->description;
|
||||
desc = _logic->objectData(_curCmd.subject1)->description;
|
||||
}
|
||||
|
||||
debug(0, "Command::look() - desc = %X, _selCmd.subject1 = %X", desc, _selCmd.subject1);
|
||||
debug(0, "Command::look() - desc = %X, _curCmd.subject1 = %X", desc, _curCmd.subject1);
|
||||
|
||||
// check to see if the object/item has a series of description
|
||||
ObjectDescription *objDesc = _logic->objectDescription(1);
|
||||
uint16 i;
|
||||
for (i = 1; i <= _logic->objectDescriptionCount(); ++i, ++objDesc) {
|
||||
if (objDesc->object == _selCmd.subject1) {
|
||||
if (objDesc->object == _curCmd.subject1) {
|
||||
desc = nextObjectDescription(objDesc, desc);
|
||||
break;
|
||||
}
|
||||
|
@ -1479,7 +1511,6 @@ void Command::lookCurrentItem() {
|
|||
}
|
||||
|
||||
|
||||
|
||||
void Command::lookCurrentRoom() {
|
||||
|
||||
_curCmd.noun = _logic->findObjectUnderCursor(_input->mousePosX(), _input->mousePosY());
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue