scummvm/engines/hugo/parser_v3d.cpp
2021-12-26 18:48:43 +01:00

457 lines
15 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/>.
*
*/
/*
* 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/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_v3d::Parser_v3d(HugoEngine *vm) : Parser_v1d(vm) {
}
Parser_v3d::~Parser_v3d() {
}
/**
* Parse the user's line of text input. Generate events as necessary
*/
void Parser_v3d::lineHandler() {
debugC(1, kDebugParser, "lineHandler()");
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::strlwr(_vm->_line); // Convert to lower case
// God Mode cheat commands:
// goto <screen> Takes hero to named screen
// fetch <object name> Hero carries named object
// fetch all Hero carries all possible objects
// find <object name> 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;
}
}
}
}
// Special meta commands
// EXIT/QUIT
if (!strcmp("exit", _vm->_line) || strstr(_vm->_line, "quit")) {
if (Utils::yesNoBox(_vm->_text->getTextParser(kTBExit_1d)))
_vm->endGame();
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;
}
// Empty line
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;
}
char farComment[kCompLineSize * 5] = ""; // hold 5 line comment if object not nearby
// Test for nearby objects referenced explicitly
for (int i = 0; i < _vm->_object->_numObj; i++) {
Object *obj = &_vm->_object->_objects[i];
if (isWordPresent(_vm->_text->getNounArray(obj->_nounIndex))) {
if (isObjectVerb_v3(obj, farComment) || isGenericVerb_v3(obj, farComment))
return;
}
}
// Test for nearby objects that only require a verb
// Note comment is unused if not near.
for (int i = 0; i < _vm->_object->_numObj; i++) {
Object *obj = &_vm->_object->_objects[i];
if (obj->_verbOnlyFl) {
char contextComment[kCompLineSize * 5] = ""; // Unused comment for context objects
if (isObjectVerb_v3(obj, contextComment) || isGenericVerb_v3(obj, contextComment))
return;
}
}
// No objects match command line, try background and catchall commands
if (isBackgroundWord_v3(_backgroundObjects[*_vm->_screenPtr]))
return;
if (isCatchallVerb_v3(_backgroundObjects[*_vm->_screenPtr]))
return;
if (isBackgroundWord_v3(_catchallList))
return;
if (isCatchallVerb_v3(_catchallList))
return;
// If a not-near comment was generated, print it
if (*farComment != '\0') {
Utils::notifyBox(farComment);
return;
}
// Nothing matches. Report recognition success to user.
const char *verb = findVerb();
const char *noun = findNoun();
if (verb && noun) { // A combination I didn't think of
Utils::notifyBox(_vm->_text->getTextParser(kTBNoPoint));
} else if (noun) {
Utils::notifyBox(_vm->_text->getTextParser(kTBNoun));
} else if (verb) {
Utils::notifyBox(_vm->_text->getTextParser(kTBVerb));
} else {
Utils::notifyBox(_vm->_text->getTextParser(kTBEh));
}
}
/**
* Test whether command line contains a verb allowed by this object.
* If it does, and the object is near and passes the tests in the command
* list then carry out the actions in the action list and return TRUE
*/
bool Parser_v3d::isObjectVerb_v3(Object *obj, char *comment) {
debugC(1, kDebugParser, "isObjectVerb(Object *obj, %s)", comment);
// First, find matching verb in cmd list
uint16 cmdIndex = obj->_cmdIndex; // ptr to list of commands
if (cmdIndex == 0) // No commands for this obj
return false;
int i;
for (i = 0; _cmdList[cmdIndex][i]._verbIndex != 0; i++) { // For each cmd
if (isWordPresent(_vm->_text->getVerbArray(_cmdList[cmdIndex][i]._verbIndex))) // Was this verb used?
break;
}
if (_cmdList[cmdIndex][i]._verbIndex == 0) // No verbs used.
