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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.
*
* MIT License:
*
* Copyright (c) 2009 Alexei Svitkine, Eugene Sandulenko
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*
* $URL$
* $Id$
*
*/
#include "wage/wage.h"
#include "wage/entities.h"
#include "wage/script.h"
#include "wage/world.h"
namespace Wage {
bool Script::execute(World *world, int loopCount, String *inputText, Designed *inputClick, WageEngine *callbacks) {
_world = world;
_loopCount = loopCount;
_inputText = inputText;
_inputClick = inputClick;
_callbacks = callbacks;
_handled = false;
_index = 12;
while (_index < _dataSize) {
switch(_data[_index]) {
case 0x80: // IF
_index++;
processIf();
break;
case 0x87: // EXIT
debug(0, "exit at offset %d", _index - 1);
return true;
case 0x89: // MOVE
{
_index++;
Scene *currentScene = _world->_player->_currentScene;
processMove();
if (_world->_player->_currentScene != currentScene)
return true;
break;
}
case 0x8B: // PRINT
{
_index++;
Operand *op = readOperand();
// TODO check op type is string or number, or something good...
appendText(op->_str);
// TODO check data[_index] == 0xFD
_index++;
break;
}
case 0x8C: // SOUND
{
_index++;
Operand *op = readOperand();
// TODO check op type is string.
_handled = true;
callbacks->playSound(op->_str);
// TODO check data[_index] == 0xFD
_index++;
break;
}
case 0x8E: // LET
_index++;
processLet();
break;
case 0x95: // MENU
{
_index++;
Operand *op = readStringOperand(); // allows empty menu
// TODO check op type is string.
_callbacks->setMenu(op->_str);
// TODO check data[_index] == 0xFD
_index++;
}
case 0x88: // END
_index++;
break;
default:
debug(0, "Unknown opcode: %d", _index);
}
}
if (_world->_globalScript != this) {
debug(0, "Executing global script...");
bool globalHandled = _world->_globalScript->execute(_world, _loopCount, _inputText, _inputClick, _callbacks);
if (globalHandled)
_handled = true;
}
#if 0
else if (inputText != null) {
String input = inputText.toLowerCase();
if (input.equals("n") || input.contains("north")) {
handleMoveCommand(Scene.NORTH, "north");
} else if (input.equals("e") || input.contains("east")) {
handleMoveCommand(Scene.EAST, "east");
} else if (input.equals("s") || input.contains("south")) {
handleMoveCommand(Scene.SOUTH, "south");
} else if (input.equals("w") || input.contains("west")) {
handleMoveCommand(Scene.WEST, "west");
} else if (input.startsWith("take ")) {
handleTakeCommand(input.substring(5));
} else if (input.startsWith("get ")) {
handleTakeCommand(input.substring(4));
} else if (input.startsWith("pick up ")) {
handleTakeCommand(input.substring(8));
} else if (input.startsWith("drop ")) {
handleDropCommand(input.substring(5));
} else if (input.startsWith("aim ")) {
handleAimCommand(input.substring(4));
} else if (input.startsWith("wear ")) {
handleWearCommand(input.substring(5));
} else if (input.startsWith("put on ")) {
handleWearCommand(input.substring(7));
} else if (input.startsWith("offer ")) {
handleOfferCommand(input.substring(6));
} else if (input.contains("look")) {
handleLookCommand();
} else if (input.contains("inventory")) {
handleInventoryCommand();
} else if (input.contains("status")) {
handleStatusCommand();
} else if (input.contains("rest") || input.equals("wait")) {
handleRestCommand();
} else if (callbacks.getOffer() != null && input.contains("accept")) {
handleAcceptCommand();
} else {
Chr player = world.getPlayer();
for (Weapon weapon : player.getWeapons()) {
if (tryAttack(weapon, input)) {
handleAttack(weapon);
break;
}
}
}
// TODO: weapons, offer, etc...
} else if (inputClick instanceof Obj) {
Obj obj = (Obj) inputClick;
if (obj.getType() != Obj.IMMOBILE_OBJECT) {
takeObj(obj);
} else {
appendText(obj.getClickMessage());
}
}
#endif
return _handled;
}
Script::Operand *Script::readOperand() {
switch (_data[_index++]) {
case 0xA0: // TEXT$
return new Operand(_inputText, Operand::TEXT_INPUT);
case 0xA1:
return new Operand(_inputClick, Operand::CLICK_INPUT);
case 0xC0: // STORAGE@
return new Operand(&_world->_storageScene, Operand::SCENE);
case 0xC1: // SCENE@
return new Operand(_world->_player->_currentScene, Operand::SCENE);
case 0xC2: // PLAYER@
return new Operand(_world->_player, Operand::CHR);
case 0xC3: // MONSTER@
return new Operand(_callbacks->_monster, Operand::CHR);
case 0xC4: // RANDOMSCN@
return new Operand(_world->_orderedScenes[_callbacks->_rnd.getRandomNumber(_world->_orderedScenes.size())], Operand::SCENE);
case 0xC5: // RANDOMCHR@
return new Operand(_world->_orderedChrs[_callbacks->_rnd.getRandomNumber(_world->_orderedChrs.size())], Operand::CHR);
case 0xC6: // RANDOMOBJ@
return new Operand(_world->_orderedObjs[_callbacks->_rnd.getRandomNumber(_world->_orderedObjs.size())], Operand::OBJ);
case 0xB0: // VISITS#
return new Operand(_world->_player->_context._visits, Operand::NUMBER);
case 0xB1: // RANDOM# for Star Trek, but VISITS# for some other games?
