295 lines
6.5 KiB
C++
295 lines
6.5 KiB
C++
/*
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//text to speech hooks
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question/response
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//give item
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*/
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/*=========================================================================
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function.cpp
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Author: PKG
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Created:
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Project: Spongebob
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Purpose:
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Copyright (c) 2000 Climax Development Ltd
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===========================================================================*/
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/*----------------------------------------------------------------------
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Includes
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-------- */
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#include "script\function.h"
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#ifndef __SYSTEM_DBG_H__
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#include "system\dbg.h"
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#endif
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#ifndef __SYSTEM_GSTATE_H__
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#include "system\gstate.h"
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#endif
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#ifndef __GAME_CONVO_H__
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#include "game\convo.h"
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#endif
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#ifndef __GAME_GAME_H__
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#include "game\game.h"
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#endif
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#ifndef __PLAYER_PLAYER_H__
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#include "player\player.h"
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#endif
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/* Std Lib
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------- */
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/* Data
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---- */
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/*----------------------------------------------------------------------
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Tyepdefs && Defines
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------------------- */
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// For getAmmoCount(), setAmmoCount()
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enum
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{
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AMMO_BUBBLEWAND,
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};
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// For isHoldingWeapon()
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enum
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{
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WEAPON_BUBBLEWAND,
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WEAPON_BALLOON,
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};
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/*----------------------------------------------------------------------
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Structure defintions
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-------------------- */
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typedef struct
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{
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signed short (*m_func)(unsigned short *_args);
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int m_argCount;
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} FunctionDef;
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/*----------------------------------------------------------------------
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Function Prototypes
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------------------- */
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static signed short func_setCharacterAnimation(unsigned short *_args);
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static signed short func_setText(unsigned short *_args);
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static signed short func_setResponseOptions(unsigned short *_args);
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static signed short func_getResponse(unsigned short *_args);
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static signed short func_getAmmoCount(unsigned short *_args);
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static signed short func_setAmmoCount(unsigned short *_args);
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static signed short func_isHoldingWeapon(unsigned short *_args);
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static signed short func_giveWeapon(unsigned short *_args);
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/*----------------------------------------------------------------------
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Vars
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---- */
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static FunctionDef s_functionDefs[]=
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{
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{ func_setCharacterAnimation, 2 }, // characterId,animationId
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{ func_setText, 2 }, // characterId,textId
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{ func_setResponseOptions, 1 }, // optionsId
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{ func_getResponse, 0 }, //
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{ func_getAmmoCount, 1 }, // ammoId
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{ func_setAmmoCount, 2 }, // ammoId,amount
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{ func_isHoldingWeapon, 1 }, // weaponId
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{ func_giveWeapon, 1 }, // weaponId
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};
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static const int s_numFunctionDefs=sizeof(s_functionDefs)/sizeof(FunctionDef);
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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signed short callFunction(int _functionNumber,int _argCount,unsigned short *_args)
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{
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FunctionDef *fd;
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ASSERT(_functionNumber<s_numFunctionDefs);
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fd=&s_functionDefs[_functionNumber];
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ASSERT(_argCount==fd->m_argCount);
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return fd->m_func(_args);
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose: Set characters animation state
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Params: characterId,animationId
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Returns: 0
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---------------------------------------------------------------------- */
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static signed short func_setCharacterAnimation(unsigned short *_args)
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{
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return 0;
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose: Set text/speech/character for ingame texts
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Params: characterId, textId
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Returns: 0
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---------------------------------------------------------------------- */
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static signed short func_setText(unsigned short *_args)
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{
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CConversation::setCharacterAndText(_args[0],_args[1]);
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return 0;
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose: Sets the allowable responses for a question
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Params: optionsId
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Returns: 0
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---------------------------------------------------------------------- */
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static signed short func_setResponseOptions(unsigned short *_args)
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{
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CConversation::setResponseOptions(_args[0]);
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return 0;
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose: Gets the response from a question
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Params: optionsId
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Returns: 0
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---------------------------------------------------------------------- */
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static signed short func_getResponse(unsigned short *_args)
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{
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return CConversation::getResponse();
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params: ammoId
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Returns: ammoCount
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---------------------------------------------------------------------- */
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static signed short func_getAmmoCount(unsigned short *_args)
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{
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int ammo=0;
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switch(_args[0])
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{
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case AMMO_BUBBLEWAND:
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ammo=GameScene.getPlayer()->getBubbleAmmo();
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break;
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default:
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ASSERT(!"BAD AMMO TYPE IN func_getAmmoCount()");
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break;
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}
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return ammo;
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params: ammoId,amount
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Returns: 0
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---------------------------------------------------------------------- */
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static signed short func_setAmmoCount(unsigned short *_args)
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{
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switch(_args[0])
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{
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case AMMO_BUBBLEWAND:
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GameScene.getPlayer()->setBubbleAmmo(_args[1]);
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break;
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default:
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ASSERT(!"BAD AMMO TYPE IN func_setAmmoCount()");
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break;
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}
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return 0;
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params: weaponId
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Returns: true(1) or false(0)
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---------------------------------------------------------------------- */
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static signed short func_isHoldingWeapon(unsigned short *_args)
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{
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int held=0;
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switch(_args[0])
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{
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case WEAPON_BUBBLEWAND:
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if(GameScene.getPlayer()->isHoldingBubbleWand())
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{
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held=1;
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}
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break;
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case WEAPON_BALLOON:
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if(GameScene.getPlayer()->isHoldingBalloon())
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{
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held=1;
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}
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break;
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default:
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ASSERT(!"BAD WEAPON TYPE IN func_isHoldingWeapon()");
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break;
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}
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return held;
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params: weaponId
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Returns: true(1) or false(0)
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---------------------------------------------------------------------- */
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static signed short func_giveWeapon(unsigned short *_args)
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{
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switch(_args[0])
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{
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case WEAPON_BUBBLEWAND:
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GameScene.getPlayer()->setMode(PLAYER_MODE_BUBBLE_MIXTURE);
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break;
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case WEAPON_BALLOON:
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GameScene.getPlayer()->setMode(PLAYER_MODE_BALLOON);
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break;
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default:
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ASSERT(!"BAD WEAPON TYPE IN func_giveWeapon()");
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break;
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}
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return 0;
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}
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/*===========================================================================
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end */
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