/* 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 3 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, see . * */ #include "glk/comprehend/game.h" #include "common/debug-channels.h" #include "common/translation.h" #include "glk/comprehend/comprehend.h" #include "glk/comprehend/debugger.h" #include "glk/comprehend/dictionary.h" #include "glk/comprehend/draw_surface.h" #include "glk/comprehend/game_data.h" namespace Glk { namespace Comprehend { void Sentence::clear() { for (uint idx = 0; idx < 4; ++idx) _words[idx].clear(); for (uint idx = 0; idx < 6; ++idx) _formattedWords[idx] = 0; _nr_words = 0; _specialOpcodeVal2 = 0; } void Sentence::copyFrom(const Sentence &src, bool copyNoun) { for (uint idx = (copyNoun ? 0 : 1); idx < 6; ++idx) _formattedWords[idx] = src._formattedWords[idx]; } void Sentence::format() { for (uint idx = 0; idx < 6; ++idx) _formattedWords[idx] = 0; byte wordTypes[5] = { 0, 0, 0, 0, 0 }; for (uint idx = 0; idx < _nr_words; ++idx) { const Word &w = _words[idx]; if (w._type & 8) { if (w._type < 24) { int index, type; if (w._type & 0xf0 & wordTypes[2]) { index = _formattedWords[2]; type = wordTypes[2]; } else if (w._type & 0xf0 & wordTypes[3]) { index = _formattedWords[3]; type = wordTypes[3]; } else { continue; } if (!_formattedWords[2]) { _formattedWords[2] = index; wordTypes[2] = type; } else if (!_formattedWords[3]) { _formattedWords[3] = index; wordTypes[3] = type; } } else { if (w._type == 8) _specialOpcodeVal2 = 1; else if (w._type == 9) _specialOpcodeVal2 = 2; } } else { int val = w._type & 0xf0; if (val) { if ((w._type & 1) && !_formattedWords[0]) { _formattedWords[0] = w._index; } else if (!_formattedWords[2]) { _formattedWords[2] = w._index; wordTypes[2] = val; } else if (!_formattedWords[3]) { _formattedWords[3] = w._index; wordTypes[3] = val; } } else if (w._type & 1) { if (!_formattedWords[0]) { _formattedWords[0] = w._index; } else if (!_formattedWords[1]) { _formattedWords[1] = w._index; } } else if (w._type == 2) { if (!_formattedWords[4]) _formattedWords[4] = w._index; } else if (w._type == 4) { if (!_formattedWords[5]) _formattedWords[5] = w._index; } } } } /*-------------------------------------------------------*/ ComprehendGame::ComprehendGame() : _gameStrings(nullptr), _ended(false), _functionNum(0), _specialOpcode(0), _nounState(NOUNSTATE_INITIAL), _inputLineIndex(0), _currentRoomCopy(-1), _redoLine(REDO_NONE) { Common::fill(&_inputLine[0], &_inputLine[INPUT_LINE_SIZE], 0); } ComprehendGame::~ComprehendGame() { } void ComprehendGame::synchronizeSave(Common::Serializer &s) { uint dir, i; size_t nr_rooms, nr_items; s.syncAsUint16LE(_currentRoom); // Variables for (i = 0; i < ARRAY_SIZE(_variables); i++) s.syncAsUint16LE(_variables[i]); // Flags for (i = 0; i < ARRAY_SIZE(_flags); i++) s.syncAsByte(_flags[i]); // Rooms. Note that index 0 is the player's inventory nr_rooms = _rooms.size(); s.syncAsByte(nr_rooms); assert(nr_rooms == _rooms.size()); for (i = 1; i < _rooms.size(); ++i) { s.syncAsUint16LE(_rooms[i]._stringDesc); for (dir = 0; dir < NR_DIRECTIONS; dir++) s.syncAsByte(_rooms[i]._direction[dir]); s.syncAsByte(_rooms[i]._flags); s.syncAsByte(_rooms[i]._graphic); } // Objects nr_items = _items.size(); s.syncAsByte(nr_items); assert(nr_items == _items.size()); for (i = 0; i < _items.size(); ++i) _items[i].synchronize(s); _redoLine = REDO_NONE; } Common::String ComprehendGame::stringLookup(uint16 index) { uint16 string; uint8 table; /* * There are two tables of strings. The first is stored in the main * game data file, and the second is stored in multiple string files. * * In instructions string indexes are split into a table and index * value. In other places such as the save files strings from the * main table are occasionally just a straight 16-bit index. We * convert all string indexes to the former case so that we can handle * them the same