1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
|
/* 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"
#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_t &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::Box(kBoxYesNo, "%s", _vm->_text->getTextParser(kTBExit_1d)) != 0)
_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);
_vm->_scheduler->restoreScreen(*_vm->_screen_p);
gameStatus.viewState = kViewPlay;
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_t *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_t *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->_screen_p]))
return;
if (isCatchallVerb_v3(_backgroundObjects[*_vm->_screen_p]))
return;
if (isBackgroundWord_v3(_catchallList))
return;
if (isCatchallVerb_v3(_catchallList))
return;
// If a not-near comment was generated, print it
if (*farComment != '\0') {
Utils::Box(kBoxAny, "%s", 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) && _maze.enabledFl) {
Utils::Box(kBoxAny, "%s", _vm->_text->getTextParser(kTBMaze));
_vm->_object->showTakeables();
} else if (verb && noun) { // A combination I didn't think of
Utils::Box(kBoxAny, "%s", _vm->_text->getTextParser(kTBNoPoint));
} else if (noun) {
Utils::Box(kBoxAny, "%s", _vm->_text->getTextParser(kTBNoun));
} else if (verb) {
Utils::Box(kBoxAny, "%s", _vm->_text->getTextParser(kTBVerb));
} else {
Utils::Box(kBoxAny, "%s", _vm->_text->getTextParser(kTBEh));
}
}
void Parser_v1w::showInventory() const {
status_t &gameStatus = _vm->getGameStatus();
istate_t 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
|