scummvm/engines/hugo/parser_v2d.cpp
Arnaud Boutonné 9fd43ba6cc HUGO: Add god mode to H1 Dos and H2 Dos
svn-id: r54970
2010-12-20 00:18:03 +00:00

194 lines
6.0 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.
*
* $URL$
* $Id$
*
*/
/*
* 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/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"
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()");
status_t &gameStatus = _vm->getGameStatus();
// Toggle God Mode
if (!strncmp(_line, "PPG", 3)) {
_vm->_sound->playSound(!_vm->_soundTest, BOTH_CHANNELS, HIGH_PRI);
gameStatus.godModeFl = !gameStatus.godModeFl;
return;
}
Utils::strlwr(_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(_line, "goto")) {
for (int i = 0; i < _vm->_numScreens; i++) {
if (!scumm_stricmp(&_line[strlen("goto") + 1], _vm->_screenNames[i])) {
_vm->_scheduler->newScreen(i);
return;
}
}
}
// Special code to allow me to get objects from anywhere
if (strstr(_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(_line, "fetch")) {
for (int i = 0; i < _vm->_object->_numObj; i++) {
if (!scumm_stricmp(&_line[strlen("fetch") + 1], _vm->_arrayNouns[_vm->_object->_objects[i].nounIndex][0])) {
takeObject(&_vm->_object->_objects[i]);
return;
}
}
}
// Special code to allow me to goto objects
if (strstr(_line, "find")) {
for (int i = 0; i < _vm->_object->_numObj; i++) {
if (!scumm_stricmp(&_line[strlen("find") + 1], _vm->_arrayNouns[_vm->_object->_objects[i].nounIndex][0])) {
_vm->_scheduler->newScreen(_vm->_object->_objects[i].screenIndex);
return;
}
}
}
}
if (!strcmp("exit", _line) || strstr(_line, "quit")) {
if (Utils::Box(BOX_YESNO, "%s", _vm->_textParser[kTBExit_1d]) != 0)
_vm->endGame();
else
return;
}
// SAVE/RESTORE
if (!strcmp("save", _line)) {
_config.soundFl = false;
if (gameStatus.gameOverFl)
Utils::gameOverMsg();
else
_vm->_file->saveGame(-1, Common::String());
return;
}
if (!strcmp("restore", _line)) {
_config.soundFl = false;
_vm->_file->restoreGame(-1);
_vm->_scheduler->restoreScreen(*_vm->_screen_p);
gameStatus.viewState = V_PLAY;
return;
}
if (*_line == '\0') // Empty line
return;
if (strspn(_line, " ") == strlen(_line)) // Nothing but spaces!
return;
if (gameStatus.gameOverFl) { // No commands allowed!
Utils::gameOverMsg();
return;
}
// Find the first verb in the line
char *verb = findVerb();
char *noun = 0; // Noun not found yet
char farComment[XBYTES * 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_t *obj = &_vm->_object->_objects[i];
if (isNear(verb, noun, obj, farComment)) {
if (isObjectVerb(verb, obj) // Foreground object
|| isGenericVerb(verb, obj)) // Common action type
return;
}
}
if ((*farComment != '\0') && isBackgroundWord(noun, verb, _vm->_backgroundObjects[*_vm->_screen_p]))
return;
} while (noun);
}
noun = findNextNoun(noun);
if ( !isCatchallVerb(true, noun, verb, _vm->_backgroundObjects[*_vm->_screen_p])
&& !isCatchallVerb(true, noun, verb, _vm->_catchallList)
&& !isCatchallVerb(false, noun, verb, _vm->_backgroundObjects[*_vm->_screen_p])
&& !isCatchallVerb(false, noun, verb, _vm->_catchallList)) {
if (*farComment != '\0') { // An object matched but not near enough
Utils::Box(BOX_ANY, "%s", farComment);
} else if (_maze.enabledFl && (verb == _vm->_arrayVerbs[_vm->_look][0])) {
Utils::Box(BOX_ANY, "%s", _vm->_textParser[kTBMaze]);
_vm->_object->showTakeables();
} else if (verb && noun) { // A combination I didn't think of
Utils::Box(BOX_ANY, "%s", _vm->_textParser[kTBNoUse_2d]);
} else if (verb || noun) {
Utils::Box(BOX_ANY, "%s", _vm->_textParser[kTBNoun]);
} else {
Utils::Box(BOX_ANY, "%s", _vm->_textParser[kTBEh_2d]);
}
}
}
} // End of namespace Hugo