mirror of
https://github.com/libretro/scummvm.git
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440 lines
17 KiB
C++
440 lines
17 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/scummsys.h"
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#include "zvision/zvision.h"
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#include "zvision/scripting/script_manager.h"
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#include "zvision/scripting/puzzle.h"
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#include "zvision/scripting/actions.h"
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#include "zvision/scripting/controls/push_toggle_control.h"
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#include "zvision/scripting/controls/lever_control.h"
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#include "zvision/scripting/controls/slot_control.h"
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#include "zvision/scripting/controls/save_control.h"
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#include "zvision/scripting/controls/input_control.h"
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#include "zvision/scripting/controls/safe_control.h"
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#include "zvision/scripting/controls/hotmov_control.h"
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#include "zvision/scripting/controls/fist_control.h"
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#include "zvision/scripting/controls/paint_control.h"
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#include "zvision/scripting/controls/titler_control.h"
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#include "common/textconsole.h"
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#include "common/file.h"
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#include "common/tokenizer.h"
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namespace ZVision {
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void ScriptManager::parseScrFile(const Common::String &fileName, ScriptScope &scope) {
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Common::File file;
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if (!_engine->getSearchManager()->openFile(file, fileName)) {
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error("Script file not found: %s", fileName.c_str());
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}
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while (!file.eos()) {
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Common::String line = file.readLine();
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if (file.err()) {
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error("Error parsing scr file: %s", fileName.c_str());
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}
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trimCommentsAndWhiteSpace(&line);
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if (line.empty())
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continue;
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if (line.matchString("puzzle:*", true)) {
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Puzzle *puzzle = new Puzzle();
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sscanf(line.c_str(), "puzzle:%u", &(puzzle->key));
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if (getStateFlag(puzzle->key) & Puzzle::ONCE_PER_INST)
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setStateValue(puzzle->key, 0);
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parsePuzzle(puzzle, file);
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scope.puzzles.push_back(puzzle);
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} else if (line.matchString("control:*", true)) {
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Control *ctrl = parseControl(line, file);
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if (ctrl)
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scope.controls.push_back(ctrl);
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}
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}
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scope.procCount = 0;
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}
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void ScriptManager::parsePuzzle(Puzzle *puzzle, Common::SeekableReadStream &stream) {
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Common::String line = stream.readLine();
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trimCommentsAndWhiteSpace(&line);
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while (!stream.eos() && !line.contains('}')) {
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if (line.matchString("criteria {", true)) {
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parseCriteria(stream, puzzle->criteriaList, puzzle->key);
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} else if (line.matchString("results {", true)) {
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parseResults(stream, puzzle->resultActions);
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// WORKAROUND for a script bug in Zork Nemesis, room ve5e (tuning
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// fork box closeup). If the player leaves the screen while the
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// box is open, puzzle 19398 shows the animation where the box
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// closes, but the box state (state variable 19397) is not updated.
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// We insert the missing assignment for the box state here.
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// Fixes bug #6803.
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if (_engine->getGameId() == GID_NEMESIS && puzzle->key == 19398)
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puzzle->resultActions.push_back(new ActionAssign(_engine, 11, "19397, 0"));
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} else if (line.matchString("flags {", true)) {
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setStateFlag(puzzle->key, parseFlags(stream));
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}
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line = stream.readLine();
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trimCommentsAndWhiteSpace(&line);
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}
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puzzle->addedBySetState = false;
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}
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bool ScriptManager::parseCriteria(Common::SeekableReadStream &stream, Common::List<Common::List<Puzzle::CriteriaEntry> > &criteriaList, uint32 key) const {
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// Loop until we find the closing brace
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Common::String line = stream.readLine();
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trimCommentsAndWhiteSpace(&line);
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// Skip any commented out criteria. If all the criteria are commented out,
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// we might end up with an invalid criteria list (bug #6776).
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while (line.empty()) {
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line = stream.readLine();
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trimCommentsAndWhiteSpace(&line);
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}
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// Criteria can be empty
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if (line.contains('}')) {
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return false;
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}
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// Create a new List to hold the CriteriaEntries
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criteriaList.push_back(Common::List<Puzzle::CriteriaEntry>());
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// WORKAROUND for a script bug in Zork: Nemesis, room td9e (fist puzzle)
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// Since we patch the script that triggers when manipulating the left fist
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// (below), we add an additional check for the left fist sound, so that it
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// doesn't get killed immediately when the left fist animation starts.
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// Together with the workaround below, it fixes bug #6783.
