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engines/icb/mega_interaction.cpp
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264
engines/icb/mega_interaction.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/p4.h" //for machine version
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#include "engines/icb/common/px_common.h"
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#include "engines/icb/common/px_linkeddatafile.h"
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#include "engines/icb/mission.h"
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#include "engines/icb/session.h"
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#include "engines/icb/object_structs.h"
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#include "engines/icb/debug.h"
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#include "engines/icb/player.h"
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#include "engines/icb/direct_input.h"
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#include "engines/icb/barriers.h"
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#include "engines/icb/common/px_route_barriers.h"
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#include "engines/icb/global_objects.h"
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#include "engines/icb/animation_mega_set.h"
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#include "engines/icb/mission.h"
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#include "engines/icb/common/px_scriptengine.h"
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#include "engines/icb/common/ptr_util.h"
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namespace ICB {
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mcodeFunctionReturnCodes fn_mega_interacts(int32 &result, int32 *params) { return (MS->fn_mega_interacts(result, params)); }
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mcodeFunctionReturnCodes fn_mega_generic_interact(int32 &result, int32 *params) { return (MS->fn_mega_generic_interact(result, params)); }
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mcodeFunctionReturnCodes fn_interact_with_id(int32 &result, int32 *params) { return (MS->fn_interact_with_id(result, params)); }
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mcodeFunctionReturnCodes _game_session::fn_interact_with_id(int32 &, int32 *params) {
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// mega character interacts with an object via its id
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// do check to see if script running
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// if not set it up on level 2 and change script level
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// params 0 id of target object
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// 1 name of script
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const char *script_name = (const char *)MemoryUtil::resolvePtr(params[1]);
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CGame *target_object;
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uint32 script_hash;
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Zdebug("fn_interact_with_id with object");
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Zdebug("fn_interact_with_id with object [%d], script [%s]", params[0], script_name);
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script_hash = HashString(script_name);
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// get target object
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target_object = (CGame *)LinkedDataObject::Fetch_item_by_number(MS->objects, params[0]);
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// set socket_id ready for any special socket functions
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M->target_id = params[0];
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// set this flag to avoid interact with id=0 based problems
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M->interacting = TRUE8;
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// now try and find a script with the passed extension i.e. ???::looping
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for (uint32 k = 0; k < CGameObject::GetNoScripts(target_object); k++) {
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if (script_hash == CGameObject::GetScriptNamePartHash(target_object, k)) {
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Zdebug("found target interact script", k);
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// script k is the one to run
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// get the address of the script we want to run
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char *ad = (char *)LinkedDataObject::Try_fetch_item_by_hash(scripts, CGameObject::GetScriptNameFullHash(target_object, k));
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// write actual offset
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L->logic[2] = ad;
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// write reference for change script checks later - i.e. FN_context_chosen_script
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L->logic_ref[2] = ad;
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L->logic_level = 2; // reset to level 2
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// action script will fall back to looping level 1
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// script interpreter shouldn't write a pc back
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return (IR_GOSUB);
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}
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}
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Fatal_error("fn_interact_with_id - target object [%d] has not got a [%s] script", params[0], CGameObject::GetName(object));
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return (IR_STOP);
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}
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mcodeFunctionReturnCodes _game_session::fn_mega_interacts(int32 &, int32 *params) {
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// mega character interacts with an object
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// do check to see if script running
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// if not set it up on level 2 and change script level
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// params 0 name of target object
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// 1 name of script
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CGame *target_object;
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uint32 script_hash;
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const char *object_name = (const char *)MemoryUtil::resolvePtr(params[0]);
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const char *script_name = (const char *)MemoryUtil::resolvePtr(params[1]);
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script_hash = HashString(script_name);
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Zdebug("fn_mega_interacts with object [%s], script [%s]", object_name, script_name);
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// get target object
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target_object = (CGame *)LinkedDataObject::Try_fetch_item_by_name(MS->objects, object_name);
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if (!target_object)
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Fatal_error("fn_mega_interacts - named object [%s] don't exist", object_name);
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// set socket_id ready for any special socket functions
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M->target_id = LinkedDataObject::Fetch_item_number_by_name(objects, object_name);
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// set this flag to avoid interact with id=0 based problems
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M->interacting = TRUE8;
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// now try and find a script with the passed extension i.e. ???::looping
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for (uint32 k = 0; k < CGameObject::GetNoScripts(target_object); k++) {
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if (script_hash == CGameObject::GetScriptNamePartHash(target_object, k)) {
