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352
engines/hugo/parser_v2d.cpp
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352
engines/hugo/parser_v2d.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This code is based on original Hugo Trilogy source code
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*
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* Copyright (c) 1989-1995 David P. Gray
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*
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*/
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// parser.c - handles all keyboard/command input
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#include "common/debug.h"
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#include "common/system.h"
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#include "hugo/hugo.h"
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#include "hugo/display.h"
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#include "hugo/parser.h"
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#include "hugo/file.h"
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#include "hugo/schedule.h"
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#include "hugo/util.h"
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#include "hugo/sound.h"
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#include "hugo/object.h"
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#include "hugo/text.h"
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namespace Hugo {
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Parser_v2d::Parser_v2d(HugoEngine *vm) : Parser_v1d(vm) {
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}
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Parser_v2d::~Parser_v2d() {
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}
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/**
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* Parse the user's line of text input. Generate events as necessary
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*/
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void Parser_v2d::lineHandler() {
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debugC(1, kDebugParser, "lineHandler()");
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// Reset the prompt on screen (DOS only)
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_vm->_screen->updatePromptText("", ' ');
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_vm->_screen->displayPromptText();
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Status &gameStatus = _vm->getGameStatus();
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// Toggle God Mode
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if (!strncmp(_vm->_line, "PPG", 3)) {
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_vm->_sound->playSound(_vm->_soundTest, kSoundPriorityHigh);
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gameStatus._godModeFl = !gameStatus._godModeFl;
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return;
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}
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Utils::hugo_strlwr(_vm->_line); // Convert to lower case
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// God Mode cheat commands:
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// goto <screen> Takes hero to named screen
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// fetch <object name> Hero carries named object
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// fetch all Hero carries all possible objects
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// find <object name> Takes hero to screen containing named object
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if (gameStatus._godModeFl) {
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// Special code to allow me to go straight to any screen
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if (strstr(_vm->_line, "goto")) {
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for (int i = 0; i < _vm->_numScreens; i++) {
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if (!scumm_stricmp(&_vm->_line[strlen("goto") + 1], _vm->_text->getScreenNames(i))) {
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_vm->_scheduler->newScreen(i);
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return;
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}
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}
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}
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// Special code to allow me to get objects from anywhere
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if (strstr(_vm->_line, "fetch all")) {
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for (int i = 0; i < _vm->_object->_numObj; i++) {
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if (_vm->_object->_objects[i]._genericCmd & TAKE)
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takeObject(&_vm->_object->_objects[i]);
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}
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return;
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}
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if (strstr(_vm->_line, "fetch")) {
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for (int i = 0; i < _vm->_object->_numObj; i++) {
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if (!scumm_stricmp(&_vm->_line[strlen("fetch") + 1], _vm->_text->getNoun(_vm->_object->_objects[i]._nounIndex, 0))) {
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takeObject(&_vm->_object->_objects[i]);
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return;
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}
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}
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}
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// Special code to allow me to goto objects
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if (strstr(_vm->_line, "find")) {
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for (int i = 0; i < _vm->_object->_numObj; i++) {
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if (!scumm_stricmp(&_vm->_line[strlen("find") + 1], _vm->_text->getNoun(_vm->_object->_objects[i]._nounIndex, 0))) {
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_vm->_scheduler->newScreen(_vm->_object->_objects[i]._screenIndex);
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return;
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}
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}
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}
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}
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if (!strcmp("exit", _vm->_line) || strstr(_vm->_line, "quit")) {
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endGamePrompt();
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return;
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}
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// SAVE/RESTORE
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if (!strcmp("save", _vm->_line)) {
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if (gameStatus._gameOverFl)
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_vm->gameOverMsg();
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else
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_vm->_file->saveGame(-1, Common::String());
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return;
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}
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if (!strcmp("restore", _vm->_line)) {
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_vm->_file->restoreGame(-1);
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return;
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}
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if (*_vm->_line == '\0') // Empty line
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return;
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if (strspn(_vm->_line, " ") == strlen(_vm->_line)) // Nothing but spaces!
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return;
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if (gameStatus._gameOverFl) {
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// No commands allowed!