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if (_engine->getGameId() == GID_NEMESIS && key == 3594) {
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Puzzle::CriteriaEntry entry;
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entry.key = 567;
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entry.criteriaOperator = Puzzle::NOT_EQUAL_TO;
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entry.argumentIsAKey = false;
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entry.argument = 1;
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criteriaList.back().push_back(entry);
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}
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while (!stream.eos() && !line.contains('}')) {
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Puzzle::CriteriaEntry entry;
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// Split the string into tokens using ' ' as a delimiter
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Common::StringTokenizer tokenizer(line);
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Common::String token;
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// Parse the id out of the first token
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token = tokenizer.nextToken();
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sscanf(token.c_str(), "[%u]", &(entry.key));
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// WORKAROUND for a script bug in Zork: Nemesis, room td9e (fist puzzle)
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// Check for the state of animation 567 (left fist) when manipulating
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// the fingers of the left fist (puzzle slots 3582, 3583).
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// Together with the workaround above, it fixes bug #6783.
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if (_engine->getGameId() == GID_NEMESIS && (key == 3582 || key == 3583) && entry.key == 568)
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entry.key = 567;
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// Parse the operator out of the second token
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token = tokenizer.nextToken();
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if (token.c_str()[0] == '=')
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entry.criteriaOperator = Puzzle::EQUAL_TO;
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else if (token.c_str()[0] == '!')
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entry.criteriaOperator = Puzzle::NOT_EQUAL_TO;
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else if (token.c_str()[0] == '>')
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entry.criteriaOperator = Puzzle::GREATER_THAN;
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else if (token.c_str()[0] == '<')
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entry.criteriaOperator = Puzzle::LESS_THAN;
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// There are supposed to be three tokens, but there is no
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// guarantee that there will be a space between the second and
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// the third one (bug #6774)
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if (token.size() == 1) {
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token = tokenizer.nextToken();
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} else {
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token.deleteChar(0);
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}
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// First determine if the last token is an id or a value
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// Then parse it into 'argument'
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if (token.contains('[')) {
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sscanf(token.c_str(), "[%u]", &(entry.argument));
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entry.argumentIsAKey = true;
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} else {
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sscanf(token.c_str(), "%u", &(entry.argument));
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entry.argumentIsAKey = false;
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}
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criteriaList.back().push_back(entry);
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line = stream.readLine();
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trimCommentsAndWhiteSpace(&line);
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}
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return true;
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}
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void ScriptManager::parseResults(Common::SeekableReadStream &stream, Common::List<ResultAction *> &actionList) const {
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// Loop until we find the closing brace
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Common::String line = stream.readLine();
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trimCommentsAndWhiteSpace(&line);
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line.toLowercase();
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// TODO: Re-order the if-then statements in order of highest occurrence
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while (!stream.eos() && !line.contains('}')) {
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if (line.empty()) {
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line = stream.readLine();
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trimCommentsAndWhiteSpace(&line);
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line.toLowercase();
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continue;
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}
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const char *chrs = line.c_str();
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uint pos;
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for (pos = 0; pos < line.size(); pos++)
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if (chrs[pos] == ':')
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break;
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if (pos < line.size()) {
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uint startpos = pos + 1;
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for (pos = startpos; pos < line.size(); pos++)
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if (chrs[pos] == ':' || chrs[pos] == '(')
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break;
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if (pos < line.size()) {
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int32 slot = 11;
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Common::String args = "";
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Common::String act(chrs + startpos, chrs + pos);
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startpos = pos + 1;
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if (chrs[pos] == ':') {
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for (pos = startpos; pos < line.size(); pos++)
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if (chrs[pos] == '(')
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break;
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Common::String strSlot(chrs + startpos, chrs + pos);
