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engines/icb/fn_icon_functions.cpp
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324
engines/icb/fn_icon_functions.cpp
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/* 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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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "engines/icb/icb.h"
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#include "engines/icb/common/px_rcutypes.h"
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#include "engines/icb/common/ptr_util.h"
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#include "engines/icb/global_objects.h"
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#include "engines/icb/mission.h"
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#include "engines/icb/remora.h"
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#include "engines/icb/text_sprites.h"
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#include "engines/icb/icon_list_manager.h"
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namespace ICB {
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// These are general icon list functions.
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mcodeFunctionReturnCodes fn_is_carrying(int32 &result, int32 *params) { return (MS->fn_is_carrying(result, params)); }
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mcodeFunctionReturnCodes fn_carrying_how_many(int32 &result, int32 *params) { return (MS->fn_carrying_how_many(result, params)); }
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mcodeFunctionReturnCodes fn_is_holding(int32 &result, int32 *params) { return (MS->fn_is_holding(result, params)); }
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mcodeFunctionReturnCodes fn_item_held(int32 &result, int32 *params) { return (MS->fn_item_held(result, params)); }
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mcodeFunctionReturnCodes fn_drop(int32 &result, int32 *params) { return (MS->fn_drop(result, params)); }
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mcodeFunctionReturnCodes fn_reset_icon_list(int32 &result, int32 *params) { return (MS->fn_reset_icon_list(result, params)); }
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mcodeFunctionReturnCodes fn_add_icon_to_icon_list(int32 &result, int32 *params) { return (MS->fn_add_icon_to_icon_list(result, params)); }
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mcodeFunctionReturnCodes fn_remove_icon_from_icon_list(int32 &result, int32 *params) { return (MS->fn_remove_icon_from_icon_list(result, params)); }
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mcodeFunctionReturnCodes fn_interact_choose(int32 &result, int32 *params) { return (MS->fn_interact_choose(result, params)); }
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mcodeFunctionReturnCodes fn_destroy_icon_list(int32 &result, int32 *params) { return (MS->fn_destroy_icon_list(result, params)); }
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// These two are wrappers for dealing with the inventory (save having to pass in the name of the inventory icon list).
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mcodeFunctionReturnCodes fn_add_inventory_item(int32 &result, int32 *params) { return (MS->fn_add_inventory_item(result, params)); }
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mcodeFunctionReturnCodes fn_remove_inventory_item(int32 &result, int32 *params) { return (MS->fn_remove_inventory_item(result, params)); }
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// These are wrappers for handling functions to do with ammo and health packs.
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mcodeFunctionReturnCodes fn_add_medipacks(int32 &result, int32 *params) { return (MS->fn_add_medipacks(result, params)); }
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mcodeFunctionReturnCodes fn_use_medipacks(int32 &result, int32 *params) { return (MS->fn_use_medipacks(result, params)); }
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mcodeFunctionReturnCodes fn_add_ammo_clips(int32 &result, int32 *params) { return (MS->fn_add_ammo_clips(result, params)); }
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mcodeFunctionReturnCodes fn_use_ammo_clips(int32 &result, int32 *params) { return (MS->fn_use_ammo_clips(result, params)); }
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mcodeFunctionReturnCodes fn_shutdown_inventory(int32 &result, int32 *params) { return (MS->fn_shutdown_inventory(result, params)); }
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mcodeFunctionReturnCodes _game_session::fn_is_carrying(int32 &result, int32 *params) {
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const char *item_name = (const char *)MemoryUtil::resolvePtr(params[0]);
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// Call the function that does the work.
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result = g_oIconListManager->Carrying(ICON_LIST_INVENTORY, item_name);
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// Calling script can continue.
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return (IR_CONT);
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}
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mcodeFunctionReturnCodes _game_session::fn_carrying_how_many(int32 &result, int32 *params) {
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const char *item_name = (const char *)MemoryUtil::resolvePtr(params[0]);
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// Call the function that does the work.
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result = g_oIconListManager->CarryingHowMany(ICON_LIST_INVENTORY, item_name);
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// Calling script can continue.
