/* 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 "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" namespace Hugo { Parser_v1w::Parser_v1w(HugoEngine *vm) : Parser_v3d(vm) { } Parser_v1w::~Parser_v1w() { } void Parser_v1w::keyHandler(uint16 nChar, uint16 nFlags) { debugC(1, kDebugParser, "keyHandler(%d, %d)", nChar, nFlags); status_t &gameStatus = _vm->getGameStatus(); bool repeatedFl = (nFlags & 0x4000); // TRUE if key is a repeat // 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 (_checkDoubleF1Fl) _vm->_file->instructions(); else _vm->_screen->userHelp(); _checkDoubleF1Fl = !_checkDoubleF1Fl; break; case Common::KEYCODE_F2: // Toggle sound _vm->_sound->toggleSound(); _vm->_sound->toggleMusic(); break; case Common::KEYCODE_F3: // Repeat last line gameStatus.recallFl = true; break; case Common::KEYCODE_F4: // Save game if (gameStatus.viewState == V_PLAY) _vm->_file->saveGame(-1, Common::String()); break; case Common::KEYCODE_F5: // Restore game _vm->_file->restoreGame(-1); _vm->_scheduler->restoreScreen(*_vm->_screen_p); gameStatus.viewState = V_PLAY; break; case Common::KEYCODE_F6: // Inventory if ((gameStatus.inventoryState == I_OFF) && (gameStatus.viewState == V_PLAY)) { gameStatus.inventoryState = I_DOWN; gameStatus.viewState = V_INVENT; } break; case Common::KEYCODE_F8: // Turbo mode _config.turboFl = !_config.turboFl; break; case Common::KEYCODE_F9: // Boss button warning("STUB: F9 (DOS) - BossKey"); 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; } if (_checkDoubleF1Fl && (nChar != Common::KEYCODE_F1)) _checkDoubleF1Fl = false; } /** * Parse the user's line of text input. Generate events as necessary */ void Parser_v1w::lineHandler() { debugC(1, kDebugParser, "lineHandler()"); status_t &gameStatus = _vm->getGameStatus(); // Toggle God Mode if (!strncmp(_line, "PPG", 3)) { _vm->_sound->playSound(!_vm->_soundTest, BOTH_CHANNELS, HIGH_PRI); gameStatus.godModeFl ^= 1; return; } Utils::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 (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->_object->_numObj; i++) { if (_vm->_object->_objects[i].genericCmd & TAKE) takeObject(&_vm->_object->_objects[i]); } return; } if (strstr(_line, "fetch")) { for (int i = 0; i < _vm->_object->_numObj; i++) { if (!strcmp(&_line[strlen("fetch") + 1], _vm->_arrayNouns[_vm->_object->_objects[i].nounIndex][0])) { takeObject(&_vm->_object->_objects[i]); return; } } } // Special code to allow me to goto objects if (strstr(_line, "find")) { for (int i = 0; i < _vm->_object->_numObj; i++) { if (!strcmp(&_line[strlen("find") + 1], _vm->_arrayNouns[_vm->_object->_objects[i].nounIndex][0])) { _vm->_scheduler->newScreen(_vm->_object->_objects[i].screenIndex); return; } } } } // Special meta commands // EXIT/QUIT if (!strcmp("exit", _line) || strstr(_line, "quit")) { Utils::Box(BOX_ANY, "%s", _vm->_textParser[kTBExit]); return; } // SAVE/RESTORE if (!strcmp("save", _line) && gameStatus.viewState == V_PLAY) { _vm->_file->saveGame(-1, Common::String()); return; } if (!strcmp("restore", _line) && (gameStatus.viewState == V_PLAY || gameStatus.viewState == V_IDLE)) { _vm->_file->restoreGame(-1); _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; } char farComment[XBYTES * 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_t *obj = &_vm->_object->_objects[i]; if (isWordPresent(_vm->_arrayNouns[obj->nounIndex])) { if (isObjectVerb(obj, farComment) || isGenericVerb(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_t *obj = &_vm->_object->_objects[i]; if (obj->verbOnlyFl) { char contextComment[XBYTES * 5] = ""; // Unused comment for context objects if (isObjectVerb(obj, contextComment) || isGenericVerb(obj, contextComment)) return; } } // No objects match command line, try background and catchall commands if (isBackgroundWord(_vm->_backgroundObjects[*_vm->_screen_p])) return; if (isCatchallVerb(_vm->_backgroundObjects[*_vm->_screen_p])) return; if (isBackgroundWord(_vm->_catchallList)) return; if (isCatchallVerb(_vm->_catchallList)) return; // If a not-near comment was generated, print it if (*farComment != '\0') { Utils::Box(BOX_ANY, "%s", farComment); return; } // Nothing matches. Report recognition success to user. char *verb = findVerb(); char *noun = findNoun(); if (verb == _vm->_arrayVerbs[_vm->_look][0] && _maze.enabledFl) { Utils::Box(BOX_ANY, "%s", _vm->_textParser[kTBMaze]); _vm->_object->showTakeables(); } else if (verb && noun) { // A combination I didn't think of Utils::Box(BOX_ANY, "%s", _vm->_textParser[kTBNoPoint]); } else if (noun) { Utils::Box(BOX_ANY, "%s", _vm->_textParser[kTBNoun]); } else if (verb) { Utils::Box(BOX_ANY, "%s", _vm->_textParser[kTBVerb]); } else { Utils::Box(BOX_ANY, "%s", _vm->_textParser[kTBEh]); } } } // End of namespace Hugo