everywhere. */ table = (index >> 8) & 0xff; string = index & 0xff; switch (table) { case 0x81: case 0x01: string += 0x100; /* Fall-through */ case 0x00: case 0x80: if (string < _strings.size()) return _strings[string]; break; case 0x83: string += 0x100; /* Fall-through */ case 0x02: case 0x82: if (string < _strings2.size()) return _strings2[string]; break; } return Common::String::format("BAD_STRING(%.4x)", index); } Common::String ComprehendGame::instrStringLookup(uint8 index, uint8 table) { return stringLookup(table << 8 | index); } int ComprehendGame::console_get_key() { return g_comprehend->readChar(); } void ComprehendGame::console_println(const char *text) { const char *replace, *word = nullptr, *p = text; char bad_word[64]; int word_len = 0; if (!text) { g_comprehend->print("\n"); return; } while (*p) { switch (*p) { case '\n': word = nullptr; word_len = 0; g_comprehend->print("\n"); p++; break; case '@': /* Replace word */ if (_currentReplaceWord >= _replaceWords.size()) { snprintf(bad_word, sizeof(bad_word), "[BAD_REPLACE_WORD(%.2x)]", _currentReplaceWord); word = bad_word; } else { word = _replaceWords[_currentReplaceWord].c_str(); } word_len = strlen(word); p++; break; default: /* Find next space */ word_len = strcspn(p, " \n"); if (word_len == 0) break; /* * If this word contains a replacement symbol, then * print everything before the symbol. */ replace = strchr(p, '@'); if (replace) word_len = replace - p; word = p; p += word_len; break; } if (!word || !word_len) continue; Common::String wordStr(word, word_len); g_comprehend->print("%s", wordStr.c_str()); if (*p == ' ') { g_comprehend->print(" "); p++; /* Skip any double spaces */ while (*p == ' ') p++; } } g_comprehend->print("\n"); } Room *ComprehendGame::get_room(uint16 index) { /* Room zero is reserved for the players inventory */ if (index == 0) error("Room index 0 (player inventory) is invalid"); if (index >= (int)_rooms.size()) error("Room index %d is invalid", index); return &_rooms[index]; } Item *ComprehendGame::get_item(uint16 index) { if (index >= _items.size()) error("Bad item %d\n", index); return &_items[index]; } void ComprehendGame::game_save() { int c; console_println(_strings[STRING_SAVE_GAME].c_str()); c = console_get_key(); if (g_comprehend->shouldQuit()) return; if (c < '1' || c > '3') { /* * The original Comprehend games just silently ignore any * invalid selection. */ console_println("Invalid save game number"); return; } g_comprehend->saveGameState(c - '0', _("Savegame")); } void ComprehendGame::game_restore() { int c; console_println(_strings[STRING_RESTORE_GAME].c_str()); c = console_get_key(); if (g_comprehend->shouldQuit()) return; if (c < '1' || c > '3') { /* * The original Comprehend games just silently ignore any * invalid selection. */ console_println("Invalid save game number"); return; } (void)g_comprehend->loadGameState(c - '0'); } bool ComprehendGame::handle_restart() { console_println(stringLookup(_gameStrings->game_restart).c_str()); _ended = false; if (tolower(console_get_key()) == 'r') { loadGame(); _updateFlags = UPDATE_ALL; return true; } else { g_comprehend->quitGame(); return false; } } Item *ComprehendGame::get_item_by_noun(byte noun) { uint i; if (!noun) return nullptr; /* * FIXME - in oo-topos the word 'box' matches more than one object * (the box and the snarl-in-a-box). The player is unable * to drop the latter because this will match the former. */ for (i = 0; i < _items.size(); i++) if (_items[i]._word == noun) return &_items[i]; return nullptr; } int ComprehendGame::get_item_id(byte noun) { for (int i = 0; i < (int)_items.size(); i++) if (_items[i]._word == noun) return i; return -1; } void ComprehendGame::update_graphics() { Item *item; Room *room; int type; uint i; if (!g_comprehend->isGraphicsEnabled()) return; type = roomIsSpecial(_currentRoomCopy, nullptr); switch (type) { case