Descent3/scripts/clutter.cpp

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2024-04-16 03:43:29 +00:00
// clutter.cpp
// 0.1
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "osiris_import.h"
#include "osiris_common.h"
#include "osiris_vector.h"
#ifdef _MSC_VER //Visual C++ Build
#define STDCALL __stdcall
#define STDCALLPTR *STDCALL
#else //Non-Visual C++ Build
#define STDCALL __attribute__((stdcall))
#define STDCALLPTR STDCALL*
#endif
#ifdef __cplusplus
extern "C"{
#endif
char STDCALL InitializeDLL(tOSIRISModuleInit *func_list);
void STDCALL ShutdownDLL(void);
int STDCALL GetGOScriptID(char *name,ubyte isdoor);
void STDCALLPTR CreateInstance(int id);
void STDCALL DestroyInstance(int id,void *ptr);
short STDCALL CallInstanceEvent(int id,void *ptr,int event,tOSIRISEventInfo *data);
int STDCALL SaveRestoreState( void *file_ptr, ubyte saving_state );
#ifdef __cplusplus
}
#endif
int String_table_size = 0;
char **String_table = NULL;
static char *_Error_string = "!!ERROR MISSING STRING!!";
static char *_Empty_string = "";
char *GetStringFromTable(int index)
{
if( (index<0) || (index>=String_table_size) )
return _Error_string;
if(!String_table[index])
return _Empty_string;
return String_table[index];
}
#define TXT(x) GetStringFromTable(x)
#define ID_FRAGCRATE 0
#define ID_NAPALMBARREL 1
#define ID_ALIENCUPLINK 2
#define ID_TNTHIGHYIELD 3
#define ID_TNTMEDYIELD 4
#define ID_FALLINGROCK 5
#define ID_LAVAROCK 6
typedef struct
{
int id;
char *name;
}tScriptInfo;
tScriptInfo ScriptIDs[] =
{
{ID_FRAGCRATE,"fragcrate"},
{ID_NAPALMBARREL,"napalmbarrel"},
{ID_ALIENCUPLINK,"Aliencuplink"},
{ID_TNTHIGHYIELD,"TNTCrateHighYield"},
{ID_TNTMEDYIELD,"TNTCrateMediumYield"},
{ID_FALLINGROCK,"FallingRock"},
{ID_LAVAROCK,"LavaRock"}
};
int NumScriptIDs = sizeof(ScriptIDs)/sizeof(tScriptInfo);
class ClutterScript
{
public:
virtual short CallEvent(int event,tOSIRISEventInfo *data)
{
return CONTINUE_CHAIN|CONTINUE_DEFAULT;
}
};
class FragCrate : public ClutterScript
{
public:
short CallEvent(int event,tOSIRISEventInfo *data);
};
class NapalmBarrel : public ClutterScript
{
public:
short CallEvent(int event,tOSIRISEventInfo *data);
};
class AliencuplinkScript : public ClutterScript
{
public:
short CallEvent(int event,tOSIRISEventInfo *data);
};
typedef struct
{
vector last_vel;
float lifetime;
}tTNTHighYield;
class TNTHighYield : public ClutterScript
{
public:
TNTHighYield(){memory = NULL;}
short CallEvent(int event,tOSIRISEventInfo *data);
tTNTHighYield *memory;
};
class TNTMedYield : public ClutterScript
{
public:
TNTMedYield(){memory = NULL;}
short CallEvent(int event,tOSIRISEventInfo *data);
float *memory;
};
typedef struct
{
float lifeleft;
}tFallingRock;
class FallingRock : public ClutterScript
{
public:
FallingRock(){memory=NULL;}
short CallEvent(int event,tOSIRISEventInfo *data);
tFallingRock *memory;
};
class LavaRock : public ClutterScript
{
public:
LavaRock(){memory=NULL;}
short CallEvent(int event,tOSIRISEventInfo *data);
tFallingRock *memory;
};
// InitializeDLL
// Purpose:
// This function gets called when the DLL first gets loaded. It will only be called once (until the
// DLL is unloaded). Passed in is a struct of data passed from the game needed for the DLL to interact
// with D3. Usually this function will just call osicommon_Initialize(), which sets up the imported
// functions. However, you can alloc some memory or whatever in this function, and free it in ShutdownDLL().
// Note: You cannot call any imported functions until osicommon_Initialize() is called.
