scummvm/engines/hugo/parser_v1w.cpp
2012-06-13 21:18:37 +02:00

217 lines
6.7 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
/*
* 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 "hugo/hugo.h"
#include "hugo/parser.h"
#include "hugo/file.h"
#include "hugo/schedule.h"
#include "hugo/route.h"
#include "hugo/display.h"
#include "hugo/util.h"
#include "hugo/sound.h"
#include "hugo/object.h"
#include "hugo/text.h"
#include "hugo/inventory.h"
namespace Hugo {
Parser_v1w::Parser_v1w(HugoEngine *vm) : Parser_v3d(vm) {
}
Parser_v1w::~Parser_v1w() {
}
/**
* Parse the user's line of text input. Generate events as necessary
*/
void Parser_v1w::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) && gameStatus._viewState == kViewPlay) {
_vm->_file->saveGame(-1, Common::String());
return;
}
if (!strcmp("restore", _vm->_line) && (gameStatus._viewState == kViewPlay || gameStatus._viewState == kViewIdle)) {
_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 == _vm->_text->getVerb(_vm->_look, 0) && _vm->_maze._enabledFl) {
Utils::notifyBox(_vm->_text->getTextParser(kTBMaze));
_vm->_object->showTakeables();
} else 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));
}
}
void Parser_v1w::showInventory() const {
Status &gameStatus = _vm->getGameStatus();
Istate inventState = _vm->_inventory->getInventoryState();
if (gameStatus._gameOverFl) {
_vm->gameOverMsg();
} else if ((inventState == kInventoryOff) && (gameStatus._viewState == kViewPlay)) {
_vm->_inventory->setInventoryState(kInventoryDown);
gameStatus._viewState = kViewInvent;
} else if (inventState == kInventoryActive) {
_vm->_inventory->setInventoryState(kInventoryUp);
gameStatus._viewState = kViewInvent;
}
}
} // End of namespace Hugo