/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * $URL$ * $Id$ * */ /* * This code is based on original Hugo Trilogy source code * * Copyright (c) 1989-1995 David P. Gray * */ // parser.c - handles all keyboard/command input #include "common/system.h" #include "common/keyboard.h" #include "hugo/game.h" #include "hugo/hugo.h" #include "hugo/parser.h" #include "hugo/global.h" #include "hugo/file.h" #include "hugo/schedule.h" #include "hugo/display.h" #include "hugo/route.h" #include "hugo/util.h" #include "hugo/sound.h" namespace Hugo { #define BLINKS 2 // Cursor blinks per second #define CX(X) LOWORD(X) #define CY(Y) HIWORD(Y) Parser::Parser(HugoEngine &vm) : _vm(vm), _putIndex(0), _getIndex(0) { } void Parser::keyHandler(uint16 nChar, uint16 nFlags) { status_t &gameStatus = _vm.getGameStatus(); bool repeatedFl = (nFlags & 0x4000); // TRUE if key is a repeat debugC(1, kDebugParser, "keyHandler(%d, %d)", nChar, nFlags); // Process key down event - called from OnKeyDown() switch (nChar) { // Set various toggle states case Common::KEYCODE_ESCAPE: // Escape key, may want to QUIT if (gameStatus.inventoryState == I_ACTIVE) // Remove inventory, if displayed gameStatus.inventoryState = I_UP; gameStatus.inventoryObjId = -1; // Deselect any dragged icon break; case Common::KEYCODE_END: case Common::KEYCODE_HOME: case Common::KEYCODE_LEFT: case Common::KEYCODE_RIGHT: case Common::KEYCODE_UP: case Common::KEYCODE_DOWN: if (!repeatedFl) { gameStatus.routeIndex = -1; // Stop any automatic route _vm.route().setWalk(nChar); // Direction of hero travel } break; case Common::KEYCODE_F1: // User Help (DOS) if (repeatedFl) { _vm.file().instructions(); nChar = '\0'; } else _vm.screen().userHelp(); break; case Common::KEYCODE_F2: // Toggle sound case Common::KEYCODE_F3: // Repeat last line case Common::KEYCODE_F4: // Save game case Common::KEYCODE_F5: // Restore game case Common::KEYCODE_F6: // Inventory case Common::KEYCODE_F8: // Turbo mode case Common::KEYCODE_F9: // Boss button warning("STUB: KeyHandler() - F2-F9 (DOS)"); break; default: // Any other key if (!gameStatus.storyModeFl) { // Keyboard disabled // Add printable keys to ring buffer uint16 bnext = _putIndex + 1; if (bnext >= sizeof(_ringBuffer)) bnext = 0; if (bnext != _getIndex) { _ringBuffer[_putIndex] = nChar; _putIndex = bnext; } } break; } } // Add any new chars to line buffer and display them. // If CR pressed, pass line to Line_handler() void Parser::charHandler() { static int16 lineIndex = 0; // Index into line static uint32 tick = 0; // For flashing cursor static char cursor = '_'; char c; static command_t cmdLine; // Build command line status_t &gameStatus = _vm.getGameStatus(); // Strangerke : Useless ? // bool updateFl = (_getIndex != _putIndex); // TRUE if any chars processed // command_t status_line; // Includes prompt, cursor //Strangerke : Useless ? // bool updateFl = (_getIndex != _putIndex); // TRUE if any chars processed //command_t status_line; // Includes prompt, cursor debugC(4, kDebugParser, "charHandler"); // Check for one or more characters in ring buffer while (_getIndex != _putIndex) { c = _ringBuffer[_getIndex++]; if (_getIndex >= sizeof(_ringBuffer)) _getIndex = 0; switch (c) { case Common::KEYCODE_BACKSPACE: // Rubout key if (lineIndex) cmdLine[--lineIndex] = '\0'; break; case Common::KEYCODE_RETURN: // EOL, pass line to line handler if (lineIndex && (_vm._hero->pathType != QUIET)) { // Remove inventory bar if active if (gameStatus.inventoryState == I_ACTIVE) gameStatus.inventoryState = I_UP; // Call Line handler and reset line command(cmdLine); cmdLine[lineIndex = 0] = '\0'; } break; default: // Normal text key, add to line if (lineIndex >= MAX_CHARS) { //MessageBeep(MB_ICONASTERISK); warning("STUB: MessageBeep(MB_ICONASTERISK);"); } else if (isprint(c)) { cmdLine[lineIndex++] = c; cmdLine[lineIndex] = '\0'; } break; } } // See if time to blink cursor, set cursor character if ((tick++ % (TPS / BLINKS)) == 0) { // Strangerke : Useless ? // updateFl = true; // Force an update cursor = cursor == '_' ? ' ' : '_'; } // See if recall button pressed if (gameStatus.recallFl) { // Copy previous line to current cmdline gameStatus.recallFl = false; strcpy(cmdLine, _line); lineIndex = strlen(cmdLine); } sprintf(_statusLine, ">%s%c", cmdLine, cursor); sprintf(_scoreLine, "Score: %d of %d", _vm.getScore(), _vm.getMaxScore()); // See if "look" button pressed if (gameStatus.lookFl) { command("look around"); gameStatus.lookFl = false; } } void Parser::drawStatusText() { debugC(4, kDebugParser, "drawStatusText"); if (_vm.getPlatform() == Common::kPlatformWindows) _vm.screen().loadFont(U_FONT8); uint16 sdx = _vm.screen().stringLength(_statusLine); uint16 sdy = _vm.screen().fontHeight() + 1; // + 1 for shadow uint16 posX = 0; uint16 posY = YPIX - sdy; // Display the string and add rect to display list _vm.screen().writeStr(posX, posY, _statusLine, _TLIGHTYELLOW); _vm.screen().displayList(D_ADD, posX, posY, sdx, sdy); sdx = _vm.screen().stringLength(_scoreLine); posY = 0; _vm.screen().writeStr(posX, posY, _scoreLine, _TCYAN); _vm.screen().displayList(D_ADD, posX, posY, sdx, sdy); } // Perform an immediate command. Takes parameters a la sprintf // Assumes final string will not overrun line[] length void Parser::command(const char *format, ...) { va_list marker; debugC(1, kDebugParser, "Command(%s, ...)", format); va_start(marker, format); vsprintf(_line, format, marker); va_end(marker); lineHandler(); } char *Parser::strlwr(char *buffer) { char *result = buffer; debugC(1, kDebugParser, "strlwr(%s)", buffer); while (*buffer != '\0') { if (isupper(*buffer)) *buffer = tolower(*buffer); buffer++; } return result; } // Parse the user's line of text input. Generate events as necessary void Parser::lineHandler() { char *noun, *verb; // ptrs to noun and verb strings // int i; object_t *obj; char farComment[XBYTES * 5] = ""; // hold 5 line comment if object not nearby char contextComment[XBYTES * 5] = ""; // Unused comment for context objects status_t &gameStatus = _vm.getGameStatus(); debugC(1, kDebugParser, "lineHandler"); // Toggle God Mode if (!strncmp(_line, "PPG", 3)) { _vm.sound().playSound(!