scummvm/engines/icb/fn_icon_functions.cpp
2020-10-06 09:51:20 +02:00

308 lines
11 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "engines/icb/common/px_rccommon.h"
#include "engines/icb/common/px_rcutypes.h"
#include "engines/icb/common/ptr_util.h"
#include "engines/icb/global_objects.h"
#include "engines/icb/mission.h"
#include "engines/icb/remora.h"
#include "engines/icb/text_sprites.h"
#include "engines/icb/icon_list_manager.h"
namespace ICB {
// These are general icon list functions.
mcodeFunctionReturnCodes fn_is_carrying(int32 &result, int32 *params) { return (MS->fn_is_carrying(result, params)); }
mcodeFunctionReturnCodes fn_carrying_how_many(int32 &result, int32 *params) { return (MS->fn_carrying_how_many(result, params)); }
mcodeFunctionReturnCodes fn_is_holding(int32 &result, int32 *params) { return (MS->fn_is_holding(result, params)); }
mcodeFunctionReturnCodes fn_item_held(int32 &result, int32 *params) { return (MS->fn_item_held(result, params)); }
mcodeFunctionReturnCodes fn_drop(int32 &result, int32 *params) { return (MS->fn_drop(result, params)); }
mcodeFunctionReturnCodes fn_reset_icon_list(int32 &result, int32 *params) { return (MS->fn_reset_icon_list(result, params)); }
mcodeFunctionReturnCodes fn_add_icon_to_icon_list(int32 &result, int32 *params) { return (MS->fn_add_icon_to_icon_list(result, params)); }
mcodeFunctionReturnCodes fn_remove_icon_from_icon_list(int32 &result, int32 *params) { return (MS->fn_remove_icon_from_icon_list(result, params)); }
mcodeFunctionReturnCodes fn_interact_choose(int32 &result, int32 *params) { return (MS->fn_interact_choose(result, params)); }
mcodeFunctionReturnCodes fn_destroy_icon_list(int32 &result, int32 *params) { return (MS->fn_destroy_icon_list(result, params)); }
// These two are wrappers for dealing with the inventory (save having to pass in the name of the inventory icon list).
mcodeFunctionReturnCodes fn_add_inventory_item(int32 &result, int32 *params) { return (MS->fn_add_inventory_item(result, params)); }
mcodeFunctionReturnCodes fn_remove_inventory_item(int32 &result, int32 *params) { return (MS->fn_remove_inventory_item(result, params)); }
// These are wrappers for handling functions to do with ammo and health packs.
mcodeFunctionReturnCodes fn_add_medipacks(int32 &result, int32 *params) { return (MS->fn_add_medipacks(result, params)); }
mcodeFunctionReturnCodes fn_use_medipacks(int32 &result, int32 *params) { return (MS->fn_use_medipacks(result, params)); }
mcodeFunctionReturnCodes fn_add_ammo_clips(int32 &result, int32 *params) { return (MS->fn_add_ammo_clips(result, params)); }
mcodeFunctionReturnCodes fn_use_ammo_clips(int32 &result, int32 *params) { return (MS->fn_use_ammo_clips(result, params)); }
mcodeFunctionReturnCodes _game_session::fn_is_carrying(int32 &result, int32 *params) {
const char *item_name = (const char *)MemoryUtil::resolvePtr(params[0]);
// Call the function that does the work.
result = g_oIconListManager->Carrying(ICON_LIST_INVENTORY, item_name);
// Calling script can continue.
return (IR_CONT);
}
mcodeFunctionReturnCodes _game_session::fn_carrying_how_many(int32 &result, int32 *params) {
const char *item_name = (const char *)MemoryUtil::resolvePtr(params[0]);
// Call the function that does the work.
result = g_oIconListManager->CarryingHowMany(ICON_LIST_INVENTORY, item_name);
// Calling script can continue.
return (IR_CONT);
}
mcodeFunctionReturnCodes _game_session::fn_item_held(int32 &result, int32 *) {
// Call the function that does the work.
result = g_oIconListManager->ItemHeld();
// Calling script can continue.
return (IR_CONT);
}
mcodeFunctionReturnCodes _game_session::fn_is_holding(int32 &result, int32 *params) {
const char *item_name = (const char *)MemoryUtil::resolvePtr(params[0]);
// Call the function that does the work.
result = g_oIconListManager->Holding(item_name);
// Calling script can continue.
return (IR_CONT);
}
mcodeFunctionReturnCodes _game_session::fn_drop(int32 &, int32 *) {
// Call the function that does the work.
g_oIconListManager->Drop();
// Calling script can continue.
return (IR_CONT);
}
mcodeFunctionReturnCodes _game_session::fn_add_inventory_item(int32 &, int32 *params) {
char pcIconPath[ENGINE_STRING_LEN];
const char *item_name = (const char *)MemoryUtil::resolvePtr(params[0]);
// Call the function that does the work.
g_oIconListManager->AddIconToList(ICON_LIST_INVENTORY, item_name);
// Preload the icon for PSX smoothing.
sprintf(pcIconPath, ICON_PATH);
g_oIconMenu->PreloadIcon(pcIconPath, item_name);
// Calling script can continue.
return (IR_CONT);
}
mcodeFunctionReturnCodes _game_session::fn_remove_inventory_item(int32 &, int32 *params) {
const char *item_name = (const char *)MemoryUtil::resolvePtr(params[0]);
// Call the function that does the work.
g_oIconListManager->RemoveIconFromList(ICON_LIST_INVENTORY, item_name);
// Calling script can continue.