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return (IR_CONT);
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}
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mcodeFunctionReturnCodes _game_session::fn_item_held(int32 &result, int32 *) {
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// Call the function that does the work.
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result = g_oIconListManager->ItemHeld();
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// Calling script can continue.
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return (IR_CONT);
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}
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mcodeFunctionReturnCodes _game_session::fn_is_holding(int32 &result, int32 *params) {
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const char *item_name = (const char *)MemoryUtil::resolvePtr(params[0]);
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// Call the function that does the work.
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result = g_oIconListManager->Holding(item_name);
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// Calling script can continue.
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return (IR_CONT);
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}
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mcodeFunctionReturnCodes _game_session::fn_drop(int32 &, int32 *) {
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// Call the function that does the work.
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g_oIconListManager->Drop();
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// Calling script can continue.
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return (IR_CONT);
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}
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mcodeFunctionReturnCodes _game_session::fn_add_inventory_item(int32 &, int32 *params) {
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char pcIconPath[ENGINE_STRING_LEN];
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const char *item_name = (const char *)MemoryUtil::resolvePtr(params[0]);
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// Call the function that does the work.
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g_oIconListManager->AddIconToList(ICON_LIST_INVENTORY, item_name);
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// Preload the icon for PSX smoothing.
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Common::sprintf_s(pcIconPath, ICON_PATH);
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g_oIconMenu->PreloadIcon(pcIconPath, item_name);
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// Calling script can continue.
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return (IR_CONT);
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}
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mcodeFunctionReturnCodes _game_session::fn_remove_inventory_item(int32 &, int32 *params) {
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const char *item_name = (const char *)MemoryUtil::resolvePtr(params[0]);
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// Call the function that does the work.
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g_oIconListManager->RemoveIconFromList(ICON_LIST_INVENTORY, item_name);
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// Calling script can continue.
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return (IR_CONT);
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}
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mcodeFunctionReturnCodes _game_session::fn_add_medipacks(int32 &result, int32 *params) {
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if (g_icb->getGameType() == GType_ELDORADO) {
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result = 0;
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return IR_CONT;
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}
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char pcIconPath[ENGINE_STRING_LEN];
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bool8 bFlashIcons;
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// can only carry 2
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if (g_mission->num_medi >= 2) {
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result = 1; // not given
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return IR_CONT;
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}
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// Type-safe convert the integer second parameter to a bool8.
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bFlashIcons = ((int32)params[1] == 0) ? FALSE8 : TRUE8;
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// Call the function that does the work.
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player.AddMediPacks(1, bFlashIcons);
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// Preload the icon for PSX smoothing.
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Common::sprintf_s(pcIconPath, ICON_PATH);
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g_oIconMenu->PreloadIcon(pcIconPath, ARMS_HEALTH_NAME);
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// Calling script can continue.
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result = 0; // given
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return (IR_CONT);
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}
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mcodeFunctionReturnCodes _game_session::fn_use_medipacks(int32 &, int32 *params) {
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// Remove the medipacks.
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player.UseMediPacks((uint32)params[0]);
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// Calling script can continue.
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return (IR_CONT);
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}
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mcodeFunctionReturnCodes _game_session::fn_add_ammo_clips(int32 &result, int32 *params) {
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if (g_icb->getGameType() == GType_ELDORADO) {
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return IR_CONT;
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}
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char pcIconPath[ENGINE_STRING_LEN];
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bool8 bFlashIcons;
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// Type-safe convert the integer second parameter to a bool8.
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bFlashIcons = ((int32)params[1] == 0) ? FALSE8 : TRUE8;
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// how many we got already?
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int32 clips = player.GetNoAmmoClips();
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// work out max we can carry minus what we have
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int32 can_take = player.GetMaxClips() - clips;
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if (can_take >= params[0]) { // we have room for all we're being given
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// Call the function that does the work.
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player.AddAmmoClips((uint32)params[0], bFlashIcons);
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result = 0;
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} else { // can't take all that were offered
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// Call the function that does the work.
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player.AddAmmoClips(can_take, bFlashIcons); // take max we can take
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result = params[0] - can_take; // leave behind those we can't take
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}
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// Preload the icon for PSX smoothing.