return false;
// Verb match found. Check if object is Near
char *verb = *_vm->_text->getVerbArray(_cmdList[cmdIndex][i]._verbIndex);
if (!isNear_v3(obj, verb, comment))
return false;
// 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])) {
Utils::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)) {
Utils::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;
Utils::notifyBox(_vm->_text->getTextData(cmnd->_textDataDoneIndex));
_vm->_scheduler->insertActionList(cmnd->_actIndex);
// See if any additional generic actions
if ((verb == _vm->_text->getVerb(_vm->_look, 0)) || (verb == _vm->_text->getVerb(_vm->_take, 0)) || (verb == _vm->_text->getVerb(_vm->_drop, 0)))
isGenericVerb_v3(obj, comment);
return true;
}
/**
* Test whether command line contains one of the generic actions
*/
bool Parser_v3d::isGenericVerb_v3(Object *obj, char *comment) {
debugC(1, kDebugParser, "isGenericVerb(Object *obj, %s)", comment);
if (!obj->_genericCmd)
return false;
// Following is equivalent to switch, but couldn't do one
if (isWordPresent(_vm->_text->getVerbArray(_vm->_look)) && isNear_v3(obj, _vm->_text->getVerb(_vm->_look, 0), comment)) {
// Test state-dependent look before general look
if ((obj->_genericCmd & LOOK_S) == LOOK_S) {
Utils::notifyBox(_vm->_text->getTextData(obj->_stateDataIndex[obj->_state]));
} else {
if ((LOOK & obj->_genericCmd) == LOOK) {
if (obj->_dataIndex != 0)
Utils::notifyBox(_vm->_text->getTextData(obj->_dataIndex));
else
return false;
} else {
Utils::notifyBox(_vm->_text->getTextParser(kTBUnusual));
}
}
} else if (isWordPresent(_vm->_text->getVerbArray(_vm->_take)) && isNear_v3(obj, _vm->_text->getVerb(_vm->_take, 0), comment)) {
if (obj->_carriedFl)
Utils::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 && (TAKE & obj->_genericCmd) == TAKE) // Make sure not taking object in context!
Utils::notifyBox(_vm->_text->getTextParser(kTBNoUse));
else
return false;
} else if (isWordPresent(_vm->_text->getVerbArray(_vm->_drop))) {
if (!obj->_carriedFl && ((DROP & obj->_genericCmd) == DROP))
Utils::notifyBox(_vm->_text->getTextParser(kTBDontHave));
else if (obj->_carriedFl && ((DROP & obj->_genericCmd) == DROP))
dropObject(obj);
else if (obj->_cmdIndex == 0)
Utils::notifyBox(_vm->_text->getTextParser(kTBNeed));
else
return false;
} else { // It was not a generic cmd
return false;
}
return true;
}
/**
* Test whether hero is close to object. Return TRUE or FALSE
* If object not near, return suitable comment; may be another object close
* If radius is -1, treat radius as infinity
* Verb is included to determine correct comment if not near
*/
bool Parser_v3d::isNear_v3(Object *obj, const char *verb, char *comment) const {
debugC(1, kDebugParser, "isNear(Object *obj, %s, %s)", verb, comment);
if (obj->_carriedFl) // Object is being carried
return true;
if (obj->_screenIndex != *_vm->_screenPtr) {
// Not in same screen
if (obj->_objValue)
strcpy(comment, _vm->_text->getTextParser(kCmtAny1));
else
strcpy(comment, _vm->_text->getTextParser(kCmtAny2));
return false;
}
if (obj->_cycling == kCycleInvisible) {
if (obj->_seqNumb) {
// There is an image
strcpy(comment, _vm->_text->getTextParser(kCmtAny3));
return false;
} else {
// No image, assume visible
if ((obj->_radius < 0) ||
((abs(obj->_x - _vm->_hero->_x) <= obj->_radius) &&
(abs(obj->_y - _vm->_hero->_y - _vm->_hero->_currImagePtr->_y2) <= obj->_radius))) {
return true;
} else {
// User is not close enough
if (obj->_objValue && (verb != _vm->_text->getVerb(_vm->_take, 0)))
strcpy(comment, _vm->_text->getTextParser(kCmtAny1));
else
strcpy(comment, _vm->_text->getTextParser(kCmtClose));
return false;
}
}
}
if ((obj->_radius < 0) ||
((abs(obj->_x - _vm->_hero->_x) <= obj->_radius) &&
(abs(obj->_y + obj->_currImagePtr->_y2 - _vm->_hero->_y - _vm->_hero->_currImagePtr->_y2) <= obj->_radius))) {
return true;
} else {
// User is not close enough
if (obj->_objValue && (verb != _vm->_text->getVerb(_vm->_take, 0)))
strcpy(comment, _vm->_text->getTextParser(kCmtAny1));
else
strcpy(comment, _vm->_text->getTextParser(kCmtClose));
return false;
}
return true;
}
/**
* Do all things necessary to carry an object
*/
void Parser_v3d::takeObject(Object *obj) {
debugC(1, kDebugParser, "takeObject(Object *obj)");
obj->_carriedFl = true;
if (obj->_seqNumb) { // Don't change if no image to display
obj->_cycling = kCycleInvisible;
}
_vm->adjustScore(obj->_objValue);
if (obj->_seqNumb > 0) // If object has an image, force walk to dropped
obj->_viewx = -1; // (possibly moved) object next time taken!
