Beispiel #1
0
/**
* Search for matching verb/noun pairs in background command list
* Print text for possible background object.  Return TRUE if match found
*/
bool Parser_v3d::isBackgroundWord(objectList_t obj) {
	debugC(1, kDebugParser, "isBackgroundWord(object_list_t obj)");

	for (int i = 0; obj[i].verbIndex != 0; i++) {
		if (isWordPresent(_vm->_arrayVerbs[obj[i].verbIndex]) &&
		    isWordPresent(_vm->_arrayNouns[obj[i].nounIndex]) &&
		    ((obj[i].roomState == DONT_CARE) ||
		     (obj[i].roomState == _vm->_screenStates[*_vm->_screen_p]))) {
			Utils::Box(BOX_ANY, "%s", _vm->_file->fetchString(obj[i].commentIndex));
			_vm->_scheduler->processBonus(obj[i].bonusIndex);
			return true;
		}
	}
	return false;
}
Beispiel #2
0
/**
* Test whether command line contains one of the generic actions
*/
bool Parser_v3d::isGenericVerb(object_t *obj, char *comment) {
	debugC(1, kDebugParser, "isGenericVerb(object_t *obj, %s)", comment);

	if (!obj->genericCmd)
		return false;

	// Following is equivalent to switch, but couldn't do one
	if (isWordPresent(_vm->_arrayVerbs[_vm->_look]) && isNear(obj, _vm->_arrayVerbs[_vm->_look][0], comment)) {
		// Test state-dependent look before general look
		if ((obj->genericCmd & LOOK_S) == LOOK_S) {
			Utils::Box(BOX_ANY, "%s", _vm->_textData[obj->stateDataIndex[obj->state]]);
		} else {
			if ((LOOK & obj->genericCmd) == LOOK) {
				if (obj->dataIndex != 0)
					Utils::Box(BOX_ANY, "%s", _vm->_textData[obj->dataIndex]);
				else
					return false;
			} else {
				Utils::Box(BOX_ANY, "%s", _vm->_textParser[kTBUnusual]);
			}
		}
	} else if (isWordPresent(_vm->_arrayVerbs[_vm->_take]) && isNear(obj, _vm->_arrayVerbs[_vm->_take][0], comment)) {
		if (obj->carriedFl)
			Utils::Box(BOX_ANY, "%s", _vm->_textParser[kTBHave]);
		else if ((TAKE & obj->genericCmd) == TAKE)
			takeObject(obj);
		else if (obj->cmdIndex)                     // No comment if possible commands
			return false;
		else if (!obj->verbOnlyFl && (TAKE & obj->genericCmd) == TAKE)  // Make sure not taking object in context!
			Utils::Box(BOX_ANY, "%s", _vm->_textParser[kTBNoUse]);
		else
			return false;
	} else if (isWordPresent(_vm->_arrayVerbs[_vm->_drop])) {
		if (!obj->carriedFl && ((DROP & obj->genericCmd) == DROP))
			Utils::Box(BOX_ANY, "%s", _vm->_textParser[kTBDontHave]);
		else if (obj->carriedFl && ((DROP & obj->genericCmd) == DROP))
			dropObject(obj);
		else if (obj->cmdIndex == 0)
			Utils::Box(BOX_ANY, "%s", _vm->_textParser[kTBNeed]);
		else
			return false;
	} else {                                        // It was not a generic cmd
		return false;
	}

	return true;
}
Beispiel #3
0
/**
 * Test whether command line contains one of the generic actions
 */
bool Parser_v3d::isGenericVerb_v3(Object *obj, char *comment) {
    debugC(1, kDebugParser, "isGenericVerb(Object *obj, %s)", comment);

    if (!obj->_genericCmd)
        return false;