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_vm->gameOverMsg();
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return;
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}
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// Find the first verb in the line
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const char *verb = findVerb();
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const char *noun = nullptr; // Noun not found yet
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char farComment[kCompLineSize * 5] = ""; // hold 5 line comment if object not nearby
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if (verb) { // OK, verb found. Try to match with object
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do {
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noun = findNextNoun(noun); // Find a noun in the line
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// Must try at least once for objects allowing verb-context
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for (int i = 0; i < _vm->_object->_numObj; i++) {
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Object *obj = &_vm->_object->_objects[i];
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if (isNear_v1(verb, noun, obj, farComment)) {
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if (isObjectVerb_v2(verb, obj) // Foreground object
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|| isGenericVerb_v2(verb, obj))// Common action type
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return;
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}
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}
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if ((*farComment == '\0') && isBackgroundWord_v2(noun, verb, _backgroundObjects[*_vm->_screenPtr]))
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return;
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} while (noun);
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}
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noun = findNextNoun(noun);
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if ( !isCatchallVerb_v2(true, noun, verb, _backgroundObjects[*_vm->_screenPtr])
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&& !isCatchallVerb_v2(true, noun, verb, _catchallList)
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&& !isCatchallVerb_v2(false, noun, verb, _backgroundObjects[*_vm->_screenPtr])
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&& !isCatchallVerb_v2(false, noun, verb, _catchallList)) {
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if (*farComment != '\0') { // An object matched but not near enough
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_vm->notifyBox(farComment);
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} else if (_vm->_maze._enabledFl && (verb == _vm->_text->getVerb(_vm->_look, 0))) {
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_vm->notifyBox(_vm->_text->getTextParser(kTBMaze));
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_vm->_object->showTakeables();
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} else if (verb && noun) { // A combination I didn't think of
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_vm->notifyBox(_vm->_text->getTextParser(kTBNoUse_2d));
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} else if (verb || noun) {
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_vm->notifyBox(_vm->_text->getTextParser(kTBNoun));
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} else {
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_vm->notifyBox(_vm->_text->getTextParser(kTBEh_2d));
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}
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}
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}
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/**
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* Test whether supplied verb is one of the common variety for this object
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* say_ok needed for special case of take/drop which may be handled not only
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* here but also in a cmd_list with a donestr string simultaneously
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*/
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bool Parser_v2d::isGenericVerb_v2(const char *word, Object *obj) {
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debugC(1, kDebugParser, "isGenericVerb(%s, Object *obj)", word);
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if (!obj->_genericCmd)
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return false;
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// Following is equivalent to switch, but couldn't do one
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if (word == _vm->_text->getVerb(_vm->_look, 0)) {
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if ((LOOK & obj->_genericCmd) == LOOK)
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if (obj->_dataIndex != 0)
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_vm->notifyBox(_vm->_text->getTextData(obj->_dataIndex));
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else
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return false;
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else
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_vm->notifyBox(_vm->_text->getTextParser(kTBUnusual_1d));
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} else if (word == _vm->_text->getVerb(_vm->_take, 0)) {
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if (obj->_carriedFl)
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_vm->notifyBox(_vm->_text->getTextParser(kTBHave));
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else if ((TAKE & obj->_genericCmd) == TAKE)
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takeObject(obj);
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else if (obj->_cmdIndex) // No comment if possible commands
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return false;
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else if (!obj->_verbOnlyFl) // Make sure not taking object in context!
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_vm->notifyBox(_vm->_text->getTextParser(kTBNoUse));
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else
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return false;
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} else if (word == _vm->_text->getVerb(_vm->_drop, 0)) {
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if (!obj->_carriedFl)
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_vm->notifyBox(_vm->_text->getTextParser(kTBDontHave));
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else if ((DROP & obj->_genericCmd) == DROP)
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dropObject(obj);
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else
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_vm->notifyBox(_vm->_text->getTextParser(kTBNeed));
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} else { // It was not a generic cmd
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return false;
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}
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return true;
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}
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/**
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* Test whether supplied verb is included in the list of allowed verbs for
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* this object. If it is, then perform the tests on it from the cmd list
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* and if it passes, perform the actions in the action list. If the verb
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* is catered for, return TRUE
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*/
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bool Parser_v2d::isObjectVerb_v2(const char *word, Object *obj) {
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debugC(1, kDebugParser, "isObjectVerb(%s, Object *obj)", word);
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// First, find matching verb in cmd list
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uint16 cmdIndex = obj->_cmdIndex; // ptr to list of commands
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if (!cmdIndex) // No commands for this obj
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return false;
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int i;
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for (i = 0; _cmdList[cmdIndex][i]._verbIndex != 0; i++) { // For each cmd
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if (word == _vm->_text->getVerb(_cmdList[cmdIndex][i]._verbIndex, 0)) // Is this verb catered for?