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Zdebug("found target interact script", k);
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// script k is the one to run
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// get the address of the script we want to run
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char *ad = (char *)LinkedDataObject::Try_fetch_item_by_hash(scripts, CGameObject::GetScriptNameFullHash(target_object, k));
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// write actual offset
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L->logic[2] = ad;
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// write reference for change script checks later - i.e. FN_context_chosen_script
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L->logic_ref[2] = ad;
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L->logic_level = 2; // reset to level 2
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// action script will fall back to looping level 1
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// script interpreter shouldn't write a pc back
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return (IR_GOSUB);
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}
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}
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Fatal_error("fn_mega_interacts - target object [%s] has not got a [%s] script", object_name, CGameObject::GetName(object));
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return (IR_STOP);
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}
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mcodeFunctionReturnCodes _game_session::fn_mega_generic_interact(int32 &, int32 *params) {
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// mega character interacts with an object using the INTERACT script that the player also uses
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// params 0 ascii name of object
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CGame *target_object;
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uint32 script_hash;
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const char *object_name = (const char *)MemoryUtil::resolvePtr(params[0]);
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script_hash = HashString("interact");
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Zdebug("fn_mega_generic_interact with [%s]", object_name);
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// get target object
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target_object = (CGame *)LinkedDataObject::Try_fetch_item_by_name(MS->objects, object_name);
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if (!target_object)
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Fatal_error("fn_mega_generic_interact - named object [%s] don't exist", object_name);
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// set socket_id ready for any special socket functions
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M->target_id = LinkedDataObject::Fetch_item_number_by_name(objects, object_name);
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// set this flag to avoid interact with id=0 based problems
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M->interacting = TRUE8;
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// now try and find a script with the 'interact' extension i.e. ???::interact
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for (uint32 k = 0; k < CGameObject::GetNoScripts(target_object); k++) {
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if (script_hash == CGameObject::GetScriptNamePartHash(target_object, k)) {
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Zdebug("found target interact script", k);
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// script k is the one to run
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// get the address of the script we want to run
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char *ad = (char *)LinkedDataObject::Try_fetch_item_by_hash(scripts, CGameObject::GetScriptNameFullHash(target_object, k));
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// write actual offset
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L->logic[2] = ad;
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// write reference for change script checks later - i.e. FN_context_chosen_script
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L->logic_ref[2] = ad;
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L->logic_level = 2; // reset to level 2
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// action script will fall back to looping level 1
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// script interpreter shouldn't write a pc back
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return (IR_GOSUB);
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}
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}
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Fatal_error("fn_mega_generic_interact - [%s] finds target object [%s] has not got an 'interact' script", CGameObject::GetName(object), object_name);
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return (IR_STOP);
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}
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bool8 _game_session::chi_interacts(int32 id, const char *script_name) {
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// chi interacts with a follow object
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// set it up on level 2 and change script level
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CGame *target_object;
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uint32 script_hash;
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script_hash = HashString(script_name);
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// get target object
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target_object = (CGame *)LinkedDataObject::Fetch_item_by_number(MS->objects, id);
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if (!target_object)
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Fatal_error("chi_interacts - object [%d] don't exist", id);
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// set socket_id ready for any special socket functions
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M->target_id = id;
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// set this flag to avoid interact with id=0 based problems
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M->interacting = TRUE8;
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// now try and find a script with the passed extension i.e. ???::looping
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for (uint32 k = 0; k < CGameObject::GetNoScripts(target_object); k++) {
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if (script_hash == CGameObject::GetScriptNamePartHash(target_object, k)) {
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// script k is the one to run
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// get the address of the script we want to run
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char *ad = (char *)LinkedDataObject::Try_fetch_item_by_hash(scripts, CGameObject::GetScriptNameFullHash(target_object, k));
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// write actual offset
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L->logic[2] = ad;
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// write reference for change script checks later - i.e. FN_context_chosen_script
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L->logic_ref[2] = ad;
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L->logic_level = 2; // reset to level 2
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// action script will fall back to looping level 1
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// script interpreter shouldn't write a pc back
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return TRUE8;
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}
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}
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// couldnt find chi script
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return FALSE8;
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}
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} // End of namespace ICB
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