return new Operand(1 + _callbacks->_rnd.getRandomNumber(100), Operand::NUMBER);
case 0xB5: // RANDOM# // A random number between 1 and 100.
return new Operand(1 + _callbacks->_rnd.getRandomNumber(100), Operand::NUMBER);
case 0xB2: // LOOP#
return new Operand(_loopCount, Operand::NUMBER);
case 0xB3: // VICTORY#
return new Operand(_world->_player->_context._kills, Operand::NUMBER);
case 0xB4: // BADCOPY#
return new Operand(0, Operand::NUMBER); // ????
case 0xFF:
{
// user variable
int value = _data[_index++];
if (value < 0)
value += 256;
// TODO: Verify that we're using the right index.
return new Operand(_world->_player->_context._userVariables[value], Operand::NUMBER);
}
case 0xD0:
return new Operand(_world->_player->_context._statVariables[Context::PHYS_STR_BAS], Operand::NUMBER);
case 0xD1:
return new Operand(_world->_player->_context._statVariables[Context::PHYS_HIT_BAS], Operand::NUMBER);
case 0xD2:
return new Operand(_world->_player->_context._statVariables[Context::PHYS_ARM_BAS], Operand::NUMBER);
case 0xD3:
return new Operand(_world->_player->_context._statVariables[Context::PHYS_ACC_BAS], Operand::NUMBER);
case 0xD4:
return new Operand(_world->_player->_context._statVariables[Context::SPIR_STR_BAS], Operand::NUMBER);
case 0xD5:
return new Operand(_world->_player->_context._statVariables[Context::SPIR_HIT_BAS], Operand::NUMBER);
case 0xD6:
return new Operand(_world->_player->_context._statVariables[Context::SPIR_ARM_BAS], Operand::NUMBER);
case 0xD7:
return new Operand(_world->_player->_context._statVariables[Context::SPIR_ACC_BAS], Operand::NUMBER);
case 0xD8:
return new Operand(_world->_player->_context._statVariables[Context::PHYS_SPE_BAS], Operand::NUMBER);
case 0xE0:
return new Operand(_world->_player->_context._statVariables[Context::PHYS_STR_CUR], Operand::NUMBER);
case 0xE1:
return new Operand(_world->_player->_context._statVariables[Context::PHYS_HIT_CUR], Operand::NUMBER);
case 0xE2:
return new Operand(_world->_player->_context._statVariables[Context::PHYS_ARM_CUR], Operand::NUMBER);
case 0xE3:
return new Operand(_world->_player->_context._statVariables[Context::PHYS_ACC_CUR], Operand::NUMBER);
case 0xE4:
return new Operand(_world->_player->_context._statVariables[Context::SPIR_STR_CUR], Operand::NUMBER);
case 0xE5:
return new Operand(_world->_player->_context._statVariables[Context::SPIR_HIT_CUR], Operand::NUMBER);
case 0xE6:
return new Operand(_world->_player->_context._statVariables[Context::SPIR_ARM_CUR], Operand::NUMBER);
case 0xE7:
return new Operand(_world->_player->_context._statVariables[Context::SPIR_ACC_CUR], Operand::NUMBER);
case 0xE8:
return new Operand(_world->_player->_context._statVariables[Context::PHYS_SPE_CUR], Operand::NUMBER);
default:
_index--;
if (_data[_index] >= 0x20 && _data[_index] < 0x80) {
return readStringOperand();
} else {
debug("Dunno what %x is (index=%d)!\n", _data[_index], _index);
}
_index++;
return NULL;
}
}
Script::Operand *Script::readStringOperand() {
String *sb;
bool allDigits = true;
sb = new String();
while (_data[_index] >= 0x20 && _data[_index] < 0x80) {
char c = _data[_index++];
if (c < '0' || c > '9')
allDigits = false;
*sb += c;
}
if (allDigits && sb->size() > 0) {
debug(0, "Read number %s", sb->c_str());
int r = atol(sb->c_str());
delete sb;
return new Operand(r, Operand::NUMBER);
} else {
// TODO: This string could be a room name or something like that.
debug(0, "Read string %s", sb->c_str());
return new Operand(sb, Operand::STRING);
}
}
void Script::processIf() {
}
void Script::processMove() {
}
void Script::processLet() {
}
void Script::appendText(String str) {
_handled = true;
_callbacks->appendText(str);
}
} // End of namespace Wage
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