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slot = atoi(strSlot.c_str());
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startpos = pos + 1;
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}
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if (pos < line.size()) {
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for (pos = startpos; pos < line.size(); pos++)
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if (chrs[pos] == ')')
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break;
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args = Common::String(chrs + startpos, chrs + pos);
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}
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// Parse for the action type
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if (act.matchString("add", true)) {
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actionList.push_back(new ActionAdd(_engine, slot, args));
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} else if (act.matchString("animplay", true)) {
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actionList.push_back(new ActionPlayAnimation(_engine, slot, args));
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} else if (act.matchString("animpreload", true)) {
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actionList.push_back(new ActionPreloadAnimation(_engine, slot, args));
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} else if (act.matchString("animunload", true)) {
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// Only used by ZGI (locations cd6e, cd6k, dg2f, dg4e, dv1j)
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actionList.push_back(new ActionUnloadAnimation(_engine, slot, args));
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} else if (act.matchString("attenuate", true)) {
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actionList.push_back(new ActionAttenuate(_engine, slot, args));
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} else if (act.matchString("assign", true)) {
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actionList.push_back(new ActionAssign(_engine, slot, args));
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} else if (act.matchString("change_location", true)) {
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actionList.push_back(new ActionChangeLocation(_engine, slot, args));
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} else if (act.matchString("crossfade", true)) {
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actionList.push_back(new ActionCrossfade(_engine, slot, args));
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} else if (act.matchString("cursor", true)) {
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actionList.push_back(new ActionCursor(_engine, slot, args));
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} else if (act.matchString("debug", true)) {
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// Not used. Purposely left empty
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} else if (act.matchString("delay_render", true)) {
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actionList.push_back(new ActionDelayRender(_engine, slot, args));
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} else if (act.matchString("disable_control", true)) {
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actionList.push_back(new ActionDisableControl(_engine, slot, args));
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} else if (act.matchString("disable_venus", true)) {
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// Not used. Purposely left empty
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} else if (act.matchString("display_message", true)) {
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actionList.push_back(new ActionDisplayMessage(_engine, slot, args));
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} else if (act.matchString("dissolve", true)) {
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actionList.push_back(new ActionDissolve(_engine));
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} else if (act.matchString("distort", true)) {
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// Only used by Zork: Nemesis for the "treatment" puzzle in the Sanitarium (aj30)
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actionList.push_back(new ActionDistort(_engine, slot, args));
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} else if (act.matchString("enable_control", true)) {
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actionList.push_back(new ActionEnableControl(_engine, slot, args));
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} else if (act.matchString("flush_mouse_events", true)) {
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actionList.push_back(new ActionFlushMouseEvents(_engine, slot));
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} else if (act.matchString("inventory", true)) {
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actionList.push_back(new ActionInventory(_engine, slot, args));
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} else if (act.matchString("kill", true)) {
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// Only used by ZGI
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actionList.push_back(new ActionKill(_engine, slot, args));
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} else if (act.matchString("menu_bar_enable", true)) {
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actionList.push_back(new ActionMenuBarEnable(_engine, slot, args));
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} else if (act.matchString("music", true)) {
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actionList.push_back(new ActionMusic(_engine, slot, args, false));
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} else if (act.matchString("pan_track", true)) {
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actionList.push_back(new ActionPanTrack(_engine, slot, args));
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} else if (act.matchString("playpreload", true)) {
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actionList.push_back(new ActionPlayPreloadAnimation(_engine, slot, args));
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} else if (act.matchString("preferences", true)) {
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actionList.push_back(new ActionPreferences(_engine, slot, args));
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} else if (act.matchString("quit", true)) {
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actionList.push_back(new ActionQuit(_engine, slot));
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} else if (act.matchString("random", true)) {
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actionList.push_back(new ActionRandom(_engine, slot, args));
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} else if (act.matchString("region", true)) {
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// Only used by Zork: Nemesis
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actionList.push_back(new ActionRegion(_engine, slot, args));
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} else if (act.matchString("restore_game", true)) {
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// Only used by ZGI to load the restart game slot, r.svr.
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// Used by the credits screen.
