/* 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 . * */ /* * 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/debug.h" #include "common/system.h" #include "hugo/hugo.h" #include "hugo/display.h" #include "hugo/parser.h" #include "hugo/file.h" #include "hugo/schedule.h" #include "hugo/util.h" #include "hugo/sound.h" #include "hugo/object.h" #include "hugo/text.h" namespace Hugo { Parser_v2d::Parser_v2d(HugoEngine *vm) : Parser_v1d(vm) { } Parser_v2d::~Parser_v2d() { } /** * Parse the user's line of text input. Generate events as necessary */ void Parser_v2d::lineHandler() { debugC(1, kDebugParser, "lineHandler()"); // Reset the prompt on screen (DOS only) _vm->_screen->updatePromptText("", ' '); _vm->_screen->displayPromptText(); Status &gameStatus = _vm->getGameStatus(); // Toggle God Mode if (!strncmp(_vm->_line, "PPG", 3)) { _vm->_sound->playSound(_vm->_soundTest, kSoundPriorityHigh); gameStatus._godModeFl = !gameStatus._godModeFl; return; } Utils::hugo_strlwr(_vm->_line); // Convert to lower case // God Mode cheat commands: // goto Takes hero to named screen // fetch Hero carries named object // fetch all Hero carries all possible objects // find 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; } } } } if (!strcmp("exit", _vm->_line) || strstr(_vm->_line, "quit")) { endGamePrompt(); return; } // SAVE/RESTORE if (!strcmp("save", _vm->_line)) { if (gameStatus._gameOverFl) _vm->gameOverMsg(); else _vm->_file->saveGame(-1, Common::String()); return; } if (!strcmp("restore", _vm->_line)) { _vm->_file->restoreGame(-1); return; } 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; } // Find the first verb in the line const char *verb = findVerb(); const char *noun = nullptr; // Noun not found yet char farComment[kCompLineSize * 5] = ""; // hold 5 line comment if object not nearby if (verb) { // OK, verb found. Try to match with object do { noun = findNextNoun(noun); // Find a noun in the line // Must try at least once for objects allowing verb-context for (int i = 0; i < _vm->_object->_numObj; i++) { Object *obj = &_vm->_object->_objects[i]; if (isNear_v1(verb, noun, obj, farComment)) { if (isObjectVerb_v2(verb, obj) // Foreground object || isGenericVerb_v2(verb, obj))// Common action type return; } } if ((*farComment == '\0') && isBackgroundWord_v2(noun, verb, _backgroundObjects[*_vm->_screenPtr])) return; } while (noun); } noun = findNextNoun(noun); if ( !isCatchallVerb_v2(true, noun, verb, _backgroundObjects[*_vm->_screenPtr]) && !isCatchallVerb_v2(true, noun, verb, _catchallList) && !isCatchallVerb_v2(false, noun, verb, _backgroundObjects[*_vm->_screenPtr]) && !isCatchallVerb_v2(false, noun, verb, _catchallList)) { if (*farComment != '\0') { // An object matched but not near enough _vm->notifyBox(farComment); } else if (_vm->_maze._enabledFl && (verb == _vm->_text->getVerb(_vm->_look, 0))) { _vm->notifyBox(_vm->_text->getTextParser(kTBMaze)); _vm->_object->showTakeables(); } else if (verb && noun) { // A combination I didn't think of _vm->notifyBox(_vm->_text->getTextParser(kTBNoUse_2d)); } else if (verb || noun) { _vm->notifyBox(_vm->_text->getTextParser(kTBNoun)); } else { _vm->notifyBox(_vm->_text->getTextParser(kTBEh_2d)); } } } /** * Test whether supplied verb is one of the common variety for this object * say_ok needed for special case of take/drop which may be handled not only * here but also in a cmd_list with a donestr string simultaneously */ bool Parser_v2d::isGenericVerb_v2(const char *word, Object *obj) { debugC(1, kDebugParser, "isGenericVerb(%s, Object *obj)", word); if (!obj->_genericCmd) return false; // Following is equivalent to switch, but couldn't do one if (word == _vm->_text->getVerb(_vm->_look, 0)) { if ((LOOK & obj->_genericCmd) == LOOK) if (obj->_dataIndex != 0) _vm->notifyBox(_vm->_text->getTextData(obj->_dataIndex)); else return false; else _vm->notifyBox(_vm->_text->getTextParser(kTBUnusual_1d)); } else if (word == _vm->_text->getVerb(_vm->_take, 0)) { if (obj->_carriedFl) _vm->notifyBox(_vm->_text->getTextParser(kTBHave)); else if ((TAKE & obj->_genericCmd) == TAKE) takeObject(obj); else if (obj->_cmdIndex) // No comment if possible commands return false; else if (!obj->_verbOnlyFl) // Make sure not taking object in context! _vm->notifyBox(_vm->_text->getTextParser(kTBNoUse)); else return false; } else if (word == _vm->_text->getVerb(_vm->_drop, 0)) { if (!obj->_carriedFl) _vm->notifyBox(_vm->_text->getTextParser(kTBDontHave)); else