    // Following is equivalent to switch, but couldn't do one
    if (isWordPresent(_vm->_text->getVerbArray(_vm->_look)) && isNear_v3(obj, _vm->_text->getVerb(_vm->_look, 0), comment)) {
        // Test state-dependent look before general look
        if ((obj->_genericCmd & LOOK_S) == LOOK_S) {
            Utils::notifyBox(_vm->_text->getTextData(obj->_stateDataIndex[obj->_state]));
        } else {
            if ((LOOK & obj->_genericCmd) == LOOK) {
                if (obj->_dataIndex != 0)
                    Utils::notifyBox(_vm->_text->getTextData(obj->_dataIndex));
                else
                    return false;
            } else {
                Utils::notifyBox(_vm->_text->getTextParser(kTBUnusual));
            }
        }
    } else if (isWordPresent(_vm->_text->getVerbArray(_vm->_take)) && isNear_v3(obj, _vm->_text->getVerb(_vm->_take, 0), comment)) {
        if (obj->_carriedFl)
            Utils::notifyBox(_vm->_text->getTextParser(kTBHave));
        else if ((TAKE & obj->_genericCmd) == TAKE)
            takeObject(obj);
        else if (obj->_cmdIndex)                     // No comment if possible commands
            return false;
        else if (!obj->_verbOnlyFl && (TAKE & obj->_genericCmd) == TAKE)  // Make sure not taking object in context!
            Utils::notifyBox(_vm->_text->getTextParser(kTBNoUse));
        else
            return false;
    } else if (isWordPresent(_vm->_text->getVerbArray(_vm->_drop))) {
        if (!obj->_carriedFl && ((DROP & obj->_genericCmd) == DROP))
            Utils::notifyBox(_vm->_text->getTextParser(kTBDontHave));
        else if (obj->_carriedFl && ((DROP & obj->_genericCmd) == DROP))
            dropObject(obj);
        else if (obj->_cmdIndex == 0)
            Utils::notifyBox(_vm->_text->getTextParser(kTBNeed));
        else
            return false;
    } else {                                        // It was not a generic cmd
        return false;
    }

    return true;
}
Beispiel #4
0
/**
 * Search for matching verb/noun pairs in background command list
 * Print text for possible background object.  Return TRUE if match found
 */
bool Parser_v3d::isBackgroundWord_v3(objectList_t obj) const {
	debugC(1, kDebugParser, "isBackgroundWord(object_list_t obj)");

	if (_vm->_maze.enabledFl)
		return false;

	for (int i = 0; obj[i].verbIndex != 0; i++) {
		if (isWordPresent(_vm->_text->getVerbArray(obj[i].verbIndex)) &&
		    isWordPresent(_vm->_text->getNounArray(obj[i].nounIndex)) &&
		    ((obj[i].roomState == kStateDontCare) ||
		     (obj[i].roomState == _vm->_screenStates[*_vm->_screen_p]))) {
			Utils::notifyBox(_vm->_file->fetchString(obj[i].commentIndex));
			_vm->_scheduler->processBonus(obj[i].bonusIndex);
			return true;
		}
	}
	return false;
}
Beispiel #5
0
/**
* Test whether command line contains a verb allowed by this object.
* If it does, and the object is near and passes the tests in the command
* list then carry out the actions in the action list and return TRUE
*/
bool Parser_v3d::isObjectVerb(object_t *obj, char *comment) {
	debugC(1, kDebugParser, "isObjectVerb(object_t *obj, %s)", comment);

	// First, find matching verb in cmd list
	uint16 cmdIndex = obj->cmdIndex;                // ptr to list of commands
	if (cmdIndex == 0)                              // No commands for this obj
		return false;

	int i;
	for (i = 0; _vm->_cmdList[cmdIndex][i].verbIndex != 0; i++) {                 // For each cmd
		if (isWordPresent(_vm->_arrayVerbs[_vm->_cmdList[cmdIndex][i].verbIndex]))        // Was this verb used?
			break;
	}

	if (_vm->_cmdList[cmdIndex][i].verbIndex == 0)   // No verbs used.
		return false;

	// Verb match found.  Check if object is Near
	char *verb = *_vm->_arrayVerbs[_vm->_cmdList[cmdIndex][i].verbIndex];
	if (!isNear(obj, verb, comment))
		return false;

	// Check all required objects are being carried
	cmd *cmnd = &_vm->_cmdList[cmdIndex][i];         // ptr to struct cmd
	if (cmnd->reqIndex) {                           // At least 1 thing in list
		uint16 *reqs = _vm->_arrayReqs[cmnd->reqIndex];      // ptr to list of required objects
		for (i = 0; reqs[i]; i++) {                 // for each obj
			if (!_vm->_object->isCarrying(reqs[i])) {
				Utils::Box(BOX_ANY, "%s", _vm->_textData[cmnd->textDataNoCarryIndex]);
				return true;
			}
		}
	}

	// Required objects are present, now check state is correct
	if ((obj->state != cmnd->reqState) && (cmnd->reqState != DONT_CARE)) {
		Utils::Box(BOX_ANY, "%s", _vm->_textData[cmnd->textDataWrongIndex]);
		return true;
	}