// Returns 1 if initialization went ok, 0 if there was an error and the DLL should not be loaded.
char STDCALL InitializeDLL(tOSIRISModuleInit *func_list)
{
osicommon_Initialize((tOSIRISModuleInit *)func_list);
String_table_size = func_list->string_count;
String_table = func_list->string_table;
if(func_list->game_checksum!=CHECKSUM)
{
mprintf(0,"Game-Checksum FAIL!!! (%ul!=%ul)\n",func_list->game_checksum,CHECKSUM);
mprintf(0,"RECOMPILE YOUR SCRIPTS!!!\n");
return 0;
}
return 1;
}
// ShutdownDLL
// Purpose:
// This function is called right before a DLL is about to be unloaded from memory. You can free
// any unfree'd memory, or anything else you need to do. Don't worry about destroying any instances
// of scripts, as they will all be automatically destroyed before this function is called. The
// same goes for any memory allocated with Scrpt_MemAlloc(), as this will automatically be freed
// when a scripts instance is destroyed.
void STDCALL ShutdownDLL(void)
{
}
// GetGOScriptID
// Purpose:
// Given the name of the object (from it's pagename), this function will search through it's
// list of General Object Scripts for a script with a matching name (to see if there is a script
// for that type/id of object within this DLL). If a matching scriptname is found, a UNIQUE ID
// is to be returned back to Descent 3. This ID will be used from here on out for all future
// interaction with the DLL. Since doors are not part of the generic object's, it's possible
// for a door to have the same name as a generic object (OBJ_POWERUP, OBJ_BUILDING, OBJ_CLUTTER
// or OBJ_ROBOT), therefore, a 1 is passed in for isdoor if the given object name refers to a
// door, else it is a 0. The return value is the unique identifier, else -1 if the script
// does not exist in the DLL.
int STDCALL GetGOScriptID(char *name,ubyte isdoor)
{
if(!isdoor)
{
for(int i=0;i<NumScriptIDs;i++)
{
if(!stricmp(name,ScriptIDs[i].name))
return ScriptIDs[i].id;
}
}
return -1;
}
// CreateInstance
// Purpose:
// Given an ID from a call to GetGOScriptID(), this function will create a new instance for that
// particular script (by allocating and initializing memory, etc.). A pointer to this instance
// is to be returned back to Descent 3. This pointer will be passed around, along with the ID
// for CallInstanceEvent() and DestroyInstance(). Return NULL if there was an error.
void STDCALLPTR CreateInstance(int id)
{
switch(id)
{
case ID_FRAGCRATE:
return new FragCrate;
break;
case ID_NAPALMBARREL:
return new NapalmBarrel;
break;
case ID_ALIENCUPLINK:
return new AliencuplinkScript;
break;
case ID_TNTHIGHYIELD:
return new TNTHighYield;
break;
case ID_TNTMEDYIELD:
return new TNTMedYield;
break;
case ID_FALLINGROCK:
return new FallingRock;
break;
case ID_LAVAROCK:
return new LavaRock;
break;
};
return NULL;
}
// DestroyInstance
// Purpose:
// Given an ID, and a pointer to a particular instance of a script, this function will delete and
// destruct all information associated with that script, so it will no longer exist.
void STDCALL DestroyInstance(int id,void *ptr)
{
switch(id)
{
case ID_FRAGCRATE:
delete ((FragCrate *)ptr);
break;
case ID_NAPALMBARREL:
delete ((NapalmBarrel *)ptr);
break;
case ID_ALIENCUPLINK:
delete ((AliencuplinkScript *)ptr);
break;
case ID_TNTHIGHYIELD:
delete ((TNTHighYield *)ptr);
break;
case ID_TNTMEDYIELD:
delete ((TNTMedYield *)ptr);
break;
case ID_FALLINGROCK:
delete ((FallingRock *)ptr);
break;
case ID_LAVAROCK:
delete ((LavaRock *)ptr);
break;
};
}
// CallInstanceEvent
// Purpose:
// Given an ID, a pointer to a script instance, an event and a pointer to the struct of
// information about the event, this function will translate who this event belongs to and
// passes the event to that instance of the script to be handled. Return a combination of
// CONTINUE_CHAIN and CONTINUE_DEFAULT, to give instructions on what to do based on the
// event. CONTINUE_CHAIN means to continue through the chain of scripts (custom script, level
// script, mission script, and finally default script). If CONTINUE_CHAIN is not specified,
// than the chain is broken and those scripts of lower priority will never get the event. Return
// CONTINUE_DEFAULT in order to tell D3 if you want process the normal action that is built into
// the game for that event. This only pertains to certain events. If the chain continues
// after this script, than the CONTINUE_DEFAULT setting will be overridden by lower priority
// scripts return value.