ROOM_IS_DARK: if (_updateFlags & UPDATE_GRAPHICS) g_comprehend->clearScreen(false); break; case ROOM_IS_TOO_BRIGHT: if (_updateFlags & UPDATE_GRAPHICS) g_comprehend->clearScreen(true); break; default: if (_updateFlags & UPDATE_GRAPHICS) { room = get_room(_currentRoom); g_comprehend->drawLocationPicture(room->_graphic - 1); } if ((_updateFlags & UPDATE_GRAPHICS) || (_updateFlags & UPDATE_GRAPHICS_ITEMS)) { for (i = 0; i < _items.size(); i++) { item = &_items[i]; if (item->_room == _currentRoom && item->_graphic != 0) g_comprehend->drawItemPicture(item->_graphic - 1); } } break; } } void ComprehendGame::describe_objects_in_current_room() { Item *item; size_t count = 0; uint i; for (i = 0; i < _items.size(); i++) { item = &_items[i]; if (item->_room == _currentRoom && item->_stringDesc != 0 && !(item->_flags & ITEMF_INVISIBLE)) count++; } if (count > 0) { console_println(stringLookup(STRING_YOU_SEE).c_str()); for (i = 0; i < _items.size(); i++) { item = &_items[i]; if (item->_room == _currentRoom && item->_stringDesc != 0 && !(item->_flags & ITEMF_INVISIBLE)) console_println(stringLookup(item->_stringDesc).c_str()); } } } void ComprehendGame::updateRoomDesc() { Room *room = get_room(_currentRoom); uint room_desc_string = room->_stringDesc; roomIsSpecial(_currentRoom, &room_desc_string); Common::String desc = stringLookup(room_desc_string); g_comprehend->printRoomDesc(desc); } void ComprehendGame::update() { Room *room = get_room(_currentRoom); uint room_type, room_desc_string; update_graphics(); /* Check if the room is special (dark, too bright, etc) */ room_desc_string = room->_stringDesc; room_type = roomIsSpecial(_currentRoom, &room_desc_string); if (_updateFlags & UPDATE_ROOM_DESC) { Common::String desc = stringLookup(room_desc_string); console_println(desc.c_str()); g_comprehend->printRoomDesc(desc.c_str()); } if ((_updateFlags & UPDATE_ITEM_LIST) && room_type == ROOM_IS_NORMAL) describe_objects_in_current_room(); _updateFlags = 0; } void ComprehendGame::move_to(uint8 room) { if (room >= (int)_rooms.size()) error("Attempted to move to invalid room %.2x\n", room); _currentRoom = _currentRoomCopy = room; _updateFlags = (UPDATE_GRAPHICS | UPDATE_ROOM_DESC | UPDATE_ITEM_LIST); } size_t ComprehendGame::num_objects_in_room(int room) { size_t count = 0, i; for (i = 0; i < _items.size(); i++) if (_items[i]._room == room) count++; return count; } void ComprehendGame::move_object(Item *item, int new_room) { unsigned obj_weight = item->_flags & ITEMF_WEIGHT_MASK; if (item->_room == new_room) return; if (item->_room == ROOM_INVENTORY) { /* Removed from player's inventory */ _variables[VAR_INVENTORY_WEIGHT] -= obj_weight; } if (new_room == ROOM_INVENTORY) { /* Moving to the player's inventory */ _variables[VAR_INVENTORY_WEIGHT] += obj_weight; } if (item->_room == _currentRoom) { /* Item moved away from the current room */ _updateFlags |= UPDATE_GRAPHICS; } else if (new_room == _currentRoom) { /* * Item moved into the current room. Only the item needs a * redraw, not the whole room. */ _updateFlags |= (UPDATE_GRAPHICS_ITEMS | UPDATE_ITEM_LIST); } item->_room = new_room; } void ComprehendGame::eval_instruction(FunctionState *func_state, const Function &func, uint functionOffset, const Sentence *sentence) { const Instruction *instr = &func[functionOffset]; if (DebugMan.isDebugChannelEnabled(kDebugScripts)) { Common::String line; if (!instr->_isCommand) { line += "? "; } else { if (func_state->_testResult) line += "+ "; else line += "- "; } line += Common::String::format("%.2x ", functionOffset); line += g_debugger->dumpInstruction(this, func_state, instr); debugC(kDebugScripts, "%s", line.c_str()); } if (func_state->_orCount) func_state->_orCount--; if (instr->_isCommand) { bool do_command; func_state->_inCommand = true; do_command = func_state->_testResult; if (func_state->_orCount != 0) g_comprehend->print("Warning: or_count == %d\n", func_state->_orCount); func_state->_orCount = 0; if (!do_command) return; func_state->_elseResult = false; func_state->_executed = true; } else { if (func_state->_inCommand) { /* Finished command sequence - clear test result */ func_state->_inCommand = false; func_state->_testResult = false; func_state->_and = false; } } execute_opcode(instr, sentence, func_state); } void ComprehendGame::eval_function(uint functionNum, const Sentence *sentence) { FunctionState func_state; uint i; const Function &func = _functions[functionNum]; func_state._elseResult = true; func_state._executed = false; debugC(kDebugScripts, "Start of function %.4x", functionNum); for (i = 0; i < func.size(); i++) { if (func_state._executed && !func[i]._isCommand) { /* * At least one command has been executed and the * current instruction is a test. Exit the function. */ break; } eval_instruction(&func_state, func, i, sentence); } debugC(kDebugScripts, "End of function %.4x\n", functionNum); } void ComprehendGame::skip_whitespace(const char **p) { while (**p && Common::isSpace(**p)) (*p)++; } void ComprehendGame::skip_non_whitespace(const char **p) { while (**p && !Common::isSpace(**p) && **p != ',' && **p != '\n') (*p)++; } bool ComprehendGame::handle_sentence(Sentence *sentence) { if (sentence->_nr_words == 1 && !strcmp(sentence->_words[0]._word, "quit")) { g_comprehend->quitGame(); return true; } // Set up default sentence Common::Array words; const byte *src = &sentence->_formattedWords[0]; if (src[1] && src[3]) { words.clear(); for (int idx = 0; idx < 4; ++idx) words.push_back(src[idx]); if (handle_sentence(0, sentence, words)) return true; } if (src[1]) { words.clear(); for (int idx = 0; idx < 3; ++idx) words.push_back(src[idx]); if (handle_sentence(1, sentence, words)) return true; } if (src[3] && src[4]) { words.clear(); words.push_back(src[4]); words.push_back(src[0]); words.push_back(src[2]); words.push_back(src[3]); if (handle_sentence(2, sentence, words)) return true; } if (src[4]) { words.clear(); words.push_back(src[4]); words.push_back(src[0]); words.push_back(src[2]); if (handle_sentence(3, sentence, words)) return true; } if (src[3]) { words.clear(); words.push_back(src[0]); words.push_back(src[2]); words.push_back(src[3]); if (handle_sentence(4, sentence, words)) return true; } if (src[2]) { words.clear(); words.push_back(src[0]); words.push_back(src[2]); if (handle_sentence(5, sentence, words)) return true; } if (src[0]) { words.clear(); words.push_back(src[0]); if (handle_sentence(6, sentence, words)) return true; } return false; } bool ComprehendGame::handle_sentence(uint tableNum, Sentence *sentence, Common::Array &words) { const ActionTable &table = _actions[tableNum]; for (uint i = 0; i < table.size(); i++) { const Action &action = table[i]; // Check for a match on the words of the action bool isMatch = true; for (uint idx = 0; idx < action._nr_words && isMatch; ++idx) isMatch = action._words[idx] == words[idx]; if (isMatch) { // Match _functionNum = action._function; return true; } } // No matching action return false; } void ComprehendGame::handleAction(Sentence *sentence) { _specialOpcode = 0; if (_functionNum == 0) { console_println(stringLookup(STRING_DONT_UNDERSTAND).c_str()); } else { eval_function(_functionNum, sentence); _functionNum = 0; eval_function(0, nullptr); } handleSpecialOpcode(); } void ComprehendGame::read_sentence(Sentence *sentence) { bool sentence_end = false; const char *word_string, *p = &_inputLine[_inputLineIndex]; Word *word; sentence->clear(); for (;;) { // Get the next word skip_whitespace(&p); word_string = p; skip_non_whitespace(&p); Common::String wordStr(word_string, p); // Check for end of sentence // FIXME: The below is a hacked simplified version of how the // original handles cases like "get item1, item2" if (*p == ',' || *p == '\n' || wordStr.equalsIgnoreCase("and")) { // Sentence separator ++p; sentence_end = true; } else if (*p == '\0') { sentence_end = true; } /* Find the dictionary word for this */ word = dict_find_word_by_string(this, wordStr.c_str()); if (!word) sentence->_words[sentence->_nr_words].clear(); else sentence->_words[sentence->_nr_words] = *word; sentence->_nr_words++; if (sentence->_nr_words >= ARRAY_SIZE(sentence->_words) || sentence_end) break; } parse_sentence_word_pairs(sentence); sentence->format(); _inputLineIndex = p - _inputLine; } void ComprehendGame::parse_sentence_word_pairs(Sentence *sentence) { if (sentence->_nr_words < 2) return; // Iterate through the pairs for (uint idx = 0; idx < _wordMaps.size(); ++idx) { for (int firstWord = 0; firstWord < (int)sentence->_nr_words - 1; ++firstWord) { for (int secondWord = firstWord + 1; secondWord < (int)sentence->_nr_words; ) { if (sentence->_words[firstWord] == _wordMaps[idx]._word[0] && sentence->_words[secondWord] == _wordMaps[idx]._word[1]) { // Found a word pair match // Delete the second word for (; secondWord < (int)sentence->_nr_words - 1; ++secondWord) sentence->_words[secondWord] = sentence->_words[secondWord + 1]; sentence->_words[sentence->_nr_words - 1].clear(); sentence->_nr_words--; // Replace the first word with the target sentence->_words[firstWord] = _wordMaps[idx]._word[2]; } else { // Move to next word ++secondWord; } } } } } void ComprehendGame::doBeforeTurn() { // Make a copy of the current room _currentRoomCopy = _currentRoom; beforeTurn(); if (!_ended) update(); } void ComprehendGame::beforeTurn() { // Run the each turn functions eval_function(0, nullptr); } void ComprehendGame::read_input() { Sentence tempSentence; bool handled; turn: doBeforeTurn(); if (_ended) return; // If we're in full screen text, we can afford a blank row between // any game response and the next line of text if (!g_comprehend->isGraphicsEnabled()) g_comprehend->print("\n"); beforePrompt(); for (;;) { _redoLine = REDO_NONE; g_comprehend->print("> "); g_comprehend->readLine(_inputLine, INPUT_LINE_SIZE); if (g_comprehend->shouldQuit()) return; _inputLineIndex = 0; if (strlen(_inputLine) == 0) { // Empty line, so toggle picture window visibility if (!g_comprehend->toggleGraphics()) updateRoomDesc(); g_comprehend->print(_("Picture window toggled\n")); _updateFlags |= UPDATE_GRAPHICS; update_graphics(); continue; } afterPrompt(); if (_redoLine == REDO_NONE) break; else if (_redoLine == REDO_TURN) goto turn; } for (;;) { NounState prevNounState = _nounState; _nounState = NOUNSTATE_STANDARD; read_sentence(&tempSentence); _sentence.copyFrom(tempSentence, tempSentence._formattedWords[0] || prevNounState != NOUNSTATE_STANDARD); handled = handle_sentence(&_sentence); handleAction(&_sentence); if (!handled) return; /* FIXME - handle the 'before you can continue' case */ if (_inputLine[_inputLineIndex] == '\0') break; } afterTurn(); } void ComprehendGame::playGame() { if (!g_comprehend->loadLauncherSavegameIfNeeded()) beforeGame(); _updateFlags = (uint)UPDATE_ALL; while (!g_comprehend->shouldQuit()) { read_input(); if (_ended && !handle_restart()) break; } } uint ComprehendGame::getRandomNumber(uint max) const { return g_comprehend->getRandomNumber(max); } void ComprehendGame::doMovementVerb(uint verbNum) { assert(verbNum >= 1 && verbNum <= NR_DIRECTIONS); Room *room = get_room(_currentRoom); byte newRoom = room->_direction[verbNum - 1]; if (newRoom) move_to(newRoom); else console_println(_strings[0].c_str()); } void ComprehendGame::weighInventory() { _totalInventoryWeight = 0; if (!g_debugger->_invLimit) // Allow for an unlimited number of items in inventory return; for (int idx = _itemCount - 1; idx > 0; --idx) { Item *item = get_item(idx); if (item->_room == ROOM_INVENTORY) _totalInventoryWeight += item->_flags & ITEMF_WEIGHT_MASK; } } } // namespace Comprehend } // namespace Glk