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actionList.push_back(new ActionRestoreGame(_engine, slot, args));
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} else if (act.matchString("rotate_to", true)) {
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actionList.push_back(new ActionRotateTo(_engine, slot, args));
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} else if (act.matchString("save_game", true)) {
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// Not used. Purposely left empty
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} else if (act.matchString("set_partial_screen", true)) {
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actionList.push_back(new ActionSetPartialScreen(_engine, slot, args));
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} else if (act.matchString("set_screen", true)) {
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actionList.push_back(new ActionSetScreen(_engine, slot, args));
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} else if (act.matchString("set_venus", true)) {
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// Not used. Purposely left empty
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} else if (act.matchString("stop", true)) {
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actionList.push_back(new ActionStop(_engine, slot, args));
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} else if (act.matchString("streamvideo", true)) {
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actionList.push_back(new ActionStreamVideo(_engine, slot, args));
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} else if (act.matchString("syncsound", true)) {
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actionList.push_back(new ActionSyncSound(_engine, slot, args));
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} else if (act.matchString("timer", true)) {
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actionList.push_back(new ActionTimer(_engine, slot, args));
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} else if (act.matchString("ttytext", true)) {
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actionList.push_back(new ActionTtyText(_engine, slot, args));
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} else if (act.matchString("universe_music", true)) {
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actionList.push_back(new ActionMusic(_engine, slot, args, true));
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} else if (act.matchString("copy_file", true)) {
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// Not used. Purposely left empty
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} else {
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warning("Unhandled result action type: %s", line.c_str());
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}
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}
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}
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line = stream.readLine();
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trimCommentsAndWhiteSpace(&line);
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line.toLowercase();
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}
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return;
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}
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uint ScriptManager::parseFlags(Common::SeekableReadStream &stream) const {
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uint flags = 0;
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// Loop until we find the closing brace
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Common::String line = stream.readLine();
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trimCommentsAndWhiteSpace(&line);
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while (!stream.eos() && !line.contains('}')) {
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if (line.matchString("ONCE_PER_INST", true)) {
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flags |= Puzzle::ONCE_PER_INST;
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} else if (line.matchString("DO_ME_NOW", true)) {
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flags |= Puzzle::DO_ME_NOW;
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} else if (line.matchString("DISABLED", true)) {
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flags |= Puzzle::DISABLED;
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}
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line = stream.readLine();
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trimCommentsAndWhiteSpace(&line);
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}
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return flags;
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}
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Control *ScriptManager::parseControl(Common::String &line, Common::SeekableReadStream &stream) {
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uint32 key;
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char controlTypeBuffer[20];
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sscanf(line.c_str(), "control:%u %s {", &key, controlTypeBuffer);
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Common::String controlType(controlTypeBuffer);
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if (controlType.equalsIgnoreCase("push_toggle")) {
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// WORKAROUND for a script bug in ZGI: There is an invalid hotspot
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// at scene em1h (bottom of tower), which points to a missing
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// script em1n. This is a hotspot at the right of the screen.
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// In the original, this hotspot doesn't lead anywhere anyway,
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// so instead of moving to a missing scene, we just remove the
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// hotspot altogether. The alternative would be to just process
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// and ignore invalid scenes, but I don't think it's worth the
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// effort. Fixes bug #6780.
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if (_engine->getGameId() == GID_GRANDINQUISITOR && key == 5653)
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return NULL;
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return new PushToggleControl(_engine, key, stream);
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} else if (controlType.equalsIgnoreCase("flat")) {
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Control::parseFlatControl(_engine);
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return NULL;
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} else if (controlType.equalsIgnoreCase("pana")) {
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Control::parsePanoramaControl(_engine, stream);
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return NULL;
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} else if (controlType.equalsIgnoreCase("tilt")) {
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// Only used in Zork Nemesis, handles tilt controls (ZGI doesn't have a tilt view)
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Control::parseTiltControl(_engine, stream);
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return NULL;
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} else if (controlType.equalsIgnoreCase("slot")) {
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return new SlotControl(_engine, key, stream);
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} else if (controlType.equalsIgnoreCase("input")) {
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return new InputControl(_engine, key, stream);
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} else if (controlType.equalsIgnoreCase("save")) {
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return new SaveControl(_engine, key, stream);
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} else if (controlType.equalsIgnoreCase("lever")) {
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// Only used in Zork Nemesis, handles draggable levers (te2e, tm7e, tp2e, tt2e, tz2e)
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return new LeverControl(_engine, key, stream);
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} else if (controlType.equalsIgnoreCase("safe")) {
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// Only used in Zork Nemesis, handles the safe in the Asylum (ac4g)
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return new SafeControl(_engine, key, stream);
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} else if (controlType.equalsIgnoreCase("hotmovie")) {
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// Only used in Zork Nemesis, handles movies where the player needs to click on something (mj7g, vw3g)
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return new HotMovControl(_engine, key, stream);
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} else if (controlType.equalsIgnoreCase("fist")) {
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// Only used in Zork Nemesis, handles the door lock puzzle with the skeletal fingers (td9e)
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return new FistControl(_engine, key, stream);
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} else if (controlType.equalsIgnoreCase("paint")) {
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// Only used in Zork Nemesis, handles the painting puzzle screen in Lucien's room in Irondune (ch4g)
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return new PaintControl(_engine, key, stream);
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} else if (controlType.equalsIgnoreCase("titler")) {
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// Only used in Zork Nemesis, handles the death screen with the Restore/Exit buttons (cjde)
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return new TitlerControl(_engine, key, stream);
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}
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return NULL;
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}
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} // End of namespace ZVision
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