Descent3/scripts/generic.cpp

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2024-04-16 03:43:29 +00:00
// generic.cpp
// 0.1
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdarg.h>
#include "osiris_import.h"
#include "osiris_common.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 TXT_DOORLOCKED TXT(0) //"Door Locked!"
#define TXT_RAPIDFIRE TXT(1) //"Rapid Fire!"
#define TXT_FORCEWALL TXT(2) //"Force Wall!"
#define TXT_FORCEWALLEJECT TXT(3) //"Force Wall Ejected!"
#define TXT_FORCEWALLDONE TXT(4) //"Force Wall Done!"
#define TXT_WINGNUT TXT(5) //"WingNut!"
#define TXT_RAPIDFIREOFF TXT(6) //"Rapid Fire Off!"
// ================
// Helper Functions
// ================
void AddHudMessage(int player_objhandle,int color,char *format,...);
#define ID_RAPIDFIRE 0
#define ID_FORCEWALL 1
#define ID_WINGNUT 2
#define NUM_IDS 3
// Common Powerups
// Weapon Powerups
// Ammo Powerups
#define GENERIC_POWERUP_SCRIPTID NUM_IDS
// Generic Door Script
#define GENERIC_DOOR_SCRIPTID NUM_IDS+1
typedef struct{
int id;
char *name;
}tScriptIDInfo;
tScriptIDInfo ScriptIDInfo[NUM_IDS] = {
{ID_RAPIDFIRE,"RapidFire"},
{ID_FORCEWALL,"Forcewall"},
{ID_WINGNUT,"GoWingNut"}
};
class GenericScript
{
public:
GenericScript(){}
virtual short CallEvent(int event,tOSIRISEventInfo *data);
protected:
};
class GenericDoor : public GenericScript
{
public:
GenericDoor(){}
short CallEvent(int event,tOSIRISEventInfo *data);
};
typedef struct
{
int object_handle;
}forcewallmemory;
class ForceWallScript : public GenericScript
{
public:
ForceWallScript();
short CallEvent(int event,tOSIRISEventInfo *data);
forcewallmemory *memory;
};
class WingNutScript : public GenericScript
{
public:
WingNutScript(){}
short CallEvent(int event,tOSIRISEventInfo *data);
};
typedef struct{
int timer_handle;
}tPlayerTimerInfo;
tPlayerTimerInfo RapidFirePlayerTimers[MAX_PLAYERS];
typedef struct
{
int collided_object;
ubyte collided_pnum;
}rapidfirememory;
class RapidFireScript : public GenericScript
{
public:
RapidFireScript();
short CallEvent(int event,tOSIRISEventInfo *data);
rapidfirememory *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);
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;
}
String_table_size = func_list->string_count;
String_table = func_list->string_table;
int i;
//initialize rapid fire script data
for(i=0;i<MAX_PLAYERS;i++){
RapidFirePlayerTimers[i].timer_handle = -1;
}
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<NUM_IDS;i++){
if(!stricmp(ScriptIDInfo[i].name,name))
return ScriptIDInfo[i].id;
}
}
return (isdoor)?GENERIC_DOOR_SCRIPTID:GENERIC_POWERUP_SCRIPTID;
}
// 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 GENERIC_POWERUP_SCRIPTID:
return new GenericScript;
break;
case GENERIC_DOOR_SCRIPTID:
return new GenericDoor;
break;
case ID_RAPIDFIRE:
return new RapidFireScript;
break;
case ID_WINGNUT:
return new WingNutScript;
break;
case ID_FORCEWALL:
return new ForceWallScript;
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 GENERIC_POWERUP_SCRIPTID:
delete ((GenericScript *)ptr);
break;
case GENERIC_DOOR_SCRIPTID:
delete ((GenericDoor *)ptr);
break;
case ID_RAPIDFIRE:
delete ((RapidFireScript *)ptr);
break;
case ID_WINGNUT:
delete ((WingNutScript *)ptr);
break;
case ID_FORCEWALL:
delete ((ForceWallScript *)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)
{
switch(id){
case GENERIC_POWERUP_SCRIPTID:
case GENERIC_DOOR_SCRIPTID:
case ID_RAPIDFIRE:
case ID_FORCEWALL:
case ID_WINGNUT:
return ((GenericScript *)ptr)->CallEvent(event,data);
break;
};
return CONTINUE_CHAIN|CONTINUE_DEFAULT;
}
// 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.
