/* 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. * */ #include "common/scummsys.h" #include "zvision/zvision.h" #include "zvision/scripting/script_manager.h" #include "zvision/scripting/puzzle.h" #include "zvision/scripting/actions.h" #include "zvision/scripting/controls/push_toggle_control.h" #include "zvision/scripting/controls/lever_control.h" #include "zvision/scripting/controls/slot_control.h" #include "zvision/scripting/controls/save_control.h" #include "zvision/scripting/controls/input_control.h" #include "zvision/scripting/controls/safe_control.h" #include "zvision/scripting/controls/hotmov_control.h" #include "zvision/scripting/controls/fist_control.h" #include "zvision/scripting/controls/paint_control.h" #include "zvision/scripting/controls/titler_control.h" #include "common/textconsole.h" #include "common/file.h" #include "common/tokenizer.h" namespace ZVision { void ScriptManager::parseScrFile(const Common::String &fileName, ScriptScope &scope) { Common::File file; if (!_engine->getSearchManager()->openFile(file, fileName)) { error("Script file not found: %s", fileName.c_str()); } while (!file.eos()) { Common::String line = file.readLine(); if (file.err()) { error("Error parsing scr file: %s", fileName.c_str()); } trimCommentsAndWhiteSpace(&line); if (line.empty()) continue; if (line.matchString("puzzle:*", true)) { Puzzle *puzzle = new Puzzle(); sscanf(line.c_str(), "puzzle:%u", &(puzzle->key)); if (getStateFlag(puzzle->key) & Puzzle::ONCE_PER_INST) setStateValue(puzzle->key, 0); parsePuzzle(puzzle, file); scope.puzzles.push_back(puzzle); } else if (line.matchString("control:*", true)) { Control *ctrl = parseControl(line, file); if (ctrl) scope.controls.push_back(ctrl); } } scope.procCount = 0; } void ScriptManager::parsePuzzle(Puzzle *puzzle, Common::SeekableReadStream &stream) { Common::String line = stream.readLine(); trimCommentsAndWhiteSpace(&line); while (!stream.eos() && !line.contains('}')) { if (line.matchString("criteria {", true)) { parseCriteria(stream, puzzle->criteriaList, puzzle->key); } else if (line.matchString("results {", true)) { parseResults(stream, puzzle->resultActions); // WORKAROUND for a script bug in Zork Nemesis, room ve5e (tuning // fork box closeup). If the player leaves the screen while the // box is open, puzzle 19398 shows the animation where the box // closes, but the box state (state variable 19397) is not updated. // We insert the missing assignment for the box state here. // Fixes bug #6803. if (_engine->getGameId() == GID_NEMESIS && puzzle->key == 19398) puzzle->resultActions.push_back(new ActionAssign(_engine, 11, "19397, 0")); } else if (line.matchString("flags {", true)) { setStateFlag(puzzle->key, parseFlags(stream)); } line = stream.readLine(); trimCommentsAndWhiteSpace(&line); } puzzle->addedBySetState = false; } bool ScriptManager::parseCriteria(Common::SeekableReadStream &stream, Common::List > &criteriaList, uint32 key) const { // Loop until we find the closing brace Common::String line = stream.readLine(); trimCommentsAndWhiteSpace(&line); // Skip any commented out criteria. If all the criteria are commented out, // we might end up with an invalid criteria list (bug #6776). while (line.empty()) { line = stream.readLine(); trimCommentsAndWhiteSpace(&line); } // Criteria can be empty if (line.contains('}')) { return false; } // Create a new List to hold the CriteriaEntries criteriaList.push_back(Common::List()); // WORKAROUND for a script bug in Zork: Nemesis, room td9e (fist puzzle) // Since we patch the script that triggers when manipulating the left fist // (below), we add an additional check for the left fist sound, so that it // doesn't get killed immediately when the left fist animation starts. // Together with the workaround below, it fixes bug #6783. if (_engine->getGameId() == GID_NEMESIS && key == 3594) { Puzzle::CriteriaEntry entry; entry.key = 567; entry.criteriaOperator = Puzzle::NOT_EQUAL_TO; entry.argumentIsAKey = false; entry.argument = 1; criteriaList.back().push_back(entry); } while (!stream.eos() && !line.contains('}')) { Puzzle::CriteriaEntry entry; // Split the string into tokens using ' ' as a delimiter Common::StringTokenizer tokenizer(line); Common::String token; // Parse the id out of the first token token = tokenizer.nextToken(); sscanf(token.c_str(), "[%u]", &(entry.key)); // WORKAROUND for a script bug in Zork: Nemesis, room td9e (fist puzzle) // Check for the state of animation 567 (left fist) when manipulating // the fingers of the left fist (puzzle slots 3582, 3583). // Together with the workaround above, it fixes bug #6783. if (_engine->getGameId() == GID_NEMESIS && (key == 3582 || key == 3583) && entry.key == 568) entry.key = 567; // Parse the operator out of the second token token = tokenizer.nextToken(); if (token.c_str()[0] == '=') entry.criteriaOperator = Puzzle::EQUAL_TO; else if (token.c_str()[0] == '!') entry.criteriaOperator = Puzzle::NOT_EQUAL_TO; else if (token.c_str()[0] == '>') entry.criteriaOperator = Puzzle::GREATER_THAN; else if (token.c_str()[0] == '<') entry.criteriaOperator = Puzzle::LESS_THAN; // There are supposed to be three tokens, but there is no // guarantee that there will be a space between the second and // the third one (bug #6774) if (token.size() == 1) { token = tokenizer.nextToken(); } else { token.deleteChar(0); } // First determine if the last token is an id or a value // Then parse it into 'argument' if (token.contains('[')) { sscanf(token.c_str(), "[%u]", &(entry.argument)); entry.argumentIsAKey = true; } else { sscanf(token.c_str(), "%u", &(entry.argument)); entry.argumentIsAKey = false; } criteriaList.back().push_back(entry); line = stream.readLine(); trimCommentsAndWhiteSpace(&line); } return true; } void ScriptManager::parseResults(Common::SeekableReadStream &stream, Common::List &actionList) const { // Loop until we find the closing brace Common::String line = stream.readLine(); trimCommentsAndWhiteSpace(&line); line.toLowercase(); // TODO: Re-order the if-then statements in order of highest occurrence while (!stream.eos() && !line.contains('}')) { if (line.empty()) { line = stream.readLine(); trimCommentsAndWhiteSpace(&line); line.toLowercase(); continue; } const char *chrs = line.c_str(); uint pos; for (pos = 0; pos < line.size(); pos++) if (chrs[pos] == ':') break; if (pos < line.size()) { uint startpos = pos + 1; for (pos = startpos; pos < line.size(); pos++) if (chrs[pos] == ':' || chrs[pos] == '(') break; if (pos < line.size()) { int32 slot = 11; Common::String args = ""; Common::String act(chrs + startpos, chrs + pos); startpos = pos + 1; if (chrs[pos] == ':') { for (pos = startpos; pos < line.size(); pos++) if (chrs[pos] == '(') break; Common::String strSlot(chrs + startpos, chrs + pos); slot = atoi(strSlot.c_str()); startpos = pos + 1; } if (pos < line.size()) { for (pos = startpos; pos < line.size(); pos++) if (chrs[pos] == ')') break; args = Common::String(chrs + startpos, chrs + pos); } // Parse for the action type if (act.matchString("add", true)) { actionList.push_back(new ActionAdd(_engine, slot, args)); } else if (act.matchString("animplay", true)) { actionList.push_back(new ActionPlayAnimation(_engine, slot, args)); } else if (act.matchString("animpreload", true)) { actionList.push_back(new ActionPreloadAnimation(_engine, slot, args)); } else if (act.matchString("animunload", true)) { // Only used by ZGI (locations cd6e, cd6k, dg2f, dg4e, dv1j) actionList.push_back(new ActionUnloadAnimation(_engine, slot, args)); } else if (act.matchString("attenuate", true)) { actionList.push_back(new ActionAttenuate(_engine, slot, args)); } else if (act.matchString("assign", true)) { actionList.push_back(new ActionAssign(_engine, slot, args)); } else if (act.matchString("change_location", true)) { actionList.push_back(new ActionChangeLocation(_engine, slot, args)); } else if (act.matchString("crossfade", true)) { actionList.push_back(new ActionCrossfade(_engine, slot, args)); } else if (act.matchString("cursor", true)) { actionList.push_back(new ActionCursor(_engine, slot, args)); } else if (act.matchString("debug", true)) { // Not used. Purposely left empty } else if (act.matchString("delay_render", true)) { actionList.push_back(new ActionDelayRender(_engine, slot, args)); } else if (act.matchString("disable_control", true)) { actionList.push_back(new ActionDisableControl(_engine, slot, args)); } else if (act.matchString("disable_venus", true)) { // Not used. Purposely left empty } else if (act.matchString("display_message", true)) { actionList.push_back(new ActionDisplayMessage(_engine, slot, args)); } else if (act.matchString("dissolve", true)) { actionList.push_back(new ActionDissolve(_engine)); } else if (act.matchString("distort", true)) { // Only used by Zork: Nemesis for the "treatment" puzzle in the Sanitarium (aj30) actionList.push_back(new ActionDistort(_engine, slot, args)); } else if (act.matchString("enable_control", true)) { actionList.push_back(new ActionEnableControl(_engine, slot, args)); } else if (act.matchString("flush_mouse_events", true)) { actionList.push_back(new ActionFlushMouseEvents(_engine, slot)); } else if (act.matchString("inventory", true)) { actionList.push_back(new ActionInventory(_engine, slot, args)); } else if (act.matchString("kill", true)) { // Only used by ZGI actionList.push_back(new ActionKill(_engine, slot, args)); } else if (act.matchString("menu_bar_enable", true)) { actionList.push_back(new ActionMenuBarEnable(_engine, slot, args)); } else if (act.matchString("music", true)) { actionList.push_back(new ActionMusic(_engine, slot, args, false)); } else if (act.matchString("pan_track", true)) { actionList.push_back(new ActionPanTrack(_engine, slot, args)); } else if (act.matchString("playpreload", true)) { actionList.push_back(new ActionPlayPreloadAnimation(_engine, slot, args)); } else if (act.matchString("preferences", true)) { actionList.push_back(new ActionPreferences(_engine, slot, args)); } else if (act.matchString("quit", true)) { actionList.push_back(new ActionQuit(_engine, slot)); } else if (act.matchString("random", true)) { actionList.push_back(new ActionRandom(_engine, slot, args)); } else if (act.matchString("region", true)) { // Only used by Zork: Nemesis actionList.push_back(new ActionRegion(_engine, slot, args)); } else if (act.matchString("restore_game", true)) { // Only used by ZGI to load the restart game slot, r.svr. // Used by the credits screen. actionList.push_back(new ActionRestoreGame(_engine, slot, args)); } else if (act.matchString("rotate_to", true)) { actionList.push_back(new ActionRotateTo(_engine, slot, args)); } else if (act.matchString("save_game", true)) { // Not used. Purposely left empty } else if (act.matchString("set_partial_screen", true)) { actionList.push_back(new ActionSetPartialScreen(_engine, slot, args)); } else if (act.matchString("set_screen", true)) { actionList.push_back(new ActionSetScreen(_engine, slot, args)); } else if (act.matchString("set_venus", true)) { // Not used. Purposely left empty } else if (act.matchString("stop", true)) { actionList.push_back(new ActionStop(_engine, slot, args)); } else if (act.matchString("streamvideo", true)) { actionList.push_back(new ActionStreamVideo(_engine, slot, args)); } else if (act.matchString("syncsound", true)) { actionList.push_back(new ActionSyncSound(_engine, slot, args)); } else if (act.matchString("timer", true)) { actionList.push_back(new ActionTimer(_engine, slot, args)); } else