	// Everything checked.  Change the state and carry out any actions
	if (cmnd->reqState != DONT_CARE)                // Don't change new state if required state didn't care
		obj->state = cmnd->newState;
	Utils::Box(BOX_ANY, "%s", _vm->_textData[cmnd->textDataDoneIndex]);
	_vm->_scheduler->insertActionList(cmnd->actIndex);

	// See if any additional generic actions
	if ((verb == _vm->_arrayVerbs[_vm->_look][0]) || (verb == _vm->_arrayVerbs[_vm->_take][0]) || (verb == _vm->_arrayVerbs[_vm->_drop][0]))
		isGenericVerb(obj, comment);
	return true;
}
Beispiel #6
0
/**
* Search for matching verbs in background command list.
* Noun is not required.  Return TRUE if match found
* Note that if the background command list has match set TRUE then do not
* print text if there are any recognizable nouns in the command line
*/
bool Parser_v3d::isCatchallVerb(objectList_t obj) {
	debugC(1, kDebugParser, "isCatchallVerb(object_list_t obj)");

	for (int i = 0; obj[i].verbIndex != 0; i++) {
		if (isWordPresent(_vm->_arrayVerbs[obj[i].verbIndex]) && obj[i].nounIndex == 0 &&
		   (!obj[i].matchFl || !findNoun()) &&
		   ((obj[i].roomState == DONT_CARE) ||
		    (obj[i].roomState == _vm->_screenStates[*_vm->_screen_p]))) {
			Utils::Box(BOX_ANY, "%s", _vm->_file->fetchString(obj[i].commentIndex));
			_vm->_scheduler->processBonus(obj[i].bonusIndex);

			// If this is LOOK (without a noun), show any takeable objects
			if (*(_vm->_arrayVerbs[obj[i].verbIndex]) == _vm->_arrayVerbs[_vm->_look][0])
				_vm->_object->showTakeables();

			return true;
		}
	}
	return false;
}
Beispiel #7
0
/**
 * Search for matching verbs in background command list.
 * Noun is not required.  Return TRUE if match found
 * Note that if the background command list has match set TRUE then do not
 * print text if there are any recognizable nouns in the command line
 */
bool Parser_v3d::isCatchallVerb_v3(objectList_t obj) const {
	debugC(1, kDebugParser, "isCatchallVerb(object_list_t obj)");

	if (_vm->_maze.enabledFl)
		return false;

	for (int i = 0; obj[i].verbIndex != 0; i++) {
		if (isWordPresent(_vm->_text->getVerbArray(obj[i].verbIndex)) && obj[i].nounIndex == 0 &&
		   (!obj[i].matchFl || !findNoun()) &&
		   ((obj[i].roomState == kStateDontCare) ||
		    (obj[i].roomState == _vm->_screenStates[*_vm->_screen_p]))) {
			Utils::notifyBox(_vm->_file->fetchString(obj[i].commentIndex));
			_vm->_scheduler->processBonus(obj[i].bonusIndex);

			// If this is LOOK (without a noun), show any takeable objects
			if (*(_vm->_text->getVerbArray(obj[i].verbIndex)) == _vm->_text->getVerb(_vm->_look, 0))
				_vm->_object->showTakeables();

			return true;
		}
	}
	return false;
}
Beispiel #8
0
/**
* 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 = !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;
				}
			}
		}
	}

	// 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->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;
	}

	// 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->_object->_numObj; i++) {
		object_t *obj = &_vm->_object->_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->_object->_numObj; i++) {
		object_t *obj = &_vm->_object->_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]);
	}
}
Beispiel #9
0
/**
 * Parse the user's line of text input.  Generate events as necessary
 */
void Parser_v1w::lineHandler() {
	debugC(1, kDebugParser, "lineHandler()");

	status_t &gameStatus = _vm->getGameStatus();

	// Toggle God Mode
	if (!strncmp(_vm->_line, "PPG", 3)) {
		_vm->_sound->playSound(!_vm->_soundTest, kSoundPriorityHigh);
		gameStatus.godModeFl = !gameStatus.godModeFl;
		return;
	}

	Utils::strlwr(_vm->_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(_vm->_line, "goto")) {
			for (int i = 0; i < _vm->_numScreens; i++) {
				if (!scumm_stricmp(&_vm->_line[strlen("goto") + 1], _vm->_text->getScreenNames(i))) {
					_vm->_scheduler->newScreen(i);
					return;
				}
			}
		}