#define VERSION 0x01
int STDCALL SaveRestoreState( void *file_ptr, ubyte saving_state )
{
int size = 0;
int i;
int version = VERSION;
if(saving_state){
File_WriteByte(VERSION,file_ptr); size++;
//save out rapid fire data
for(i=0;i<MAX_PLAYERS;i++){
File_WriteInt(RapidFirePlayerTimers[i].timer_handle,file_ptr);
size += sizeof(int);
}
}else{
version = File_ReadByte(file_ptr); size++;
//restore rapid fire data
for(i=0;i<MAX_PLAYERS;i++){
RapidFirePlayerTimers[i].timer_handle = File_ReadInt(file_ptr);
size += sizeof(int);
}
}
return size;
}
short GenericScript::CallEvent(int event,tOSIRISEventInfo *data)
{
switch(event){
case EVT_COLLIDE:
{
msafe_struct ms;
ms.objhandle = data->evt_collide.it_handle;
MSafe_GetValue(MSAFE_OBJECT_TYPE,&ms);
if(ms.type==OBJ_PLAYER){
ms.objhandle = data->me_handle;
ms.ithandle = data->evt_collide.it_handle;
ms.playsound = 1;
MSafe_DoPowerup(&ms);
return CONTINUE_CHAIN|CONTINUE_DEFAULT;
}
}break;
}
return CONTINUE_CHAIN|CONTINUE_DEFAULT;
}
short GenericDoor::CallEvent(int event,tOSIRISEventInfo *data)
{
switch(event){
case EVT_COLLIDE:
{
msafe_struct ms;
ms.objhandle = data->me_handle;
MSafe_GetValue(MSAFE_OBJECT_TYPE,&ms);
if(ms.type == OBJ_DOOR){
msafe_struct mit;
mit.objhandle = data->evt_collide.it_handle;
MSafe_GetValue(MSAFE_OBJECT_TYPE,&mit);
if(mit.type == OBJ_CLUTTER)
{
break;
}
//See if door is openable
ms.ithandle = data->evt_collide.it_handle;
MSafe_GetValue(MSAFE_DOOR_OPENABLE,&ms);
if(ms.state){
//openable door
MSafe_CallFunction(MSAFE_DOOR_ACTIVATE,&ms);
}else{
//non-openable door. If locked, give a message
MSafe_GetValue(MSAFE_DOOR_LOCK_STATE,&ms);
if (ms.state) { //locked!
ms.objhandle = data->evt_collide.it_handle;
MSafe_GetValue (MSAFE_OBJECT_PARENT,&ms);
MSafe_GetValue (MSAFE_OBJECT_TYPE,&ms);
if (ms.type==OBJ_PLAYER)
{
strcpy(ms.message,TXT_DOORLOCKED);
ms.color = GR_RGB(0,255,0);
MSafe_CallFunction(MSAFE_MISC_FILTERED_HUD_MESSAGE,&ms);
ms.state = 1; //specific player
ms.index = Scrpt_FindSoundName("DoorIsLocked");
ms.volume = 0.80f;
if(ms.index!=-1)
MSafe_CallFunction(MSAFE_SOUND_2D,&ms);
}
}
}
}
}break;
}
return CONTINUE_CHAIN|CONTINUE_DEFAULT;
}
RapidFireScript::RapidFireScript()
{
memory = NULL;
}
#define RAPIDFIRE_RECHARGE 0.7f
short RapidFireScript::CallEvent(int event,tOSIRISEventInfo *data)
{
switch(event){
case EVT_CREATED:
{
tOSIRISMEMCHUNK ch;
ch.id = 4;
ch.size = sizeof(rapidfirememory);
ch.my_id.type = OBJECT_SCRIPT;
ch.my_id.objhandle = data->me_handle;
memory = (rapidfirememory *)Scrpt_MemAlloc(&ch);
memory->collided_pnum = 255;
memory->collided_object = OBJECT_HANDLE_NONE;
}break;
case EVT_MEMRESTORE:
{
memory = (rapidfirememory *)data->evt_memrestore.memory_ptr;
}break;
case EVT_COLLIDE:
{
if(!memory)
break;
msafe_struct ms;
ms.objhandle = data->evt_collide.it_handle;
MSafe_GetValue(MSAFE_OBJECT_TYPE,&ms);
if(ms.type==OBJ_PLAYER){
AddHudMessage(data->evt_collide.it_handle,GR_RGB(0,255,0),TXT_RAPIDFIRE);
int sound_id = Sound_FindId("RapidFireOn");
Sound_Play3d(data->me_handle, sound_id);
MSafe_GetValue(MSAFE_OBJECT_ID,&ms);