if (act.matchString("ttytext", true)) { actionList.push_back(new ActionTtyText(_engine, slot, args)); } else if (act.matchString("universe_music", true)) { actionList.push_back(new ActionMusic(_engine, slot, args, true)); } else if (act.matchString("copy_file", true)) { // Not used. Purposely left empty } else { warning("Unhandled result action type: %s", line.c_str()); } } } line = stream.readLine(); trimCommentsAndWhiteSpace(&line); line.toLowercase(); } return; } uint ScriptManager::parseFlags(Common::SeekableReadStream &stream) const { uint flags = 0; // Loop until we find the closing brace Common::String line = stream.readLine(); trimCommentsAndWhiteSpace(&line); while (!stream.eos() && !line.contains('}')) { if (line.matchString("ONCE_PER_INST", true)) { flags |= Puzzle::ONCE_PER_INST; } else if (line.matchString("DO_ME_NOW", true)) { flags |= Puzzle::DO_ME_NOW; } else if (line.matchString("DISABLED", true)) { flags |= Puzzle::DISABLED; } line = stream.readLine(); trimCommentsAndWhiteSpace(&line); } return flags; } Control *ScriptManager::parseControl(Common::String &line, Common::SeekableReadStream &stream) { uint32 key; char controlTypeBuffer[20]; sscanf(line.c_str(), "control:%u %s {", &key, controlTypeBuffer); Common::String controlType(controlTypeBuffer); if (controlType.equalsIgnoreCase("push_toggle")) { // WORKAROUND for a script bug in ZGI: There is an invalid hotspot // at scene em1h (bottom of tower), which points to a missing // script em1n. This is a hotspot at the right of the screen. // In the original, this hotspot doesn't lead anywhere anyway, // so instead of moving to a missing scene, we just remove the // hotspot altogether. The alternative would be to just process // and ignore invalid scenes, but I don't think it's worth the // effort. Fixes bug #6780. if (_engine->getGameId() == GID_GRANDINQUISITOR && key == 5653) return NULL; return new PushToggleControl(_engine, key, stream); } else if (controlType.equalsIgnoreCase("flat")) { Control::parseFlatControl(_engine); return NULL; } else if (controlType.equalsIgnoreCase("pana")) { Control::parsePanoramaControl(_engine, stream); return NULL; } else if (controlType.equalsIgnoreCase("tilt")) { // Only used in Zork Nemesis, handles tilt controls (ZGI doesn't have a tilt view) Control::parseTiltControl(_engine, stream); return NULL; } else if (controlType.equalsIgnoreCase("slot")) { return new SlotControl(_engine, key, stream); } else if (controlType.equalsIgnoreCase("input")) { return new InputControl(_engine, key, stream); } else if (controlType.equalsIgnoreCase("save")) { return new SaveControl(_engine, key, stream); } else if (controlType.equalsIgnoreCase("lever")) { // Only used in Zork Nemesis, handles draggable levers (te2e, tm7e, tp2e, tt2e, tz2e) return new LeverControl(_engine, key, stream); } else if (controlType.equalsIgnoreCase("safe")) { // Only used in Zork Nemesis, handles the safe in the Asylum (ac4g) return new SafeControl(_engine, key, stream); } else if (controlType.equalsIgnoreCase("hotmovie")) { // Only used in Zork Nemesis, handles movies where the player needs to click on something (mj7g, vw3g) return new HotMovControl(_engine, key, stream); } else if (controlType.equalsIgnoreCase("fist")) { // Only used in Zork Nemesis, handles the door lock puzzle with the skeletal fingers (td9e) return new FistControl(_engine, key, stream); } else if (controlType.equalsIgnoreCase("paint")) { // Only used in Zork Nemesis, handles the painting puzzle screen in Lucien's room in Irondune (ch4g) return new PaintControl(_engine, key, stream); } else if (controlType.equalsIgnoreCase("titler")) { // Only used in Zork Nemesis, handles the death screen with the Restore/Exit buttons (cjde) return new TitlerControl(_engine, key, stream); } return NULL; } } // End of namespace ZVision