short STDCALL CallInstanceEvent(int id,void *ptr,int event,tOSIRISEventInfo *data)
{
return ((ClutterScript *)ptr)->CallEvent(event,data);
}
// SaveRestoreState
// Purpose:
// This function is called when Descent 3 is saving or restoring the game state. In this function
// you should save/restore any global data that you want preserved through load/save (which includes
// demos). You must be very careful with this function, corrupting the file (reading or writing too
// much or too little) may be hazardous to the game (possibly making it impossible to restore the
// state). It would be best to use version information to keep older versions of saved states still
// able to be used. IT IS VERY IMPORTANT WHEN SAVING THE STATE TO RETURN THE NUMBER OF _BYTES_ WROTE
// TO THE FILE. When restoring the data, the return value is ignored. saving_state is 1 when you should
// write data to the file_ptr, 0 when you should read in the data.
int STDCALL SaveRestoreState( void *file_ptr, ubyte saving_state )
{
return 0;
}
int GetObjectType(int object)
{
msafe_struct ms;
ms.objhandle = object;
MSafe_GetValue(MSAFE_OBJECT_TYPE,&ms);
return ms.type;
}
int GetObjectID(int object)
{
msafe_struct ms;
ms.objhandle = object;
MSafe_GetValue(MSAFE_OBJECT_ID,&ms);
return ms.id;
}
short FragCrate::CallEvent(int event,tOSIRISEventInfo *data)
{
switch(event)
{
case EVT_DESTROY:
vector pos;
float mag;
int weapon_id;
int handle;
int i;
int room;
Obj_Value(data->me_handle, VF_GET, OBJV_I_ROOMNUM, &room);
Obj_Value(data->me_handle, VF_GET, OBJV_V_POS, &pos);
weapon_id = Wpn_FindID("fragbarrel");
handle = Obj_Create(OBJ_WEAPON, weapon_id, room, &pos, NULL, data->me_handle);
break;
}
return CONTINUE_CHAIN|CONTINUE_DEFAULT;
}
short NapalmBarrel::CallEvent(int event,tOSIRISEventInfo *data)
{
switch(event)
{
case EVT_DESTROY:
vector pos;
float mag;
int weapon_id;
int handle;
int i;
int room;
matrix o,orient;
Obj_Value(data->me_handle, VF_GET, OBJV_M_ORIENT, &o);
Obj_Value(data->me_handle, VF_GET, OBJV_I_ROOMNUM, &room);
Obj_Value(data->me_handle, VF_GET, OBJV_V_POS, &pos);
orient.uvec = o.fvec;
orient.rvec = o.rvec;
orient.fvec = -o.uvec;
weapon_id = Wpn_FindID("napalmbarrel");
//weapon_id = Wpn_FindID("napalmrocket");
handle = Obj_Create(OBJ_WEAPON, weapon_id, room, &pos, &orient, data->me_handle);
// Set direction
vector v;
float amount_r,amount_u;
amount_r = (float(rand())-float(RAND_MAX)/2.0f)/float(RAND_MAX);
amount_u = (float(rand())-float(RAND_MAX)/2.0f)/float(RAND_MAX);
v = amount_r*orient.rvec + amount_u*orient.uvec + orient.fvec;
vm_VectorNormalize(&v);
v *= 30.0f;
//v = orient.fvec*30.0f;
Obj_Value(handle,VF_SET,OBJV_V_VELOCITY,&v);
break;
}
return CONTINUE_CHAIN|CONTINUE_DEFAULT;
}
short AliencuplinkScript::CallEvent(int event,tOSIRISEventInfo *data)
{
switch(event)
{
case EVT_AI_INIT:
int handle,id,room;
vector pos;
id = Obj_FindID("Aliencuplinkhousing");
if(id!=-1)
{
Obj_Value(data->me_handle, VF_GET, OBJV_I_ROOMNUM, &room);