if ((DROP & obj->_genericCmd) == DROP) dropObject(obj); else _vm->notifyBox(_vm->_text->getTextParser(kTBNeed)); } else { // It was not a generic cmd return false; } return true; } /** * Test whether supplied verb is included in the list of allowed verbs for * this object. If it is, then perform the tests on it from the cmd list * and if it passes, perform the actions in the action list. If the verb * is catered for, return TRUE */ bool Parser_v2d::isObjectVerb_v2(const char *word, Object *obj) { debugC(1, kDebugParser, "isObjectVerb(%s, Object *obj)", word); // First, find matching verb in cmd list uint16 cmdIndex = obj->_cmdIndex; // ptr to list of commands if (!cmdIndex) // No commands for this obj return false; int i; for (i = 0; _cmdList[cmdIndex][i]._verbIndex != 0; i++) { // For each cmd if (word == _vm->_text->getVerb(_cmdList[cmdIndex][i]._verbIndex, 0)) // Is this verb catered for? break; } if (_cmdList[cmdIndex][i]._verbIndex == 0) // No return false; // Verb match found, check all required objects are being carried cmd *cmnd = &_cmdList[cmdIndex][i]; // ptr to struct cmd if (cmnd->_reqIndex) { // At least 1 thing in list uint16 *reqs = _arrayReqs[cmnd->_reqIndex]; // ptr to list of required objects for (i = 0; reqs[i]; i++) { // for each obj if (!_vm->_object->isCarrying(reqs[i])) { _vm->notifyBox(_vm->_text->getTextData(cmnd->_textDataNoCarryIndex)); return true; } } } // Required objects are present, now check state is correct if ((obj->_state != cmnd->_reqState) && (cmnd->_reqState != kStateDontCare)){ _vm->notifyBox(_vm->_text->getTextData(cmnd->_textDataWrongIndex)); return true; } // Everything checked. Change the state and carry out any actions if (cmnd->_reqState != kStateDontCare) // Don't change new state if required state didn't care obj->_state = cmnd->_newState; _vm->notifyBox(_vm->_text->getTextData(cmnd->_textDataDoneIndex)); _vm->_scheduler->insertActionList(cmnd->_actIndex); // Special case if verb is Take or Drop. Assume additional generic actions if ((word == _vm->_text->getVerb(_vm->_take, 0)) || (word == _vm->_text->getVerb(_vm->_drop, 0))) isGenericVerb_v2(word, obj); return true; } /** * Print text for possible background object. Return TRUE if match found * Only match if both verb and noun found. Test_ca will match verb-only */ bool Parser_v2d::isBackgroundWord_v2(const char *noun, const char *verb, ObjectList obj) const { debugC(1, kDebugParser, "isBackgroundWord(%s, %s, object_list_t obj)", noun, verb); // WORKAROUND: obj is an invalid pointer if in the Hugo2 maze (original bug) if (*(_vm->_screenPtr) >= _backgroundObjectsSize) { return false; } if (!noun) return false; for (int i = 0; obj[i]._verbIndex; i++) { if ((verb == _vm->_text->getVerb(obj[i]._verbIndex, 0)) && (noun == _vm->_text->getNoun(obj[i]._nounIndex, 0)) && (obj[i]._roomState == kStateDontCare || obj[i]._roomState == _vm->_screenStates[*_vm->_screenPtr])) { _vm->notifyBox(_vm->_file->fetchString(obj[i]._commentIndex)); _vm->_scheduler->processBonus(obj[i]._bonusIndex); return true; } } return false; } /** * Print text for possible background object. Return TRUE if match found * If test_noun TRUE, must have a noun given * Algorithm: If (noun matches) OR (match not required AND match specifies NULL) OR * (no noun present and match required) print comment * i.e. NULL allows any or no noun, match TRUE allows no noun or matching noun */ bool Parser_v2d::isCatchallVerb_v2(bool testNounFl, const char *noun, const char *verb, ObjectList obj) const { debugC(1, kDebugParser, "isCatchallVerb(%d, %s, %s, object_list_t obj)", (testNounFl) ? 1 : 0, noun, verb); // WORKAROUND: obj is an invalid pointer if in the Hugo2 maze (original bug) if (*(_vm->_screenPtr) >= _backgroundObjectsSize) { return false; } if (testNounFl && !noun) return false; for (int i = 0; obj[i]._verbIndex; i++) { if ((verb == _vm->_text->getVerb(obj[i]._verbIndex, 0)) && ((noun == _vm->_text->getNoun(obj[i]._nounIndex, 0)) || (obj[i]._nounIndex == 0 && !obj[i]._matchFl) || (!noun && obj[i]._matchFl)) && (obj[i]._roomState == kStateDontCare || obj[i]._roomState == _vm->_screenStates[*_vm->_screenPtr])) { _vm->notifyBox(_vm->_file->fetchString(obj[i]._commentIndex)); _vm->_scheduler->processBonus(obj[i]._bonusIndex); // If this is LOOK without a noun, show any takeable objects if (!noun && verb == _vm->_text->getVerb(_vm->_look, 0)) _vm->_object->showTakeables(); return true; } } return false; } } // End of namespace Hugo