Files
scummvm-cursorfix/engines/zvision/scripting/scr_file_handling.cpp
2026-02-02 04:50:13 +01:00

567 lines
22 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#include "common/file.h"
#include "common/scummsys.h"
#include "common/str.h"
#include "common/textconsole.h"
#include "common/tokenizer.h"
#include "zvision/detection.h"
#include "zvision/zvision.h"
#include "zvision/scripting/actions.h"
#include "zvision/scripting/puzzle.h"
#include "zvision/scripting/script_manager.h"
#include "zvision/scripting/controls/fist_control.h"
#include "zvision/scripting/controls/hotmov_control.h"
#include "zvision/scripting/controls/input_control.h"
#include "zvision/scripting/controls/lever_control.h"
#include "zvision/scripting/controls/paint_control.h"
#include "zvision/scripting/controls/push_toggle_control.h"
#include "zvision/scripting/controls/safe_control.h"
#include "zvision/scripting/controls/save_control.h"
#include "zvision/scripting/controls/slot_control.h"
#include "zvision/scripting/controls/titler_control.h"
namespace ZVision {
void ScriptManager::parseScrFile(const Common::Path &fileName, ScriptScope &scope) {
auto parse = [&](Common::File & file) {
while (!file.eos()) {
Common::String line = file.readLine();
if (file.err())
error("Error parsing scr file: %s", fileName.toString().c_str());
trimCommentsAndWhiteSpace(&line);
if (line.empty())
continue;
if (line.matchString("puzzle:*", true)) {
Puzzle *puzzle = new Puzzle();
if (sscanf(line.c_str(), "puzzle:%u", &(puzzle->key)) != 1) {
debugC(kDebugScript, "Malformed puzzle string: %s", line.c_str());
continue;
}
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);
}
}
};
Common::File mainFile;
Common::File auxFile;
Common::String auxFileName = fileName.toString();
replace(auxFileName, Common::String(".scr"), Common::String(".aux"));
debugC(1, kDebugFile, "Auxiliary filename %s", auxFileName.c_str());
Common::Path auxFilePath(auxFileName);
debugC(1, kDebugFile, "Auxiliary path %s", auxFilePath.toString().c_str());
if (!mainFile.open(fileName))
error("Script file not found: %s", fileName.toString().c_str());
else {
debugC(1, kDebugScript, "Parsing primary script file %s", fileName.toString().c_str());
parse(mainFile);
// TODO - add config option to disable/enable auxiliary scripting
if (auxFile.exists(auxFilePath)) {
debugC(1, kDebugFile, "Auxiliary script file found");
if (auxFile.open(auxFilePath)) {
debugC(1, kDebugScript, "Parsing auxiliary script file %s", auxFilePath.toString().c_str());
parse(auxFile);
} else
debugC(1, kDebugFile, "Unable to open auxiliary script file %s", auxFilePath.toString().c_str());
}
}
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, puzzle->key);
// WORKAROUNDS:
switch (_engine->getGameId()) {
case GID_NEMESIS:
// 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 (puzzle->key == 19398)
puzzle->resultActions.push_back(new ActionAssign(_engine, 11, "19397, 0"));
break;
case GID_GRANDINQUISITOR:
switch (puzzle->key) {
case 10836:
// WORKAROUND for bug #10604. If the player is looking at the
// cigar box when Antharia Jack returns to examine the lamp,
// pp1f_video_flag remains 1. Later, when the player returns
// to pick up the lantern, the game will try to play the
// cutscene again, but since that script has already been
// run the player gets stuck in a dark room instead. We have
// to add the assignment action to the front, or it won't be
// reached because changing the location terminates the script.
//
// Fixing it this way only keeps the bug from happening. It
// will not repair old savegames.
//
// Note that the bug only affects the DVD version. The CD
// version doesn't have a separate room for the cutscene.
if (_engine->getFeatures() & ADGF_DVD)
puzzle->resultActions.push_front(new ActionAssign(_engine, 11, "10803, 0"));
break;
// WORKAROUND for a script bug in Zork: Grand Inquisitor, room dc10.