Obj_Value(data->me_handle, VF_GET, OBJV_V_POS, &pos);
handle = Obj_Create(OBJ_CLUTTER,id,room,&pos,NULL,data->me_handle);
Obj_AttachObjectAP(data->me_handle,0,handle,0,1);
}
break;
}
return CONTINUE_CHAIN|CONTINUE_DEFAULT;
}
void ObjectDamage(int object,float amount,int killer=OBJECT_HANDLE_NONE);
void ObjectDamage(int object,float amount,int killer)
{
msafe_struct mstruct;
mstruct.objhandle = object;
mstruct.killer_handle = killer;
mstruct.damage_type = GD_SCRIPTED;
mstruct.amount = amount;
MSafe_CallFunction(MSAFE_OBJECT_DAMAGE_OBJECT, &mstruct);
}
float GetObjectShields(int object)
{
msafe_struct mstruct;
mstruct.objhandle = object;
MSafe_GetValue(MSAFE_OBJECT_SHIELDS,&mstruct);
return mstruct.shields;
}
short TNTMedYield::CallEvent(int event,tOSIRISEventInfo *data)
{
switch(event)
{
case EVT_CREATED:
{
int i;
tOSIRISMEMCHUNK ch;
ch.id = 4;
ch.size = sizeof(float);
ch.my_id.type = OBJECT_SCRIPT;
ch.my_id.objhandle = data->me_handle;
memory = (float *)Scrpt_MemAlloc(&ch);
*memory = -1.0f;
}break;
case EVT_MEMRESTORE:
{
memory = (float *)data->evt_memrestore.memory_ptr;
}break;
case EVT_INTERVAL:
{
vector vel;
float vel_val;
float last_vel;
float delta_vel;
float frametime;
float accel;
Obj_Value(data->me_handle,VF_GET,OBJV_V_VELOCITY,&vel);
vel_val = vm_GetMagnitude(&vel);
frametime = Game_GetFrameTime();
last_vel = *memory;
if(last_vel!=-1.0f)
{
delta_vel = vel_val - last_vel;
accel = delta_vel / frametime;
if(accel<=0.0002f)
{
//blow him up
Obj_Kill(data->me_handle, OBJECT_HANDLE_NONE, 1000.0f, DF_BLAST_RING | DF_LOSES_ANTIGRAV | DF_EXPL_MEDIUM | DF_FIREBALL | DF_BREAKS_APART | DF_DEBRIS_SMOKES, 0.0f, 0.0f);
}
}
*memory = vel_val;
}break;
}
return CONTINUE_CHAIN|CONTINUE_DEFAULT;
}
short TNTHighYield::CallEvent(int event,tOSIRISEventInfo *data)
{
switch(event)
{
case EVT_CREATED:
{
int i;
tOSIRISMEMCHUNK ch;
ch.id = 4;
ch.size = sizeof(tTNTHighYield);
ch.my_id.type = OBJECT_SCRIPT;
ch.my_id.objhandle = data->me_handle;
memory = (tTNTHighYield *)Scrpt_MemAlloc(&ch);
vm_MakeZero(&memory->last_vel);
memory->lifetime = 0;
}break;
case EVT_MEMRESTORE:
{
memory = (tTNTHighYield *)data->evt_memrestore.memory_ptr;
}break;
case EVT_INTERVAL:
{
vector vel;
vector diff_vel;
float vel_val;
float delta_vel;
float frametime;
float accel;
Obj_Value(data->me_handle,VF_GET,OBJV_V_VELOCITY,&vel);
vel_val = vm_GetMagnitude(&vel);
frametime = Game_GetFrameTime();
diff_vel = vel - (memory->last_vel);
memory->lifetime += frametime;
delta_vel = vm_GetMagnitude(&diff_vel);
accel = fabs(delta_vel / frametime);
bool case1 = (accel>=40.0f && vel_val>35.0f && memory->last_vel.y<-6.0f)?true:false;
bool case2 = (accel>100.0f && vel_val>50.0f)?true:false;
bool case3 = (accel>1500.0f && memory->last_vel.y<-5.0f)?true:false;
if( case1 || case2 || case3 )
{
if(case1)
mprintf(0,"Case 1\n");
if(case2)
mprintf(0,"Case 2\n");
if(case3)
mprintf(0,"Case 3\n");
//blow him up
mprintf(0,"accel: %.2f vel: %.2f\n",accel,vel_val);