_vm._soundTest, BOTH_CHANNELS, HIGH_PRI); gameStatus.godModeFl ^= 1; return; } strlwr(_line); // Convert to lower case // God Mode cheat commands: // goto Takes hero to named screen // fetch Hero carries named object // fetch all Hero carries all possible objects // find Takes hero to screen containing named object if (DEBUG || gameStatus.godModeFl) { // Special code to allow me to go straight to any screen if (strstr(_line, "goto")) for (int i = 0; i < _vm._numScreens; i++) if (!strcmp(&_line[strlen("goto") + 1], _vm._screenNames[i])) { _vm.scheduler().newScreen(i); return; } // Special code to allow me to get objects from anywhere if (strstr(_line, "fetch all")) { for (int i = 0; i < _vm._numObj; i++) if (_vm._objects[i].genericCmd & TAKE) takeObject(&_vm._objects[i]); return; } if (strstr(_line, "fetch")) { for (int i = 0; i < _vm._numObj; i++) if (!strcmp(&_line[strlen("fetch") + 1], _vm._arrayNouns[_vm._objects[i].nounIndex][0])) { takeObject(&_vm._objects[i]); return; } } // Special code to allow me to goto objects if (strstr(_line, "find")) for (int i = 0; i < _vm._numObj; i++) if (!strcmp(&_line[strlen("find") + 1], _vm._arrayNouns[_vm._objects[i].nounIndex][0])) { _vm.scheduler().newScreen(_vm._objects[i].screenIndex); return; } } // Special meta commands // EXIT/QUIT if (!strcmp("exit", _line) || strstr(_line, "quit")) { Utils::Box(BOX_ANY, _vm._textParser[kTBExit]); return; } // SAVE/RESTORE if (!strcmp("save", _line) && gameStatus.viewState == V_PLAY) { _vm.file().saveGame(gameStatus.saveSlot, "Current game"); return; } if (!strcmp("restore", _line) && gameStatus.viewState == V_PLAY || gameStatus.viewState == V_IDLE) { _vm.file().restoreGame(gameStatus.saveSlot); _vm.scheduler().restoreScreen(*_vm._screen_p); gameStatus.viewState = V_PLAY; return; } // Empty line if (*_line == '\0') // Empty line return; if (strspn(_line, " ") == strlen(_line)) // Nothing but spaces! return; if (gameStatus.gameOverFl) { // No commands allowed! Utils::gameOverMsg(); return; } // Test for nearby objects referenced explicitly for (int i = 0; i < _vm._numObj; i++) { obj = &_vm._objects[i]; if (isWordPresent(_vm._arrayNouns[obj->nounIndex])) if (isObjectVerb(obj, _line, farComment) || isGenericVerb(obj, _line, farComment)) return; } // Test for nearby objects that only require a verb // Note comment is unused if not near. for (int i = 0; i < _vm._numObj; i++) { obj = &_vm._objects[i]; if (obj->verbOnlyFl) if (isObjectVerb(obj, _line, contextComment) || isGenericVerb(obj, _line, contextComment)) return; } // No objects match command line, try background and catchall commands if (isBackgroundWord(_vm._backgroundObjects[*_vm._screen_p], _line)) return; if (isCatchallVerb(_vm._backgroundObjects[*_vm._screen_p], _line)) return; if (isBackgroundWord(_vm._catchallList, _line)) return; if (isCatchallVerb(_vm._catchallList, _line)) return; // If a not-near comment was generated, print it if (*farComment != '\0') { Utils::Box(BOX_ANY, farComment); return; } // Nothing matches. Report recognition success to user. verb = findVerb(_line); noun = findNoun(_line); if (verb == _vm._arrayVerbs[_vm._look][0] && _maze.enabledFl) { Utils::Box(BOX_ANY, _vm._textParser[kTBMaze]); showTakeables(); } else if (verb && noun) // A combination I didn't think of Utils::Box(BOX_ANY, _vm._textParser[kTBNoPoint]); else if (noun) Utils::Box(BOX_ANY, _vm._textParser[kTBNoun]); else if (verb) Utils::Box(BOX_ANY, _vm._textParser[kTBVerb]); else Utils::Box(BOX_ANY, _vm._textParser[kTBEh]); } // Search for matching verb/noun pairs in background command list // Print text for possible background object. Return TRUE if match found bool Parser::isBackgroundWord(objectList_t