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https://github.com/libretro/scummvm.git
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266 lines
8.9 KiB
C++
266 lines
8.9 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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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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c_game_object *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 = (c_game_object *)MS->objects->Fetch_item_by_number(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 extention i.e. ???::looping
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for (uint32 k = 0; k < target_object->GetNoScripts(); k++) {
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if (script_hash == target_object->GetScriptNamePartHash(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 *)scripts->Try_fetch_item_by_hash(target_object->GetScriptNameFullHash(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 interpretter shouldnt 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], object->GetName());
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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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c_game_object *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 = (c_game_object *)MS->objects->Try_fetch_item_by_name(object_name);
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if (!target_object)
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Fatal_error("fn_mega_interacts - named object [%s] dont exist", object_name);
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// set socket_id ready for any special socket functions
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M->target_id = objects->Fetch_item_number_by_name(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 extention i.e. ???::looping
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for (uint32 k = 0; k < target_object->GetNoScripts(); k++) {
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if (script_hash == target_object->GetScriptNamePartHash(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 *)scripts->Try_fetch_item_by_hash(target_object->GetScriptNameFullHash(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 interpretter shouldnt 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, object->GetName());
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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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c_game_object *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 = (c_game_object *)MS->objects->Try_fetch_item_by_name(object_name);
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if (!target_object)
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Fatal_error("fn_mega_generic_interact - named object [%s] dont exist", object_name);
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// set socket_id ready for any special socket functions
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M->target_id = objects->Fetch_item_number_by_name(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' extention i.e. ???::interact
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for (uint32 k = 0; k < target_object->GetNoScripts(); k++) {
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if (script_hash == target_object->GetScriptNamePartHash(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 *)scripts->Try_fetch_item_by_hash(target_object->GetScriptNameFullHash(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 interpretter shouldnt 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", object->GetName(), 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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c_game_object *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 = (c_game_object *)MS->objects->Fetch_item_by_number(id);
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if (!target_object)
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Fatal_error("chi_interacts - object [%d] dont 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 extention i.e. ???::looping
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for (uint32 k = 0; k < target_object->GetNoScripts(); k++) {
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if (script_hash == target_object->GetScriptNamePartHash(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 *)scripts->Try_fetch_item_by_hash(target_object->GetScriptNameFullHash(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 interpretter shouldnt 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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