/* 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. * */ /* * 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/debug.h" #include "hugo/hugo.h" #include "hugo/parser.h" #include "hugo/file.h" #include "hugo/schedule.h" #include "hugo/route.h" #include "hugo/display.h" #include "hugo/util.h" #include "hugo/sound.h" #include "hugo/object.h" #include "hugo/text.h" #include "hugo/inventory.h" namespace Hugo { Parser_v1w::Parser_v1w(HugoEngine *vm) : Parser_v3d(vm) { } Parser_v1w::~Parser_v1w() { } /** * Parse the user's line of text input. Generate events as necessary */ void Parser_v1w::lineHandler() { debugC(1, kDebugParser, "lineHandler()"); Status &gameStatus = _vm->getGameStatus(); // Toggle God Mode if (!strncmp(_vm->_line, "PPG", 3)) { _vm->_sound->playSound(!_vm->_soundTest, kSoundPriorityHigh); gameStatus._godModeFl = !gameStatus._godModeFl; return; } Utils::strlwr(_vm->_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 (gameStatus._godModeFl) { // Special code to allow me to go straight to any screen if (strstr(_vm->_line, "goto")) { for (int i = 0; i < _vm->_numScreens; i++) { if (!scumm_stricmp(&_vm->_line[strlen("goto") + 1], _vm->_text->getScreenNames(i))) { _vm->_scheduler->newScreen(i); return; } } } // Special code to allow me to get objects from anywhere if (strstr(_vm->_line, "fetch all")) { for (int i = 0; i < _vm->_object->_numObj; i++) { if (_vm->_object->_objects[i]._genericCmd & TAKE) takeObject(&_vm->_object->_objects[i]); } return; } if (strstr(_vm->_line, "fetch")) { for (int i = 0; i < _vm->_object->_numObj; i++) { if (!scumm_stricmp(&_vm->_line[strlen("fetch") + 1], _vm->_text->getNoun(_vm->_object->_objects[i]._nounIndex, 0))) { takeObject(&_vm->_object->_objects[i]); return; } } } // Special code to allow me to goto objects if (strstr(_vm->_line, "find")) { for (int i = 0; i < _vm->_object->_numObj; i++) { if (!scumm_stricmp(&_vm->_line[strlen("find") + 1], _vm->_text->getNoun(_vm->_object->_objects[i]._nounIndex, 0))) { _vm->_scheduler->newScreen(_vm->_object->_objects[i]._screenIndex); return; } } } } // Special meta commands // EXIT/QUIT if (!strcmp("exit", _vm->_line) || strstr(_vm->_line, "quit")) { if (Utils::yesNoBox(_vm->_text->getTextParser(kTBExit_1d))) _vm->endGame(); return; } // SAVE/RESTORE if (!strcmp("save", _vm->_line) && gameStatus._viewState == kViewPlay) { _vm->_file->saveGame(-1, Common::String()); return; } if (!strcmp("restore", _vm->_line) && (gameStatus._viewState == kViewPlay || gameStatus._viewState == kViewIdle)) { _vm->_file->restoreGame(-1); return; } // Empty line if (*_vm->_line == '\0') // Empty line return; if (strspn(_vm->_line, " ") == strlen(_vm->_line)) // Nothing but spaces! return; if (gameStatus._gameOverFl) { // No commands allowed! _vm->gameOverMsg(); return; } char farComment[kCompLineSize * 5] = ""; // hold 5 line comment if object not nearby // Test for nearby objects referenced explicitly for (int i = 0; i < _vm->_object->_numObj; i++) { Object *obj = &_vm->_object->_objects[i]; if (isWordPresent(_vm->_text->getNounArray(obj->_nounIndex))) { if (isObjectVerb_v3(obj, farComment) || isGenericVerb_v3(obj, farComment)) return; } } // Test for nearby objects that only require a verb // Note comment is unused if not near. for (int i = 0; i < _vm->_object->_numObj; i++) { Object *obj = &_vm->_object->_objects[i]; if (obj->_verbOnlyFl) { char contextComment[kCompLineSize * 5] = ""; // Unused comment for context objects if (isObjectVerb_v3(obj, contextComment) || isGenericVerb_v3(obj, contextComment)) return; } } // No objects match command line, try background and catchall commands if (isBackgroundWord_v3(_backgroundObjects[*_vm->_screenPtr])) return; if (isCatchallVerb_v3(_backgroundObjects[*_vm->_screenPtr])) return; if (isBackgroundWord_v3(_catchallList)) return; if (isCatchallVerb_v3(_catchallList)) return; // If a not-near comment was generated, print it if (*farComment != '\0') { Utils::notifyBox(farComment); return; } // Nothing matches. Report recognition success to user. const char *verb = findVerb(); const char *noun = findNoun(); if (verb == _vm->_text->getVerb(_vm->_look, 0) && _vm->_maze._enabledFl) { Utils::notifyBox(_vm->_text->getTextParser(kTBMaze)); _vm->_object->showTakeables(); } else if (verb && noun) { // A combination I didn't think of Utils::notifyBox(_vm->_text->getTextParser(kTBNoPoint)); } else if (noun) { Utils::notifyBox(_vm->_text->getTextParser(kTBNoun)); } else if (verb) { Utils::notifyBox(_vm->_text->getTextParser(kTBVerb)); } else { Utils::notifyBox(_vm->_text->getTextParser(kTBEh)); } } void Parser_v1w::showInventory() const { Status &gameStatus = _vm->getGameStatus(); Istate inventState = _vm->_inventory->getInventoryState(); if (gameStatus._gameOverFl) { _vm->gameOverMsg(); } else if ((inventState == kInventoryOff) && (gameStatus._viewState == kViewPlay)) { _vm->_inventory->setInventoryState(kInventoryDown); gameStatus._viewState = kViewInvent; } else if (inventState == kInventoryActive) { _vm->_inventory->setInventoryState(kInventoryUp); gameStatus._viewState = kViewInvent; } } } // End of namespace Hugo