mirror of
https://github.com/libretro/scummvm.git
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217 lines
6.6 KiB
C++
217 lines
6.6 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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/*
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* This code is based on original Hugo Trilogy source code
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*
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* Copyright (c) 1989-1995 David P. Gray
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*
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*/
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// parser.c - handles all keyboard/command input
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#include "common/debug.h"
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#include "hugo/hugo.h"
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#include "hugo/parser.h"
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#include "hugo/file.h"
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#include "hugo/schedule.h"
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#include "hugo/route.h"
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#include "hugo/display.h"
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#include "hugo/util.h"
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#include "hugo/sound.h"
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#include "hugo/object.h"
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#include "hugo/text.h"
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#include "hugo/inventory.h"
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namespace Hugo {
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Parser_v1w::Parser_v1w(HugoEngine *vm) : Parser_v3d(vm) {
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}
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Parser_v1w::~Parser_v1w() {
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}
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/**
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* Parse the user's line of text input. Generate events as necessary
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*/
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void Parser_v1w::lineHandler() {
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debugC(1, kDebugParser, "lineHandler()");
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status_t &gameStatus = _vm->getGameStatus();
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// Toggle God Mode
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if (!strncmp(_vm->_line, "PPG", 3)) {
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_vm->_sound->playSound(!_vm->_soundTest, kSoundPriorityHigh);
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gameStatus.godModeFl = !gameStatus.godModeFl;
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return;
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}
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Utils::strlwr(_vm->_line); // Convert to lower case
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// God Mode cheat commands:
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// goto <screen> Takes hero to named screen
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// fetch <object name> Hero carries named object
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// fetch all Hero carries all possible objects
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// find <object name> Takes hero to screen containing named object
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if (gameStatus.godModeFl) {
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// Special code to allow me to go straight to any screen
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if (strstr(_vm->_line, "goto")) {
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for (int i = 0; i < _vm->_numScreens; i++) {
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if (!scumm_stricmp(&_vm->_line[strlen("goto") + 1], _vm->_text->getScreenNames(i))) {
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_vm->_scheduler->newScreen(i);
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return;
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}
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}
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}
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// Special code to allow me to get objects from anywhere
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if (strstr(_vm->_line, "fetch all")) {
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for (int i = 0; i < _vm->_object->_numObj; i++) {
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if (_vm->_object->_objects[i].genericCmd & TAKE)
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takeObject(&_vm->_object->_objects[i]);
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}
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return;
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}
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if (strstr(_vm->_line, "fetch")) {
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for (int i = 0; i < _vm->_object->_numObj; i++) {
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if (!scumm_stricmp(&_vm->_line[strlen("fetch") + 1], _vm->_text->getNoun(_vm->_object->_objects[i].nounIndex, 0))) {
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takeObject(&_vm->_object->_objects[i]);
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return;
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}
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}
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}
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// Special code to allow me to goto objects
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if (strstr(_vm->_line, "find")) {
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for (int i = 0; i < _vm->_object->_numObj; i++) {
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if (!scumm_stricmp(&_vm->_line[strlen("find") + 1], _vm->_text->getNoun(_vm->_object->_objects[i].nounIndex, 0))) {
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_vm->_scheduler->newScreen(_vm->_object->_objects[i].screenIndex);
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return;
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}
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}
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}
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}
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// Special meta commands
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// EXIT/QUIT
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if (!strcmp("exit", _vm->_line) || strstr(_vm->_line, "quit")) {
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if (Utils::yesNoBox(_vm->_text->getTextParser(kTBExit_1d)))
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_vm->endGame();
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return;
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}
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// SAVE/RESTORE
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if (!strcmp("save", _vm->_line) && gameStatus.viewState == kViewPlay) {
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_vm->_file->saveGame(-1, Common::String());
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return;
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}
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if (!strcmp("restore", _vm->_line) && (gameStatus.viewState == kViewPlay || gameStatus.viewState == kViewIdle)) {
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_vm->_file->restoreGame(-1);
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return;
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}
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// Empty line
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if (*_vm->_line == '\0') // Empty line
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return;
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if (strspn(_vm->_line, " ") == strlen(_vm->_line)) // Nothing but spaces!
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return;
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if (gameStatus.gameOverFl) {
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// No commands allowed!
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_vm->gameOverMsg();
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return;
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}
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char farComment[kCompLineSize * 5] = ""; // hold 5 line comment if object not nearby
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// Test for nearby objects referenced explicitly
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for (int i = 0; i < _vm->_object->_numObj; i++) {
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object_t *obj = &_vm->_object->_objects[i];
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if (isWordPresent(_vm->_text->getNounArray(obj->nounIndex))) {
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if (isObjectVerb_v3(obj, farComment) || isGenericVerb_v3(obj, farComment))
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return;
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}
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}
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// Test for nearby objects that only require a verb
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// Note comment is unused if not near.
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for (int i = 0; i < _vm->_object->_numObj; i++) {
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object_t *obj = &_vm->_object->_objects[i];
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if (obj->verbOnlyFl) {
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char contextComment[kCompLineSize * 5] = ""; // Unused comment for context objects
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if (isObjectVerb_v3(obj, contextComment) || isGenericVerb_v3(obj, contextComment))
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return;
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}
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}
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// No objects match command line, try background and catchall commands
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if (isBackgroundWord_v3(_backgroundObjects[*_vm->_screen_p]))
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return;
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if (isCatchallVerb_v3(_backgroundObjects[*_vm->_screen_p]))
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return;
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if (isBackgroundWord_v3(_catchallList))
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return;
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if (isCatchallVerb_v3(_catchallList))
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return;
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// If a not-near comment was generated, print it
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if (*farComment != '\0') {
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Utils::notifyBox(farComment);
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return;
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}
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// Nothing matches. Report recognition success to user.
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const char *verb = findVerb();
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const char *noun = findNoun();
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if (verb == _vm->_text->getVerb(_vm->_look, 0) && _vm->_maze.enabledFl) {
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Utils::notifyBox(_vm->_text->getTextParser(kTBMaze));
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_vm->_object->showTakeables();
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} else if (verb && noun) { // A combination I didn't think of
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Utils::notifyBox(_vm->_text->getTextParser(kTBNoPoint));
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} else if (noun) {
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Utils::notifyBox(_vm->_text->getTextParser(kTBNoun));
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} else if (verb) {
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Utils::notifyBox(_vm->_text->getTextParser(kTBVerb));
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} else {
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Utils::notifyBox(_vm->_text->getTextParser(kTBEh));
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}
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}
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void Parser_v1w::showInventory() const {
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status_t &gameStatus = _vm->getGameStatus();
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istate_t inventState = _vm->_inventory->getInventoryState();
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if (gameStatus.gameOverFl) {
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_vm->gameOverMsg();
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} else if ((inventState == kInventoryOff) && (gameStatus.viewState == kViewPlay)) {
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_vm->_inventory->setInventoryState(kInventoryDown);
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gameStatus.viewState = kViewInvent;
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} else if (inventState == kInventoryActive) {
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_vm->_inventory->setInventoryState(kInventoryUp);
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gameStatus.viewState = kViewInvent;
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}
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}
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} // End of namespace Hugo
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