Utils::notifyBox(Common::String::format(TAKE_TEXT, _vm->_text->getNoun(obj->_nounIndex, TAKE_NAME)));
}
/**
* Do all necessary things to drop an object
*/
void Parser_v3d::dropObject(Object *obj) {
debugC(1, kDebugParser, "dropObject(Object *obj)");
obj->_carriedFl = false;
obj->_screenIndex = *_vm->_screenPtr;
if ((obj->_seqNumb > 1) || (obj->_seqList[0]._imageNbr > 1))
obj->_cycling = kCycleForward;
else
obj->_cycling = kCycleNotCycling;
obj->_x = _vm->_hero->_x - 1;
obj->_y = _vm->_hero->_y + _vm->_hero->_currImagePtr->_y2 - 1;
obj->_y = (obj->_y + obj->_currImagePtr->_y2 < kYPix) ? obj->_y : kYPix - obj->_currImagePtr->_y2 - 10;
_vm->adjustScore(-obj->_objValue);
Utils::notifyBox(_vm->_text->getTextParser(kTBOk));
}
/**
* Search for matching verbs in background command list.
* Noun is not required. Return TRUE if match found
* Note that if the background command list has match set TRUE then do not
* print text if there are any recognizable nouns in the command line
*/
bool Parser_v3d::isCatchallVerb_v3(ObjectList obj) const {
debugC(1, kDebugParser, "isCatchallVerb(object_list_t obj)");
if (_vm->_maze._enabledFl)
return false;
for (int i = 0; obj[i]._verbIndex != 0; i++) {
if (isWordPresent(_vm->_text->getVerbArray(obj[i]._verbIndex)) && obj[i]._nounIndex == 0 &&
(!obj[i]._matchFl || !findNoun()) &&
((obj[i]._roomState == kStateDontCare) ||
(obj[i]._roomState == _vm->_screenStates[*_vm->_screenPtr]))) {
Utils::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 (*(_vm->_text->getVerbArray(obj[i]._verbIndex)) == _vm->_text->getVerb(_vm->_look, 0))
_vm->_object->showTakeables();
return true;
}
}
return false;
}
/**
* Search for matching verb/noun pairs in background command list
* Print text for possible background object. Return TRUE if match found
*/
bool Parser_v3d::isBackgroundWord_v3(ObjectList obj) const {
debugC(1, kDebugParser, "isBackgroundWord(object_list_t obj)");
if (_vm->_maze._enabledFl)
return false;
for (int i = 0; obj[i]._verbIndex != 0; i++) {
if (isWordPresent(_vm->_text->getVerbArray(obj[i]._verbIndex)) &&
isWordPresent(_vm->_text->getNounArray(obj[i]._nounIndex)) &&
((obj[i]._roomState == kStateDontCare) ||
(obj[i]._roomState == _vm->_screenStates[*_vm->_screenPtr]))) {
Utils::notifyBox(_vm->_file->fetchString(obj[i]._commentIndex));
_vm->_scheduler->processBonus(obj[i]._bonusIndex);
return true;
}
}
return false;
}
} // End of namespace Hugo