return (IR_CONT);
}
mcodeFunctionReturnCodes _game_session::fn_add_medipacks(int32 &result, int32 *params) {
char pcIconPath[ENGINE_STRING_LEN];
bool8 bFlashIcons;
// can only carry 2
if (g_mission->num_medi >= 2) {
result = 1; // not given
return IR_CONT;
}
// Type-safe convert the integer second parameter to a bool8.
bFlashIcons = ((int32)params[1] == 0) ? FALSE8 : TRUE8;
// Call the function that does the work.
player.AddMediPacks(1, bFlashIcons);
// Preload the icon for PSX smoothing.
sprintf(pcIconPath, ICON_PATH);
g_oIconMenu->PreloadIcon(pcIconPath, ARMS_HEALTH_NAME);
// Calling script can continue.
result = 0; // given
return (IR_CONT);
}
mcodeFunctionReturnCodes _game_session::fn_use_medipacks(int32 &, int32 *params) {
// Remove the medipacks.
player.UseMediPacks((uint32)params[0]);
// Calling script can continue.
return (IR_CONT);
}
mcodeFunctionReturnCodes _game_session::fn_add_ammo_clips(int32 &result, int32 *params) {
char pcIconPath[ENGINE_STRING_LEN];
bool8 bFlashIcons;
// Type-safe convert the integer second parameter to a bool8.
bFlashIcons = ((int32)params[1] == 0) ? FALSE8 : TRUE8;
// how many we got already?
int32 clips = player.GetNoAmmoClips();
// work out max we can carry minus what we have
int32 can_take = player.GetMaxClips() - clips;
if (can_take >= params[0]) { // we have room for all we're being given
// Call the function that does the work.
player.AddAmmoClips((uint32)params[0], bFlashIcons);
result = 0;
} else { // cant take all that were offered
// Call the function that does the work.
player.AddAmmoClips(can_take, bFlashIcons); // take max we can take
result = params[0] - can_take; // leave behind those we cant take
}
// Preload the icon for PSX smoothing.
sprintf(pcIconPath, ICON_PATH);
g_oIconMenu->PreloadIcon(pcIconPath, ARMS_AMMO_NAME);
// Calling script can continue.
return (IR_CONT);
}
mcodeFunctionReturnCodes _game_session::fn_use_ammo_clips(int32 &, int32 *params) {
// Remove the medipacks.
player.UseAmmoClips((uint32)params[0]);
// Calling script can continue.
return (IR_CONT);
}
mcodeFunctionReturnCodes _game_session::fn_add_icon_to_icon_list(int32 &, int32 *params) {
char pcIconPath[ENGINE_STRING_LEN];
const char *list_name = (const char *)MemoryUtil::resolvePtr(params[0]);
const char *icon_name = (const char *)MemoryUtil::resolvePtr(params[1]);
// Call the engine function that does the work.
g_oIconListManager->AddIconToList(list_name, icon_name);
// Preload the icon for PSX smoothing.
sprintf(pcIconPath, ICON_PATH);
g_oIconMenu->PreloadIcon(pcIconPath, icon_name);
// Calling script can continue.
return (IR_CONT);
}
mcodeFunctionReturnCodes _game_session::fn_remove_icon_from_icon_list(int32 &, int32 *params) {
const char *list_name = (const char *)MemoryUtil::resolvePtr(params[0]);
const char *icon_name = (const char *)MemoryUtil::resolvePtr(params[1]);
// Call the engine function that does the work.
g_oIconListManager->RemoveIconFromList(list_name, icon_name);
// Calling script can continue.
return (IR_CONT);
}
mcodeFunctionReturnCodes _game_session::fn_reset_icon_list(int32 &, int32 *params) {
const char *list_name = (const char *)MemoryUtil::resolvePtr(params[0]);
// Make the call to the Remora object.
g_oIconListManager->ResetList(list_name);
// Calling script can continue.
return (IR_CONT);
}
mcodeFunctionReturnCodes _game_session::fn_destroy_icon_list(int32 &, int32 *params) {
const char *list_name = (const char *)MemoryUtil::resolvePtr(params[0]);
// Call the engine function that does the work.
g_oIconListManager->DestroyList(list_name);
// Calling script can continue.
return (IR_CONT);
}
mcodeFunctionReturnCodes _game_session::fn_interact_choose(int32 &, int32 *params) {
_input *psInputState;
const char *list_name = (const char *)MemoryUtil::resolvePtr(params[0]);
// Check to see if we are already looping
if (!L->looping) {
// There has to be a current interact object.
if (!MS->player.Fetch_player_interact_status())
Fatal_error("fn_interact_choose() can only be called from an interact script");
// Mark the fact that we are now looping.
L->looping = 1;
// Bring up the icon menu.
g_oIconListManager->ActivateIconMenu(list_name, TRUE8, FALSE8);
MS->player.Push_control_mode(ACTOR_RELATIVE);
// Must call this function again as long as this interface is active.
return (IR_REPEAT);
} else {
// This is a subsequent call to this function. Cycle the icon menu logic.
MS->player.Update_input_state();
psInputState = MS->player.Fetch_input_state();
if (g_oIconMenu->CycleIconMenu(*psInputState)) {
// Menu still active, so we must continue cycling its logic next time through.
return (IR_REPEAT);
} else {
// A selection has been made or the menu has been cancelled. Calling script can now continue.
MS->player.Pop_control_mode();
L->looping = 0;
return (IR_CONT);
}
}
// To fix a GCC compiler warning.
return (IR_REPEAT);
}
} // End of namespace ICB