scummvm/engines/hugo/parser_v3d.cpp
2010-10-12 21:12:54 +00:00

204 lines
5.7 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.
*
* $URL$
* $Id$
*
*/
/*
* 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/schedule.h"
#include "hugo/util.h"
#include "hugo/sound.h"
namespace Hugo {
Parser_v3d::Parser_v3d(HugoEngine &vm) : Parser_v1w(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_t &gameStatus = _vm.getGameStatus();
// Toggle God Mode
if (!strncmp(_line, "PPG", 3)) {
_vm.sound().playSound(!_vm._soundTest, BOTH_CHANNELS, HIGH_PRI);
gameStatus.godModeFl ^= 1;
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 (!strcmp(&_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._numObj; i++) {
if (_vm._objects[i].genericCmd & TAKE)
takeObject(&_vm._objects[i]);
}
return;
}
if (strstr(_line, "fetch")) {
for (int i = 0; i < _vm._numObj; i++) {
if (!strcmp(&_line[strlen("fetch") + 1], _vm._arrayNouns[_vm._objects[i].nounIndex][0])) {
takeObject(&_vm._objects[i]);
return;
}
}
}
// Special code to allow me to goto objects
if (strstr(_line, "find")) {
for (int i = 0; i < _vm._numObj; i++) {
if (!strcmp(&_line[strlen("find") + 1], _vm._arrayNouns[_vm._objects[i].nounIndex][0])) {
_vm.scheduler().newScreen(_vm._objects[i].screenIndex);
return;
}
}
}
}
// Special meta commands
// EXIT/QUIT
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().saveOrRestore(true);
warning("STUB: saveOrRestore()");
return;
}
if (!strcmp("restore", _line)) {
_config.soundFl = false;
// _vm.file().saveOrRestore(false);
warning("STUB: saveOrRestore()");
return;
}
// Empty line
if (*_line == '\0') // Empty line
return;
if (strspn(_line, " ") == strlen(_line)) // Nothing but spaces!
return;
if (gameStatus.gameOverFl) {
// No commands allowed!
Utils::gameOverMsg();
return;
}
char farComment[XBYTES * 5] = ""; // hold 5 line comment if object not nearby
// Test for nearby objects referenced explicitly
for (int i = 0; i < _vm._numObj; i++) {
object_t *obj = &_vm._objects[i];
if (isWordPresent(_vm._arrayNouns[obj->nounIndex])) {
if (isObjectVerb(obj, farComment) || isGenericVerb(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._numObj; i++) {
object_t *obj = &_vm._objects[i];
if (obj->verbOnlyFl) {
char contextComment[XBYTES * 5] = ""; // Unused comment for context objects
if (isObjectVerb(obj, contextComment) || isGenericVerb(obj, contextComment))
return;
}
}
// No objects match command line, try background and catchall commands
if (isBackgroundWord(_vm._backgroundObjects[*_vm._screen_p]))
return;
if (isCatchallVerb(_vm._backgroundObjects[*_vm._screen_p]))
return;
if (isBackgroundWord(_vm._catchallList))
return;
if (isCatchallVerb(_vm._catchallList))
return;
// If a not-near comment was generated, print it
if (*farComment != '\0') {
Utils::Box(BOX_ANY, "%s", farComment);
return;
}
// Nothing matches. Report recognition success to user.
char *verb = findVerb();
char *noun = findNoun();
if (verb && noun) { // A combination I didn't think of
Utils::Box(BOX_ANY, "%s", _vm._textParser[kTBNoPoint]);
} else if (noun) {
Utils::Box(BOX_ANY, "%s", _vm._textParser[kTBNoun]);
} else if (verb) {
Utils::Box(BOX_ANY, "%s", _vm._textParser[kTBVerb]);
} else {
Utils::Box(BOX_ANY, "%s", _vm._textParser[kTBEh]);
}
}
} // End of namespace Hugo