scummvm/engines/icb/set.cpp
2021-03-14 08:59:48 +01:00

183 lines
4.8 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_common.h"
#include "engines/icb/p4_generic.h"
#include "engines/icb/set.h"
#include "engines/icb/debug.h"
#include "engines/icb/mission.h"
#include "engines/icb/session.h"
#include "engines/icb/common/px_string.h"
#include "engines/icb/res_man.h"
#include "engines/icb/global_objects.h"
#include "engines/icb/global_switches.h"
#include "engines/icb/surface_manager.h"
#include "engines/icb/p4.h"
#include "engines/icb/text.h"
namespace ICB {
int32 _game_session::GetSelectedMegaId(void) {
selected_mega_id = -1;
if ((g_px->mega_hilite) && (player.interact_selected)) {
int32 sel_id = player.cur_interact_id;
if (logic_structs[sel_id]->image_type != PROP) {
selected_mega_id = player.cur_interact_id;
}
}
return selected_mega_id;
}
void _game_session::GetSelectedMegaRGB(uint8 &r, uint8 &g, uint8 &b) {
int32 newr = (uint8)g_mega_select_r + r;
int32 newg = (uint8)g_mega_select_g + g;
int32 newb = (uint8)g_mega_select_b + b;
if (newr > 150)
newr = 150;
if (newg > 150)
newg = 150;
if (newb > 150)
newb = 150;
r = (uint8)newr;
g = (uint8)newg;
b = (uint8)newb;
g_mega_select_r += 8;
g_mega_select_g += 8;
g_mega_select_b += 8;
if (g_mega_select_r > 128)
g_mega_select_r = 40;
if (g_mega_select_g > 128)
g_mega_select_g = 40;
if (g_mega_select_b > 128)
g_mega_select_b = 40;
}
int32 _game_session::GetSelectedPropId(void) {
selected_prop_id = -1;
if ((g_px->prop_hilite) && (player.interact_selected)) {
int32 sel_id = player.cur_interact_id;
if (logic_structs[sel_id]->image_type == PROP) {
selected_prop_id = player.cur_interact_id;
}
}
return selected_prop_id;
}
void _game_session::GetSelectedPropRGB(uint8 &r, uint8 &g, uint8 &b) {
r = (uint8)g_prop_select_r;
g = (uint8)g_prop_select_g;
b = (uint8)g_prop_select_b;
g_prop_select_r += 4;
g_prop_select_g += 4;
g_prop_select_b += 4;
if (g_prop_select_r > 255)
g_prop_select_r = 100;
if (g_prop_select_g > 255)
g_prop_select_g = 100;
if (g_prop_select_b > 255)
g_prop_select_b = 100;
}
bool8 _game_session::IsPropSelected(const char *propName) {
uint32 prop_number = objects->Fetch_item_number_by_name(propName);
if (prop_number == 0xFFFFFFFF)
return FALSE8;
// Does this prop's id match the seleced_prop's id ?
if (prop_number == (uint)selected_prop_id)
return TRUE8;
return FALSE8;
}
#if CD_MODE == 0
void _game_session::Render_3d_nicos() {
_feature_info *feature;
uint32 j;
uint32 pitch; // backbuffer pitch
uint8 *ad;
_rgb pen = {// rgb
0, 230, 255, 0};
// is this mode switched on
if (g_px->nicos_displayed == FALSE8)
return;
ad = surface_manager->Lock_surface(working_buffer_id);
pitch = surface_manager->Get_pitch(working_buffer_id);
for (j = 0; j < features->Fetch_number_of_items(); j++) {
// get nico
feature = (_feature_info *)MS->features->Fetch_item_by_number(j);
// setup camera : have to do this once per frame because
// clip_text_print does a Res_open and in principal this
// could move the camera about due to defragging etc.
PXcamera &camera = GetCamera();
// set up nico world coords
PXvector pos;
pos.x = feature->x;
pos.y = feature->y;
pos.z = feature->z;
// yesno
bool8 result = FALSE8;
// screen pos
PXvector filmpos;
// compute screen coord
PXWorldToFilm(pos, camera, result, filmpos);
// print name if on screen
if (result) {
Clip_text_print(&pen, (uint32)(filmpos.x + (SCREEN_WIDTH / 2)), (uint32)((SCREEN_DEPTH / 2) - filmpos.y), ad, pitch, "%s %3.1f",
(char *)features->Fetch_items_name_by_number(j), feature->direction);
}
}
surface_manager->Unlock_surface(working_buffer_id);
}
#else
void _game_session::Render_3d_nicos() {}
#endif // #if CD_MODE == 0
} // End of namespace ICB