if(memory->lifetime >= 7.0f)
{
Obj_Kill(data->me_handle, OBJECT_HANDLE_NONE, 1000.0f, DF_BLAST_RING | DF_LOSES_ANTIGRAV | DF_EXPL_MEDIUM | DF_FIREBALL | DF_BREAKS_APART | DF_DEBRIS_SMOKES, 0.0f, 0.0f);
}
}
memory->last_vel = vel;
}break;
case EVT_DESTROY:
{
//see if we are within distance of the rock pile to destroy
int close_obj_list[32];
int roomnum;
int rockpile_id;
float amount;
vector pos;
Obj_Value(data->me_handle, VF_GET, OBJV_I_ROOMNUM, &roomnum);
Obj_Value(data->me_handle, VF_GET, OBJV_V_POS, &pos);
int num_objects = AI_GetNearbyObjs(&pos,roomnum,30.0f,close_obj_list,32,false,false,false,true);
rockpile_id = Obj_FindID("TNTrockwall");
for(int i=0;i<num_objects;i++)
{
int type,id;
type = GetObjectType(close_obj_list[i]);
id = GetObjectID(close_obj_list[i]);
if(type == OBJ_CLUTTER && id == rockpile_id )
{
//destroy the wall
Obj_Kill(close_obj_list[i], data->me_handle, 1000.0f, DF_BLAST_RING | DF_LOSES_ANTIGRAV | DF_EXPL_MEDIUM | DF_FIREBALL | DF_BREAKS_APART | DF_DEBRIS_SMOKES, 0.0f, 0.0f);
}
}
}break;
}
return CONTINUE_CHAIN|CONTINUE_DEFAULT;
}
short FallingRock::CallEvent(int event,tOSIRISEventInfo *data)
{
switch(event)
{
case EVT_CREATED:
{
int i;
tOSIRISMEMCHUNK ch;
ch.id = 4;
ch.size = sizeof(tFallingRock);
ch.my_id.type = OBJECT_SCRIPT;
ch.my_id.objhandle = data->me_handle;
memory = (tFallingRock *)Scrpt_MemAlloc(&ch);
memory->lifeleft = 10.0f;
}break;
case EVT_MEMRESTORE:
{
memory = (tFallingRock *)data->evt_memrestore.memory_ptr;
}break;
case EVT_INTERVAL:
{
if(memory)
{
memory->lifeleft -= data->evt_interval.frame_time;
if(memory->lifeleft<=0)
{
//destroy the wall
Obj_Kill(data->me_handle, OBJECT_HANDLE_NONE, 1000.0f, DF_EXPL_SMALL | DF_FIREBALL | DF_DEBRIS_SMOKES, 0.0f, 0.0f);
}
}
}break;
}
return CONTINUE_CHAIN|CONTINUE_DEFAULT;
}
short LavaRock::CallEvent(int event,tOSIRISEventInfo *data)
{
switch(event)
{
case EVT_CREATED:
{
int i;
tOSIRISMEMCHUNK ch;
ch.id = 4;
ch.size = sizeof(tFallingRock);
ch.my_id.type = OBJECT_SCRIPT;
ch.my_id.objhandle = data->me_handle;
memory = (tFallingRock *)Scrpt_MemAlloc(&ch);
memory->lifeleft = 20.0f;
// Set it on fire!
msafe_struct mstruct;
mstruct.objhandle = data->me_handle;
mstruct.longevity = 25.0f;
mstruct.interval = 0.0f;
mstruct.ithandle = OBJECT_HANDLE_NONE;
MSafe_CallFunction(MSAFE_OBJECT_SETONFIRE,&mstruct);
}break;
case EVT_MEMRESTORE:
{
memory = (tFallingRock *)data->evt_memrestore.memory_ptr;
}break;
case EVT_COLLIDE:
{
// Set it on fire!
msafe_struct mstruct;
mstruct.objhandle = data->evt_collide.it_handle;
mstruct.longevity = 2.0f;
mstruct.interval = 2.0f;
mstruct.ithandle = data->me_handle;
MSafe_CallFunction(MSAFE_OBJECT_SETONFIRE,&mstruct);
}break;
case EVT_INTERVAL:
{
if(memory)
{
memory->lifeleft -= data->evt_interval.frame_time;
if(memory->lifeleft<=0)
{
//destroy the wall
Obj_Kill(data->me_handle, OBJECT_HANDLE_NONE, 1000.0f, DF_EXPL_SMALL | DF_FIREBALL | DF_DEBRIS_SMOKES, 0.0f, 0.0f);
}
}
}break;
}
return CONTINUE_CHAIN|CONTINUE_DEFAULT;
}