// Background heartbeat sound effect never terminates upon location change.
case 2341:
case 2344:
case 17545:
puzzle->resultActions.push_front(new ActionKill(_engine, 11, "02310"));
break;
default:
break;
}
break;
default:
break;
}
} 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>());
// WORKAROUNDS
switch (_engine->getGameId()) {
case GID_NEMESIS:
// 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 (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);
}
break;
case GID_GRANDINQUISITOR:
// 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 (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);
}
break;
default:
break;
}
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();
if (sscanf(token.c_str(), "[%u]", &(entry.key)) != 1) {
debugC(kDebugScript, "Malformed criteria ID string %s", token.c_str());
return false;
}
// 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('[')) {
if (sscanf(token.c_str(), "[%u]", &(entry.argument)) != 1) {
debugC(kDebugScript, "Malformed token string %s", token.c_str());
return false;
}
entry.argumentIsAKey = true;
} else {
if (sscanf(token.c_str(), "%u", &(entry.argument)) != 1) {
debugC(kDebugScript, "Malformed token string %s", token.c_str());
return false;
}
entry.argumentIsAKey = false;
}
// WORKAROUND for a script bug in Zork: Grand Inquisitor. If the
// fire timer is killed (e.g. by the inventory screen) with less
// than 10 units left, it will get stuck and never time out. We
// work around that by changing the condition from "greater than
// 10" to "greater than 0 but not 2 (the magic time-out value)".
//
// I have a sneaking suspicion that there may be other timer
// glitches like this, but this one makes the game unplayable
// and is easy to trigger.
if (_engine->getGameId() == GID_GRANDINQUISITOR && key == 17162) {
Puzzle::CriteriaEntry entry0;
entry0.key = 17161; // pe_fire
entry0.criteriaOperator = Puzzle::GREATER_THAN;
entry0.argumentIsAKey = false;
entry0.argument = 0;
criteriaList.back().push_back(entry0);
entry.criteriaOperator = Puzzle::NOT_EQUAL_TO;
entry.argument = 2;
}
criteriaList.back().push_back(entry);
line = stream.readLine();
trimCommentsAndWhiteSpace(&line);
}
return true;
}
void ScriptManager::parseResults(Common::SeekableReadStream &stream, Common::List<ResultAction *> &actionList, uint32 key) 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 within results block
while (!stream.eos() && !line.contains('}')) {
// Skip empty lines
if (line.empty()) {
line = stream.readLine();
trimCommentsAndWhiteSpace(&line);
line.toLowercase();
continue;
}
debugC(4, kDebugScript, "Result line: %s", line.c_str());
const char *chrs = line.c_str();
uint pos;
if (line.matchString("action:*", true))
pos = 6;
else if (line.matchString("event:*", true))
pos = 5;
else if (line.matchString("background:*", true))
pos = 10;
else
continue;
if (pos < line.size()) { // Stuff left
uint startpos = pos + 1; // first character after colon
// Scan for next colon or opening bracket
for (pos = startpos; pos < line.size(); pos++)
if (chrs[pos] == ':' || chrs[pos] == '(')
break;
debugC(4, kDebugScript, "startpos %d, pos %d, line.size %d", startpos, pos, line.size());
int32 slot = 11; // Non-setting default slot
Common::String args = "";
Common::String act(chrs + startpos, chrs + pos);
// Extract arguments, if any
if (pos < line.size()) {
startpos = pos + 1;
if (chrs[pos] == ':') {
for (pos = startpos; pos < line.size(); pos++)
if (chrs[pos] == '(')
break;
// Extract slotkey, if specified
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);
}
}
debugC(4, kDebugScript, "Action string: '%s', slot %d, arguments string '%s'", act.c_str(), slot, args.c_str());
// 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)) {
if (_engine->getGameId() == GID_GRANDINQUISITOR && key == 17761) {
// WORKAROUND for a script bug in Zork: Grand Inquisitor, room tp1e.
// Background looping sound effect continuously restarts on every game cycle.
// This is caused by resetting itself to zero as a result of itself.
// Simple fix is to simply not generate this result assignment action at all.
} else
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];
if (sscanf(line.c_str(), "control:%u %s {", &key, controlTypeBuffer) != 2) {
debugC(kDebugScript, "Malformed control string: %s", line.c_str());
return NULL;
}
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