scummvm/engines/icb/mega_interaction.cpp

264 lines
9.1 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* Additional copyright for this file:
* Copyright (C) 1999-2000 Revolution Software Ltd.
* This code is based on source code created by Revolution Software,
* used with permission.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "engines/icb/p4.h" //for machine version
#include "engines/icb/common/px_common.h"
#include "engines/icb/common/px_linkeddatafile.h"
#include "engines/icb/mission.h"
#include "engines/icb/session.h"
#include "engines/icb/object_structs.h"
#include "engines/icb/debug.h"
#include "engines/icb/player.h"
#include "engines/icb/direct_input.h"
#include "engines/icb/barriers.h"
#include "engines/icb/common/px_route_barriers.h"
#include "engines/icb/global_objects.h"
#include "engines/icb/animation_mega_set.h"
#include "engines/icb/mission.h"
#include "engines/icb/common/px_scriptengine.h"
#include "engines/icb/common/ptr_util.h"
namespace ICB {
mcodeFunctionReturnCodes fn_mega_interacts(int32 &result, int32 *params) { return (MS->fn_mega_interacts(result, params)); }
mcodeFunctionReturnCodes fn_mega_generic_interact(int32 &result, int32 *params) { return (MS->fn_mega_generic_interact(result, params)); }
mcodeFunctionReturnCodes fn_interact_with_id(int32 &result, int32 *params) { return (MS->fn_interact_with_id(result, params)); }
mcodeFunctionReturnCodes _game_session::fn_interact_with_id(int32 &, int32 *params) {
// mega character interacts with an object via its id
// do check to see if script running
// if not set it up on level 2 and change script level
// params 0 id of target object
// 1 name of script
const char *script_name = (const char *)MemoryUtil::resolvePtr(params[1]);
CGame *target_object;
uint32 script_hash;
Zdebug("fn_interact_with_id with object");
Zdebug("fn_interact_with_id with object [%d], script [%s]", params[0], script_name);
script_hash = HashString(script_name);
// get target object
target_object = (CGame *)LinkedDataObject::Fetch_item_by_number(MS->objects, params[0]);
// set socket_id ready for any special socket functions
M->target_id = params[0];
// set this flag to avoid interact with id=0 based problems
M->interacting = TRUE8;
// now try and find a script with the passed extension i.e. ???::looping
for (uint32 k = 0; k < CGameObject::GetNoScripts(target_object); k++) {
if (script_hash == CGameObject::GetScriptNamePartHash(target_object, k)) {
Zdebug("found target interact script", k);
// script k is the one to run
// get the address of the script we want to run
char *ad = (char *)LinkedDataObject::Try_fetch_item_by_hash(scripts, CGameObject::GetScriptNameFullHash(target_object, k));
// write actual offset
L->logic[2] = ad;
// write reference for change script checks later - i.e. FN_context_chosen_script
L->logic_ref[2] = ad;
L->logic_level = 2; // reset to level 2
// action script will fall back to looping level 1
// script interpreter shouldn't write a pc back
return (IR_GOSUB);
}
}
Fatal_error("fn_interact_with_id - target object [%d] has not got a [%s] script", params[0], CGameObject::GetName(object));
return (IR_STOP);
}
mcodeFunctionReturnCodes _game_session::fn_mega_interacts(int32 &, int32 *params) {
// mega character interacts with an object
// do check to see if script running
// if not set it up on level 2 and change script level
// params 0 name of target object
// 1 name of script
CGame *target_object;
uint32 script_hash;
const char *object_name = (const char *)MemoryUtil::resolvePtr(params[0]);
const char *script_name = (const char *)MemoryUtil::resolvePtr(params[1]);
script_hash = HashString(script_name);
Zdebug("fn_mega_interacts with object [%s], script [%s]", object_name, script_name);
// get target object
target_object = (CGame *)LinkedDataObject::Try_fetch_item_by_name(MS->objects, object_name);
if (!target_object)
Fatal_error("fn_mega_interacts - named object [%s] don't exist", object_name);
// set socket_id ready for any special socket functions
M->target_id = LinkedDataObject::Fetch_item_number_by_name(objects, object_name);
// set this flag to avoid interact with id=0 based problems