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Common::sprintf_s(pcIconPath, ICON_PATH);
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g_oIconMenu->PreloadIcon(pcIconPath, ARMS_AMMO_NAME);
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// Calling script can continue.
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return (IR_CONT);
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}
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mcodeFunctionReturnCodes _game_session::fn_use_ammo_clips(int32 &, int32 *params) {
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// Remove the medipacks.
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player.UseAmmoClips((uint32)params[0]);
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// Calling script can continue.
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return (IR_CONT);
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}
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mcodeFunctionReturnCodes _game_session::fn_add_icon_to_icon_list(int32 &, int32 *params) {
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char pcIconPath[ENGINE_STRING_LEN];
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const char *list_name = (const char *)MemoryUtil::resolvePtr(params[0]);
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const char *icon_name = (const char *)MemoryUtil::resolvePtr(params[1]);
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// Call the engine function that does the work.
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g_oIconListManager->AddIconToList(list_name, icon_name);
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// Preload the icon for PSX smoothing.
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Common::sprintf_s(pcIconPath, ICON_PATH);
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g_oIconMenu->PreloadIcon(pcIconPath, icon_name);
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// Calling script can continue.
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return (IR_CONT);
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}
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mcodeFunctionReturnCodes _game_session::fn_remove_icon_from_icon_list(int32 &, int32 *params) {
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const char *list_name = (const char *)MemoryUtil::resolvePtr(params[0]);
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const char *icon_name = (const char *)MemoryUtil::resolvePtr(params[1]);
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// Call the engine function that does the work.
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g_oIconListManager->RemoveIconFromList(list_name, icon_name);
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// Calling script can continue.
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return (IR_CONT);
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}
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mcodeFunctionReturnCodes _game_session::fn_reset_icon_list(int32 &, int32 *params) {
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const char *list_name = (const char *)MemoryUtil::resolvePtr(params[0]);
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// Make the call to the Remora object.
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g_oIconListManager->ResetList(list_name);
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// Calling script can continue.
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return (IR_CONT);
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}
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mcodeFunctionReturnCodes _game_session::fn_destroy_icon_list(int32 &, int32 *params) {
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const char *list_name = (const char *)MemoryUtil::resolvePtr(params[0]);
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// Call the engine function that does the work.
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g_oIconListManager->DestroyList(list_name);
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// Calling script can continue.
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return (IR_CONT);
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}
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mcodeFunctionReturnCodes _game_session::fn_interact_choose(int32 &, int32 *params) {
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_input *psInputState;
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const char *list_name = (const char *)MemoryUtil::resolvePtr(params[0]);
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// Check to see if we are already looping
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if (!L->looping) {
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// There has to be a current interact object.
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if (!MS->player.Fetch_player_interact_status())
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Fatal_error("fn_interact_choose() can only be called from an interact script");
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// Mark the fact that we are now looping.
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L->looping = 1;
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// Bring up the icon menu.
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g_oIconListManager->ActivateIconMenu(list_name, TRUE8, FALSE8);
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MS->player.Push_control_mode(ACTOR_RELATIVE);
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// Must call this function again as long as this interface is active.
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return (IR_REPEAT);
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} else {
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// This is a subsequent call to this function. Cycle the icon menu logic.
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MS->player.Update_input_state();
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psInputState = MS->player.Fetch_input_state();
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if (g_oIconMenu->CycleIconMenu(*psInputState)) {
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// Menu still active, so we must continue cycling its logic next time through.
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return (IR_REPEAT);
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} else {
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// A selection has been made or the menu has been cancelled. Calling script can now continue.
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MS->player.Pop_control_mode();
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L->looping = 0;
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return (IR_CONT);
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}
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}
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// To fix a GCC compiler warning.
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return (IR_REPEAT);
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}
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mcodeFunctionReturnCodes _game_session::fn_shutdown_inventory(int32 &, int32 *) {
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g_oIconMenu->CloseDownIconMenu();
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// Calling script can continue.
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return IR_CONT;
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}
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} // End of namespace ICB
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