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
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
|
/* 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<Common::List<Puzzle::CriteriaEntry> > &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<Puzzle::CriteriaEntry>());
// 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);
}
// WORKAROUND for a script bug in Zork: Grand Inquisitor, room me2j
// (Closing the Time Tunnels). When the time tunnel is open the game
// shows a close-up of only the tunnel, instead of showing the entire
// booth. However, the scripts that draw the lever in its correct
// state do not test this flag, causing it to be drawn when it should
// not be. This fixes bug #6770.
if (_engine->getGameId() == GID_GRANDINQUISITOR && key == 9536) {
Puzzle::CriteriaEntry entry;
entry.key = 9404; // me2j_time_tunnel_open
entry.criteriaOperator = Puzzle::EQUAL_TO;
entry.argumentIsAKey = false;
entry.argument = 0;
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<ResultAction *> &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
|