/* 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 "common/system.h" #include "hugo/hugo.h" #include "hugo/parser.h" #include "hugo/file.h" #include "hugo/schedule.h" #include "hugo/util.h" #include "hugo/sound.h" #include "hugo/object.h" #include "hugo/text.h" namespace Hugo { Parser_v3d::Parser_v3d(HugoEngine *vm) : Parser_v1d(vm) { } Parser_v3d::~Parser_v3d() { } /** * Parse the user's line of text input. Generate events as necessary */ void Parser_v3d::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 <screen> Takes hero to named screen // fetch <object name> Hero carries named object // fetch all Hero carries all possible objects // find <object name> 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)) { if (gameStatus._gameOverFl) _vm->gameOverMsg(); else _vm->_file->saveGame(-1, Common::String()); return; } if (!strcmp("restore", _vm->_line)) { _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 && 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)); } } /** * 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_v3d::isObjectVerb_v3(Object *obj, char *comment) { debugC(1, kDebugParser, "isObjectVerb(Object *obj, %s)", comment); // First, find matching verb in cmd list uint16 cmdIndex = obj->_cmdIndex; // ptr to list of commands if (cmdIndex == 0) // No commands for this obj return false; int i; for (i = 0; _cmdList[cmdIndex][i]._verbIndex != 0; i++) { // For each cmd if (isWordPresent(_vm->_text->getVerbArray(_cmdList[cmdIndex][i]._verbIndex))) // Was this verb used? break; } if (_cmdList[cmdIndex][i]._verbIndex == 0) // No verbs used. return false; // Verb match found. Check if object is Near char *verb = *_vm->_text->getVerbArray(_cmdList[cmdIndex][i]._verbIndex); if (!isNear_v3(obj, verb, comment)) return false; // Check all required objects are being carried cmd *cmnd = &_cmdList[cmdIndex][i]; // ptr to struct cmd if (cmnd->_reqIndex) { // At least 1 thing in list uint16 *reqs = _arrayReqs[cmnd->_reqIndex]; // ptr to list of required objects for (i = 0; reqs[i]; i++) { // for each obj if (!_vm->_object->isCarrying(reqs[i])) { Utils::notifyBox(_vm->_text->getTextData(cmnd->_textDataNoCarryIndex)); return true; } } } // Required objects are present, now check state is correct if ((obj->_state != cmnd->_reqState) && (cmnd->_reqState != kStateDontCare)) { Utils::notifyBox(_vm->_text->getTextData(cmnd->_textDataWrongIndex)); return true; } // Everything checked. Change the state and carry out any actions if (cmnd->_reqState != kStateDontCare) // Don't change new state if required state didn't care obj->_state = cmnd->_newState; Utils::notifyBox(_vm->_text->getTextData(cmnd->_textDataDoneIndex)); _vm->_scheduler->insertActionList(cmnd->_actIndex); // See if any additional generic actions if ((verb == _vm->_text->getVerb(_vm->_look, 0)) || (verb == _vm->_text->getVerb(_vm->_take, 0)) || (verb == _vm->_text->getVerb(_vm->_drop, 0))) isGenericVerb_v3(obj, comment); return true; } /** * Test whether command line contains one of the generic actions */ bool Parser_v3d::isGenericVerb_v3(Object *obj, char *comment) { debugC(1, kDebugParser, "isGenericVerb(Object *obj, %s)", comment); if (!obj->_genericCmd) return false; // Following is equivalent to switch, but couldn't do one if (isWordPresent(_vm->_text->getVerbArray(_vm->_look)) && isNear_v3(obj, _vm->_text->getVerb(_vm->_look, 0), comment)) { // Test state-dependent look before general look if ((obj->_genericCmd & LOOK_S) == LOOK_S) { Utils::notifyBox(_vm->_text->getTextData(obj->_stateDataIndex[obj->_state])); } else { if ((LOOK & obj->_genericCmd) == LOOK) { if (obj->_dataIndex != 0) Utils::notifyBox(_vm->_text->getTextData(obj->_dataIndex)); else return false; } else { Utils::notifyBox(_vm->_text->getTextParser(kTBUnusual)); } } } else if (isWordPresent(_vm->_text->getVerbArray(_vm->_take)) && isNear_v3(obj, _vm->_text->getVerb(_vm->_take, 0), comment)) { if (obj->_carriedFl) Utils::notifyBox(_vm->_text->getTextParser(kTBHave)); else if ((TAKE & obj->_genericCmd) == TAKE) takeObject(obj); else if (obj->_cmdIndex) // No comment if possible commands return false; else if (!obj->_verbOnlyFl && (TAKE & obj->_genericCmd) == TAKE) // Make sure not taking object in context! Utils::notifyBox(_vm->_text->getTextParser(kTBNoUse)); else return false; } else if (isWordPresent(_vm->_text->getVerbArray(_vm->_drop))) { if (!obj->_carriedFl && ((DROP & obj->_genericCmd) == DROP)) Utils::notifyBox(_vm->_text->getTextParser(kTBDontHave)); else if (obj->_carriedFl && ((DROP & obj->_genericCmd) == DROP)) dropObject(obj); else if (obj->_cmdIndex == 0) Utils::notifyBox(_vm->_text->getTextParser(kTBNeed)); else return false; } else { // It was not a generic cmd return false; } return true; } /** * 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_v3d::isNear_v3(Object *obj, const char *verb, char *comment) const { debugC(1, kDebugParser, "isNear(Object *obj, %s, %s)", verb, comment); if (obj->_carriedFl) // Object is being carried return true; if (obj->_screenIndex != *_vm->_screenPtr) { // Not in same screen if (obj->_objValue) strcpy(comment, _vm->_text->getTextParser(kCmtAny1)); else strcpy(comment, _vm->_text->getTextParser(kCmtAny2)); return false; } if (obj->_cycling == kCycleInvisible) { if (obj->_seqNumb) { // There is an image strcpy(comment, _vm->_text->getTextParser(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->_text->getVerb(_vm->_take, 0))) strcpy(comment, _vm->_text->getTextParser(kCmtAny1)); else strcpy(comment, _vm->_text->getTextParser(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->_text->getVerb(_vm->_take, 0))) strcpy(comment, _vm->_text->getTextParser(kCmtAny1)); else strcpy(comment, _vm->_text->getTextParser(kCmtClose)); return false; } return true; } /** * Do all things necessary to carry an object */ void Parser_v3d::takeObject(Object *obj) { debugC(1, kDebugParser, "takeObject(Object *obj)"); obj->_carriedFl = true; if (obj->_seqNumb) { // Don't change if no image to display obj->_cycling = kCycleInvisible; } _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::notifyBox(Common::String::format(TAKE_TEXT, _vm->_text->getNoun(obj->_nounIndex, TAKE_NAME))); } /** * Do all necessary things to drop an object */ void Parser_v3d::dropObject(Object *obj) { debugC(1, kDebugParser, "dropObject(Object *obj)"); obj->_carriedFl = false; obj->_screenIndex = *_vm->_screenPtr; if ((obj->_seqNumb > 1) || (obj->_seqList[0]._imageNbr > 1)) obj->_cycling = kCycleForward; else obj->_cycling = kCycleNotCycling; obj->_x = _vm->_hero->_x - 1; obj->_y = _vm->_hero->_y + _vm->_hero->_currImagePtr->_y2 - 1; obj->_y = (obj->_y + obj->_currImagePtr->_y2 < kYPix) ? obj->_y : kYPix - obj->_currImagePtr->_y2 - 10; _vm->adjustScore(-obj->_objValue); Utils::notifyBox(_vm->_text->getTextParser(kTBOk)); } /** * 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_v3d::isCatchallVerb_v3(ObjectList obj) const { debugC(1, kDebugParser, "isCatchallVerb(object_list_t obj)"); if (_vm->_maze._enabledFl) return false; for (int i = 0; obj[i]._verbIndex != 0; i++) { if (isWordPresent(_vm->_text->getVerbArray(obj[i]._verbIndex)) && obj[i]._nounIndex == 0 && (!obj[i]._matchFl || !findNoun()) && ((obj[i]._roomState == kStateDontCare) || (obj[i]._roomState == _vm->_screenStates[*_vm->_screenPtr]))) { Utils::notifyBox(_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->_text->getVerbArray(obj[i]._verbIndex)) == _vm->_text->getVerb(_vm->_look, 0)) _vm->_object->showTakeables(); return true; } } return false; } /** * Search for matching verb/noun pairs in background command list * Print text for possible background object. Return TRUE if match found */ bool Parser_v3d::isBackgroundWord_v3(ObjectList obj) const { debugC(1, kDebugParser, "isBackgroundWord(object_list_t obj)"); if (_vm->_maze._enabledFl) return false; for (int i = 0; obj[i]._verbIndex != 0; i++) { if (isWordPresent(_vm->_text->getVerbArray(obj[i]._verbIndex)) && isWordPresent(_vm->_text->getNounArray(obj[i]._nounIndex)) && ((obj[i]._roomState == kStateDontCare) || (obj[i]._roomState == _vm->_screenStates[*_vm->_screenPtr]))) { Utils::notifyBox(_vm->_file->fetchString(obj[i]._commentIndex)); _vm->_scheduler->processBonus(obj[i]._bonusIndex); return true; } } return false; } } // End of namespace Hugo