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/* 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/events.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(Common::Event event) {
debugC(1, kDebugParser, "keyHandler(%d)", event.kbd.keycode);
status_t &gameStatus = _vm->getGameStatus();
uint16 nChar = event.kbd.keycode;
// 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_PAGEUP:
case Common::KEYCODE_PAGEDOWN:
case Common::KEYCODE_KP1:
case Common::KEYCODE_KP7:
case Common::KEYCODE_KP9:
case Common::KEYCODE_KP3:
case Common::KEYCODE_LEFT:
case Common::KEYCODE_RIGHT:
case Common::KEYCODE_UP:
case Common::KEYCODE_DOWN:
case Common::KEYCODE_KP4:
case Common::KEYCODE_KP6:
case Common::KEYCODE_KP8:
case Common::KEYCODE_KP2:
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] = event.kbd.ascii;
_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 = !gameStatus.godModeFl;
return;
}
Utils::strlwr(_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(_line, "goto")) {
for (int i = 0; i < _vm->_numScreens; i++) {
if (!scumm_stricmp(&_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 (!scumm_stricmp(&_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 (!scumm_stricmp(&_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
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