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break;
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}
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if (_cmdList[cmdIndex][i]._verbIndex == 0) // No
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return false;
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// Verb match found, check all required objects are being carried
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cmd *cmnd = &_cmdList[cmdIndex][i]; // ptr to struct cmd
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if (cmnd->_reqIndex) { // At least 1 thing in list
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uint16 *reqs = _arrayReqs[cmnd->_reqIndex]; // ptr to list of required objects
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for (i = 0; reqs[i]; i++) { // for each obj
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if (!_vm->_object->isCarrying(reqs[i])) {
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_vm->notifyBox(_vm->_text->getTextData(cmnd->_textDataNoCarryIndex));
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return true;
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}
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}
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}
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// Required objects are present, now check state is correct
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if ((obj->_state != cmnd->_reqState) && (cmnd->_reqState != kStateDontCare)){
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_vm->notifyBox(_vm->_text->getTextData(cmnd->_textDataWrongIndex));
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return true;
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}
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// Everything checked. Change the state and carry out any actions
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if (cmnd->_reqState != kStateDontCare) // Don't change new state if required state didn't care
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obj->_state = cmnd->_newState;
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_vm->notifyBox(_vm->_text->getTextData(cmnd->_textDataDoneIndex));
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_vm->_scheduler->insertActionList(cmnd->_actIndex);
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// Special case if verb is Take or Drop. Assume additional generic actions
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if ((word == _vm->_text->getVerb(_vm->_take, 0)) || (word == _vm->_text->getVerb(_vm->_drop, 0)))
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isGenericVerb_v2(word, obj);
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return true;
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}
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/**
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* Print text for possible background object. Return TRUE if match found
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* Only match if both verb and noun found. Test_ca will match verb-only
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*/
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bool Parser_v2d::isBackgroundWord_v2(const char *noun, const char *verb, ObjectList obj) const {
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debugC(1, kDebugParser, "isBackgroundWord(%s, %s, object_list_t obj)", noun, verb);
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// WORKAROUND: obj is an invalid pointer if in the Hugo2 maze (original bug)
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if (*(_vm->_screenPtr) >= _backgroundObjectsSize) {
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return false;
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}
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if (!noun)
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return false;
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for (int i = 0; obj[i]._verbIndex; i++) {
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if ((verb == _vm->_text->getVerb(obj[i]._verbIndex, 0)) && (noun == _vm->_text->getNoun(obj[i]._nounIndex, 0)) &&
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(obj[i]._roomState == kStateDontCare ||
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obj[i]._roomState == _vm->_screenStates[*_vm->_screenPtr])) {
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_vm->notifyBox(_vm->_file->fetchString(obj[i]._commentIndex));
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_vm->_scheduler->processBonus(obj[i]._bonusIndex);
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return true;
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}
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}
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return false;
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}
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/**
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* Print text for possible background object. Return TRUE if match found
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* If test_noun TRUE, must have a noun given
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* Algorithm: If (noun matches) OR (match not required AND match specifies NULL) OR
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* (no noun present and match required) print comment
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* i.e. NULL allows any or no noun, match TRUE allows no noun or matching noun
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*/
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bool Parser_v2d::isCatchallVerb_v2(bool testNounFl, const char *noun, const char *verb, ObjectList obj) const {
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debugC(1, kDebugParser, "isCatchallVerb(%d, %s, %s, object_list_t obj)", (testNounFl) ? 1 : 0, noun, verb);
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// WORKAROUND: obj is an invalid pointer if in the Hugo2 maze (original bug)
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if (*(_vm->_screenPtr) >= _backgroundObjectsSize) {
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return false;
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}
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if (testNounFl && !noun)
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return false;
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for (int i = 0; obj[i]._verbIndex; i++) {
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if ((verb == _vm->_text->getVerb(obj[i]._verbIndex, 0)) &&
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((noun == _vm->_text->getNoun(obj[i]._nounIndex, 0)) ||
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(obj[i]._nounIndex == 0 && !obj[i]._matchFl) ||
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(!noun && obj[i]._matchFl)) &&
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(obj[i]._roomState == kStateDontCare ||
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obj[i]._roomState == _vm->_screenStates[*_vm->_screenPtr])) {
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_vm->notifyBox(_vm->_file->fetchString(obj[i]._commentIndex));
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_vm->_scheduler->processBonus(obj[i]._bonusIndex);
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// If this is LOOK without a noun, show any takeable objects
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if (!noun && verb == _vm->_text->getVerb(_vm->_look, 0))
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_vm->_object->showTakeables();
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return true;
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}
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}
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return false;
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}
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} // End of namespace Hugo
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