/** * 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; }
/** * 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; }
/** * 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; }
/** * 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; }
/** * 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; }
/** * 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; }
/** * 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; }
/** * 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]); } }
/** * 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)); } }