		// Special code to allow me to get objects from anywhere
		if (strstr(_vm->_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(_vm->_line, "fetch")) {
			for (int i = 0; i < _vm->_object->_numObj; i++) {
				if (!scumm_stricmp(&_vm->_line[strlen("fetch") + 1], _vm->_text->getNoun(_vm->_object->_objects[i].nounIndex, 0))) {
					takeObject(&_vm->_object->_objects[i]);
					return;
				}
			}
		}

		// Special code to allow me to goto objects
		if (strstr(_vm->_line, "find")) {
			for (int i = 0; i < _vm->_object->_numObj; i++) {
				if (!scumm_stricmp(&_vm->_line[strlen("find") + 1], _vm->_text->getNoun(_vm->_object->_objects[i].nounIndex, 0))) {
					_vm->_scheduler->newScreen(_vm->_object->_objects[i].screenIndex);
					return;
				}
			}
		}
	}

	// Special meta commands
	// EXIT/QUIT
	if (!strcmp("exit", _vm->_line) || strstr(_vm->_line, "quit")) {
		if (Utils::Box(kBoxYesNo, "%s", _vm->_text->getTextParser(kTBExit_1d)) != 0)
			_vm->endGame();
		return;
	}

	// SAVE/RESTORE
	if (!strcmp("save", _vm->_line) && gameStatus.viewState == kViewPlay) {
		_vm->_file->saveGame(-1, Common::String());
		return;
	}

	if (!strcmp("restore", _vm->_line) && (gameStatus.viewState == kViewPlay || gameStatus.viewState == kViewIdle)) {
		_vm->_file->restoreGame(-1);
		_vm->_scheduler->restoreScreen(*_vm->_screen_p);
		gameStatus.viewState = kViewPlay;
		return;
	}

	// Empty line
	if (*_vm->_line == '\0')                        // Empty line
		return;
	if (strspn(_vm->_line, " ") == strlen(_vm->_line)) // Nothing but spaces!
		return;

	if (gameStatus.gameOverFl) {
		// No commands allowed!
		_vm->gameOverMsg();
		return;
	}

	char farComment[kCompLineSize * 5] = "";        // hold 5 line comment if object not nearby

	// Test for nearby objects referenced explicitly
	for (int i = 0; i < _vm->_object->_numObj; i++) {
		object_t *obj = &_vm->_object->_objects[i];
		if (isWordPresent(_vm->_text->getNounArray(obj->nounIndex))) {
			if (isObjectVerb_v3(obj, farComment) || isGenericVerb_v3(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->_object->_numObj; i++) {
		object_t *obj = &_vm->_object->_objects[i];
		if (obj->verbOnlyFl) {
			char contextComment[kCompLineSize * 5] = ""; // Unused comment for context objects
			if (isObjectVerb_v3(obj, contextComment) || isGenericVerb_v3(obj, contextComment))
				return;
		}
	}

	// No objects match command line, try background and catchall commands
	if (isBackgroundWord_v3(_backgroundObjects[*_vm->_screen_p]))
		return;
	if (isCatchallVerb_v3(_backgroundObjects[*_vm->_screen_p]))
		return;

	if (isBackgroundWord_v3(_catchallList))
		return;
	if (isCatchallVerb_v3(_catchallList))
		return;

	// If a not-near comment was generated, print it
	if (*farComment != '\0') {
		Utils::Box(kBoxAny, "%s", farComment);
		return;
	}

	// Nothing matches.  Report recognition success to user.
	const char *verb = findVerb();
	const char *noun = findNoun();
	if (verb == _vm->_text->getVerb(_vm->_look, 0) && _vm->_maze.enabledFl) {
		Utils::Box(kBoxAny, "%s", _vm->_text->getTextParser(kTBMaze));
		_vm->_object->showTakeables();
	} else if (verb && noun) {                      // A combination I didn't think of
		Utils::Box(kBoxAny, "%s", _vm->_text->getTextParser(kTBNoPoint));
	} else if (noun) {
		Utils::Box(kBoxAny, "%s", _vm->_text->getTextParser(kTBNoun));
	} else if (verb) {
		Utils::Box(kBoxAny, "%s", _vm->_text->getTextParser(kTBVerb));
	} else {
		Utils::Box(kBoxAny, "%s", _vm->_text->getTextParser(kTBEh));
	}
}