obj, char *line) { debugC(1, kDebugParser, "isBackgroundWord(object_list_t obj, %s)", line); for (int i = 0; obj[i].verbIndex != 0; i++) if (isWordPresent(_vm._arrayVerbs[obj[i].verbIndex]) && isWordPresent(_vm._arrayNouns[obj[i].nounIndex]) && ((obj[i].roomState == DONT_CARE) || (obj[i].roomState == _vm._screenStates[*_vm._screen_p]))) { Utils::Box(BOX_ANY, _vm.file().fetchString(obj[i].commentIndex)); _vm.scheduler().processBonus(obj[i].bonusIndex); return true; } return false; } // Search for matching verbs in background command list. // Noun is not required. Return TRUE if match found // Note that if the background command list has match set TRUE then do not // print text if there are any recognizable nouns in the command line bool Parser::isCatchallVerb(objectList_t obj, char *line) { debugC(1, kDebugParser, "isCatchallVerb(object_list_t obj, %s)", line); for (int i = 0; obj[i].verbIndex != 0; i++) if (isWordPresent(_vm._arrayVerbs[obj[i].verbIndex]) && obj[i].nounIndex == 0 && (!obj[i].matchFl || !findNoun(line)) && ((obj[i].roomState == DONT_CARE) || (obj[i].roomState == _vm._screenStates[*_vm._screen_p]))) { Utils::Box(BOX_ANY, _vm.file().fetchString(obj[i].commentIndex)); _vm.scheduler().processBonus(obj[i].bonusIndex); // If this is LOOK (without a noun), show any takeable objects if (*(_vm._arrayVerbs[obj[i].verbIndex]) == _vm._arrayVerbs[_vm._look][0]) showTakeables(); return(true); } return false; } // Test whether hero is close to object. Return TRUE or FALSE // If object not near, return suitable comment; may be another object close // If radius is -1, treat radius as infinity // Verb is included to determine correct comment if not near bool Parser::isNear(object_t *obj, char *verb, char *comment) { debugC(1, kDebugParser, "isNear(object_t *obj, %s, %s)", verb, comment); if (obj->carriedFl) // Object is being carried return(true); if (obj->screenIndex != *_vm._screen_p) { // Not in same screen if (obj->objValue) strcpy(comment, _vm._textParser[kCmtAny1]); else strcpy(comment, _vm._textParser[kCmtAny2]); return(false); } if (obj->cycling == INVISIBLE) if (obj->seqNumb) { // There is an image strcpy(comment, _vm._textParser[kCmtAny3]); return(false); } else // No image, assume visible if ((obj->radius < 0) || ((abs(obj->x - _vm._hero->x) <= obj->radius) && (abs(obj->y - _vm._hero->y - _vm._hero->currImagePtr->y2) <= obj->radius))) return(true); else { // User is not close enough if (obj->objValue && (verb != _vm._arrayVerbs[_vm._take][0])) strcpy(comment, _vm._textParser[kCmtAny1]); else strcpy(comment, _vm._textParser[kCmtClose]); return(false); } if ((obj->radius < 0) || ((abs(obj->x - _vm._hero->x) <= obj->radius) && (abs(obj->y + obj->currImagePtr->y2 - _vm._hero->y - _vm._hero->currImagePtr->y2) <= obj->radius))) return(true); else { // User is not close enough if (obj->objValue && (verb != _vm._arrayVerbs[_vm._take][0])) strcpy(comment, _vm._textParser[kCmtAny1]); else strcpy(comment, _vm._textParser[kCmtClose]); return(false); } return true; } // Locate any member of object name list appearing in command line bool Parser::isWordPresent(char **wordArr) { debugC(1, kDebugParser, "isWordPresent(%s)", wordArr[0]); if (wordArr != NULL) { for (int i = 0; strlen(wordArr[i]); i++) if (strstr(_line, wordArr[i])) return(true); } return false; } // Locate word in list of nouns and return ptr to first string in noun list char *Parser::findNoun(char *line) { debugC(1, kDebugParser, "findNoun(%s)", line); for (int i = 0; _vm._arrayNouns[i]; i++) for (int j = 0; strlen(_vm._arrayNouns[i][j]); j++) if (strstr(line, _vm._arrayNouns[i][j])) return(_vm._arrayNouns[i][0]); return NULL; } // Locate word in list of verbs and return ptr to first string in verb list char *Parser::findVerb(char *line) { debugC(1, kDebugParser, "findVerb(%s)", line); for (int i = 0; _vm._arrayVerbs[i]; i++) for (int j = 0; strlen(_vm._arrayVerbs[i][j]); j++) if (strstr(line, _vm._arrayVerbs[i][j])) return(_vm._arrayVerbs[i][0]); return NULL; } // Describe any takeable objects visible in this screen void Parser::showTakeables() { object_t *obj; debugC(1, kDebugParser, "showTakeables"); for (int j = 0; j < _vm._numObj; j++) { obj = &_vm._objects[j]; if ((obj->cycling != INVISIBLE) && (obj->screenIndex == *_vm._screen_p) && (((TAKE & obj->genericCmd) == TAKE) || obj->objValue)) { sprintf(_textBoxBuffer, "You can also see:\n%s.", _vm._arrayNouns[obj->nounIndex][LOOK_NAME]); Utils::Box(BOX_ANY, _textBoxBuffer); } } } // Do all things necessary to carry an object void Parser::takeObject(object_t *obj) { debugC(1, kDebugParser, "takeObject(object_t *obj)"); obj->carriedFl = true; if (obj->seqNumb) { // Don't change if no image to display obj->cycling = INVISIBLE; if (_vm.getPlatform() != Common::kPlatformWindows) warning("takeObject : DOS version should use ALMOST_INVISIBLE"); } _vm.adjustScore(obj->objValue); if (obj->seqNumb > 0) // If object has an image, force walk to dropped obj->viewx = -1; // (possibly moved) object next time taken! Utils::Box(BOX_ANY, TAKE_TEXT, _vm._arrayNouns[obj->nounIndex][TAKE_NAME]); } // Do all necessary things to drop an object void Parser::dropObject(object_t *obj) { debugC(1, kDebugParser, "dropObject(object_t *obj)"); obj->carriedFl = false; obj->screenIndex = *_vm._screen_p; if ((obj->seqNumb > 1) || (obj->seqList[0].imageNbr > 1)) obj->cycling = CYCLE_FORWARD; else obj->cycling = NOT_CYCLING; obj->x = _vm._hero->x - 1; obj->y = _vm._hero->y + _vm._hero->currImagePtr->y2 - 1; obj->y = (obj->y + obj->currImagePtr->y2 < YPIX) ? obj->y : YPIX - obj->currImagePtr->y2 - 10; _vm.adjustScore(-obj->objValue); Utils::Box(BOX_ANY, _vm._textParser[kTBOk]); } // Test whether command line contains one of the generic actions bool Parser::isGenericVerb(object_t *obj, char *line, char *comment) { debugC(1, kDebugParser, "isGenericVerb(object_t *obj, %s, %s)", line, comment); if (!obj->genericCmd) return false; // Following is equivalent to switch, but couldn't do one if (isWordPresent(_vm._arrayVerbs[_vm._look]) && isNear(obj, _vm._arrayVerbs[_vm._look][0], comment)) { // Test state-dependent look before general look if ((obj->genericCmd & LOOK_S) == LOOK_S) { Utils::Box(BOX_ANY, _vm._textData[obj->stateDataIndex[obj->state]]); warning("isGenericVerb: use of state dependant look - To be validated"); } else { if ((LOOK & obj->genericCmd) == LOOK) if (_vm._textData[obj->dataIndex]) Utils::Box(BOX_ANY, _vm._textData[obj->dataIndex]); else return(false); else Utils::Box(BOX_ANY, _vm._textParser[kTBUnusual]); } } else if (isWordPresent(_vm._arrayVerbs[_vm._take]) && isNear(obj, _vm._arrayVerbs[_vm._take][0], comment)) { if (obj->carriedFl) Utils::Box(BOX_ANY, _vm._textParser[kTBHave]); else if ((TAKE & obj->genericCmd) == TAKE) takeObject(obj); else if (obj->cmdIndex != 0) // No comment if possible commands return false; else if (!obj->verbOnlyFl && (TAKE & obj->genericCmd) == TAKE) // Make sure not taking object in context! Utils::Box(BOX_ANY, _vm._textParser[kTBNoUse]); else return false; } else if (isWordPresent(_vm._arrayVerbs[_vm._drop])) { if (!obj->carriedFl && ((DROP & obj->genericCmd) == DROP)) Utils::Box(BOX_ANY, _vm._textParser[kTBDontHave]); else if (obj->carriedFl && ((DROP & obj->genericCmd) == DROP)) dropObject(obj); else if (obj->cmdIndex == 0) Utils::Box(BOX_ANY, _vm._textParser[kTBNeed]); else return false; } else // It was not a generic cmd return false; return true; } // Return TRUE if object being carried by hero bool Parser::isCarrying(uint16 wordIndex) { debugC(1, kDebugParser, "isCarrying(%d)", wordIndex); for (int i = 0; i < _vm._numObj; i++) if ((wordIndex == _vm._objects[i].nounIndex) && _vm._objects[i].carriedFl) return true; return false; } // Test whether command line contains a verb allowed by this object. // If it does, and the object is near and passes the tests in the command // list then carry out the actions in the action list and return TRUE bool Parser::isObjectVerb(object_t *obj, char *line, char *comment) { int i; cmd *cmnd; char *verb; uint16 *reqs; uint16 cmdIndex; debugC(1, kDebugParser, "isObjectVerb(object_t *obj, %s, %s)", line, comment); // First, find matching verb in cmd list cmdIndex = obj->cmdIndex; // ptr to list of commands if (cmdIndex == 0) // No commands for this obj return false; for (i = 0; _vm._cmdList[cmdIndex][i].verbIndex != 0; i++) // For each cmd if (isWordPresent(_vm._arrayVerbs[_vm._cmdList[cmdIndex][i].verbIndex])) // Was this verb used? break; if (_vm._cmdList[cmdIndex][i].verbIndex == 0) // No verbs used. return false; // Verb match found. Check if object is Near verb = *_vm._arrayVerbs[_vm._cmdList[cmdIndex][i].verbIndex]; if (!isNear(obj, verb, comment)) return(false); // Check all required objects are being carried cmnd = &_vm._cmdList[cmdIndex][i]; // ptr to struct cmd if (cmnd->reqIndex) { // At least 1 thing in list reqs = _vm._arrayReqs[cmnd->reqIndex]; // ptr to list of required objects for (i = 0; reqs[i]; i++) // for each obj if (!isCarrying(reqs[i])) { Utils::Box(BOX_ANY, _vm._textData[cmnd->textDataNoCarryIndex]); return true; } } // Required objects are present, now check state is correct if ((obj->state != cmnd->reqState) && (cmnd->reqState != DONT_CARE)) { Utils::Box(BOX_ANY, _vm._textData[cmnd->textDataWrongIndex]); return true; } // Everything checked. Change the state and carry out any actions if (cmnd->reqState != DONT_CARE) // Don't change new state if required state didn't care obj->state = cmnd->newState; Utils::Box(BOX_ANY, _vm._textData[cmnd->textDataDoneIndex]); _vm.scheduler().insertActionList(cmnd->actIndex); // See if any additional generic actions if ((verb == _vm._arrayVerbs[_vm._look][0]) || (verb == _vm._arrayVerbs[_vm._take][0]) || (verb == _vm._arrayVerbs[_vm._drop][0])) isGenericVerb(obj, line, comment); return true; } } // end of namespace Hugo