mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-23 10:19:27 +00:00
fffb8f5617
svn-id: r55881
194 lines
6.1 KiB
C++
194 lines
6.1 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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* $URL$
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* $Id$
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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/system.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/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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namespace Hugo {
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Parser_v2d::Parser_v2d(HugoEngine *vm) : Parser_v1d(vm) {
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}
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Parser_v2d::~Parser_v2d() {
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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_v2d::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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if (!strcmp("exit", _vm->_line) || strstr(_vm->_line, "quit")) {
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if (Utils::Box(kBoxYesNo, "%s", _vm->_text->getTextParser(kTBExit_1d)) != 0)
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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)) {
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_vm->_config.soundFl = false;
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if (gameStatus.gameOverFl)
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Utils::gameOverMsg();
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else
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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)) {
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_vm->_config.soundFl = false;
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_vm->_file->restoreGame(-1);
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_vm->_scheduler->restoreScreen(*_vm->_screen_p);
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gameStatus.viewState = kViewPlay;
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return;
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}
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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) { // No commands allowed!
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Utils::gameOverMsg();
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return;
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}
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// Find the first verb in the line
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char *verb = findVerb();
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char *noun = 0; // Noun not found yet
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char farComment[kCompLineSize * 5] = ""; // hold 5 line comment if object not nearby
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if (verb) { // OK, verb found. Try to match with object
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do {
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noun = findNextNoun(noun); // Find a noun in the line
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// Must try at least once for objects allowing verb-context
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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 (isNear_v1(verb, noun, obj, farComment)) {
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if (isObjectVerb_v1(verb, obj) // Foreground object
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|| isGenericVerb_v1(verb, obj))// Common action type
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return;
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}
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}
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if ((*farComment != '\0') && isBackgroundWord_v1(noun, verb, _vm->_backgroundObjects[*_vm->_screen_p]))
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return;
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} while (noun);
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}
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noun = findNextNoun(noun);
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if ( !isCatchallVerb_v1(true, noun, verb, _vm->_backgroundObjects[*_vm->_screen_p])
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&& !isCatchallVerb_v1(true, noun, verb, _vm->_catchallList)
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&& !isCatchallVerb_v1(false, noun, verb, _vm->_backgroundObjects[*_vm->_screen_p])
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&& !isCatchallVerb_v1(false, noun, verb, _vm->_catchallList)) {
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if (*farComment != '\0') { // An object matched but not near enough
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Utils::Box(kBoxAny, "%s", farComment);
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} else if (_maze.enabledFl && (verb == _vm->_text->getVerb(_vm->_look, 0))) {
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Utils::Box(kBoxAny, "%s", _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::Box(kBoxAny, "%s", _vm->_text->getTextParser(kTBNoUse_2d));
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} else if (verb || noun) {
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Utils::Box(kBoxAny, "%s", _vm->_text->getTextParser(kTBNoun));
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} else {
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Utils::Box(kBoxAny, "%s", _vm->_text->getTextParser(kTBEh_2d));
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}
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}
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}
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} // End of namespace Hugo
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