M->interacting = TRUE8;
// now try and find a script with the passed extension i.e. ???::looping
for (uint32 k = 0; k < CGameObject::GetNoScripts(target_object); k++) {
if (script_hash == CGameObject::GetScriptNamePartHash(target_object, k)) {
Zdebug("found target interact script", k);
// script k is the one to run
// get the address of the script we want to run
char *ad = (char *)LinkedDataObject::Try_fetch_item_by_hash(scripts, CGameObject::GetScriptNameFullHash(target_object, k));
// write actual offset
L->logic[2] = ad;
// write reference for change script checks later - i.e. FN_context_chosen_script
L->logic_ref[2] = ad;
L->logic_level = 2; // reset to level 2
// action script will fall back to looping level 1
// script interpreter shouldn't write a pc back
return (IR_GOSUB);
}
}
Fatal_error("fn_mega_interacts - target object [%s] has not got a [%s] script", object_name, CGameObject::GetName(object));
return (IR_STOP);
}
mcodeFunctionReturnCodes _game_session::fn_mega_generic_interact(int32 &, int32 *params) {
// mega character interacts with an object using the INTERACT script that the player also uses
// params 0 ascii name of object
CGame *target_object;
uint32 script_hash;
const char *object_name = (const char *)MemoryUtil::resolvePtr(params[0]);
script_hash = HashString("interact");
Zdebug("fn_mega_generic_interact with [%s]", object_name);
// get target object
target_object = (CGame *)LinkedDataObject::Try_fetch_item_by_name(MS->objects, object_name);
if (!target_object)
Fatal_error("fn_mega_generic_interact - named object [%s] don't exist", object_name);
// set socket_id ready for any special socket functions
M->target_id = LinkedDataObject::Fetch_item_number_by_name(objects, object_name);
// set this flag to avoid interact with id=0 based problems
M->interacting = TRUE8;
// now try and find a script with the 'interact' extension i.e. ???::interact
for (uint32 k = 0; k < CGameObject::GetNoScripts(target_object); k++) {
if (script_hash == CGameObject::GetScriptNamePartHash(target_object, k)) {
Zdebug("found target interact script", k);
// script k is the one to run
// get the address of the script we want to run
char *ad = (char *)LinkedDataObject::Try_fetch_item_by_hash(scripts, CGameObject::GetScriptNameFullHash(target_object, k));
// write actual offset
L->logic[2] = ad;
// write reference for change script checks later - i.e. FN_context_chosen_script
L->logic_ref[2] = ad;
L->logic_level = 2; // reset to level 2
// action script will fall back to looping level 1
// script interpreter shouldn't write a pc back
return (IR_GOSUB);
}
}
Fatal_error("fn_mega_generic_interact - [%s] finds target object [%s] has not got an 'interact' script", CGameObject::GetName(object), object_name);
return (IR_STOP);
}
bool8 _game_session::chi_interacts(int32 id, const char *script_name) {
// chi interacts with a follow object
// set it up on level 2 and change script level
CGame *target_object;
uint32 script_hash;
script_hash = HashString(script_name);
// get target object
target_object = (CGame *)LinkedDataObject::Fetch_item_by_number(MS->objects, id);
if (!target_object)
Fatal_error("chi_interacts - object [%d] don't exist", id);
// set socket_id ready for any special socket functions
M->target_id = id;
// set this flag to avoid interact with id=0 based problems
M->interacting = TRUE8;
// now try and find a script with the passed extension i.e. ???::looping
for (uint32 k = 0; k < CGameObject::GetNoScripts(target_object); k++) {
if (script_hash == CGameObject::GetScriptNamePartHash(target_object, k)) {
// script k is the one to run
// get the address of the script we want to run
char *ad = (char *)LinkedDataObject::Try_fetch_item_by_hash(scripts, CGameObject::GetScriptNameFullHash(target_object, k));
// write actual offset
L->logic[2] = ad;
// write reference for change script checks later - i.e. FN_context_chosen_script
L->logic_ref[2] = ad;
L->logic_level = 2; // reset to level 2
// action script will fall back to looping level 1
// script interpreter shouldn't write a pc back
return TRUE8;
}
}
// couldnt find chi script
return FALSE8;
}
} // End of namespace ICB