memory->collided_pnum = ms.id;
memory->collided_object = data->evt_collide.it_handle;
if(RapidFirePlayerTimers[memory->collided_pnum].timer_handle!=-1){
//check to see if the player currently has rapid fire
MSafe_GetValue(MSAFE_OBJECT_RECHARGE_SCALAR,&ms);
if(ms.scalar==RAPIDFIRE_RECHARGE){
//the player currently has rapid fire
//the player possibly has rapid fire set, check to make sure
if(Scrpt_TimerExists(RapidFirePlayerTimers[memory->collided_pnum].timer_handle)){
//cancel the old timer so we can create a new timer (give them more time)
Scrpt_CancelTimer(RapidFirePlayerTimers[memory->collided_pnum].timer_handle);
}
RapidFirePlayerTimers[memory->collided_pnum].timer_handle = -1;
}else{
//rapid fire was stolen from the player
}
}
memory->collided_pnum = ms.id;
tOSIRISTIMER ti;
ti.flags = OTF_CANCELONDEAD;
ti.id = 31;
ti.object_handle = data->me_handle;
ti.object_handle_detonator = data->evt_collide.it_handle;
ti.timer_interval = 30;
RapidFirePlayerTimers[memory->collided_pnum].timer_handle = Scrpt_CreateTimer(&ti);
//ghost the object
ms.objhandle = data->me_handle;
MSafe_CallFunction(MSAFE_OBJECT_GHOST,&ms);
//set player scalar
ms.objhandle = data->evt_collide.it_handle;
ms.scalar = RAPIDFIRE_RECHARGE;
MSafe_CallFunction( MSAFE_OBJECT_RECHARGE_SCALAR, &ms);
}
}break;
case EVT_TIMER:
{
if(!memory)
break;
msafe_struct ms;
ms.objhandle = memory->collided_object;
MSafe_GetValue(MSAFE_OBJECT_RECHARGE_SCALAR,&ms);
if(ms.scalar==RAPIDFIRE_RECHARGE){
//reset recharge scalar
ms.objhandle = memory->collided_object;
ms.scalar = 1.0f;
MSafe_CallFunction( MSAFE_OBJECT_RECHARGE_SCALAR, &ms);
RapidFirePlayerTimers[memory->collided_pnum].timer_handle = -1;
}
AddHudMessage(memory->collided_object,GR_RGB(0,255,0),TXT_RAPIDFIREOFF);
int sound_id = Sound_FindId("RapidFireOff");
Sound_Play3d(memory->collided_object, sound_id);
//destroy the powerup
ms.objhandle = data->me_handle;
ms.playsound = 0;
MSafe_CallFunction(MSAFE_OBJECT_REMOVE,&ms);
}break;
case EVT_TIMERCANCEL:
{
msafe_struct ms;
//destroy the powerup
ms.playsound = 0;
ms.objhandle = data->me_handle;
MSafe_CallFunction(MSAFE_OBJECT_REMOVE,&ms);
}break;
case EVT_INTERVAL:
{
//check (if we are ghosted...meaning picked up) if the player
//that picked us up still has rapid fire
if( memory && memory->collided_pnum!=255)
{
//check the player to make sure he is still charged up
msafe_struct ms;
ms.objhandle = memory->collided_object;
MSafe_GetValue(MSAFE_OBJECT_RECHARGE_SCALAR,&ms);
if(ms.scalar!=RAPIDFIRE_RECHARGE){
//player no longer recharged! cancel timer
if(Scrpt_TimerExists(RapidFirePlayerTimers[memory->collided_pnum].timer_handle)){
//cancel the timer
mprintf(0,"CANCELING RAPID FIRE TIMER FOR PLAYER %d\n",memory->collided_pnum);
Scrpt_CancelTimer(RapidFirePlayerTimers[memory->collided_pnum].timer_handle);
AddHudMessage(memory->collided_object,GR_RGB(0,255,0),TXT_RAPIDFIREOFF);
int sound_id = Sound_FindId("RapidFireOff");
Sound_Play3d(memory->collided_object, sound_id);
}
RapidFirePlayerTimers[memory->collided_pnum].timer_handle = -1;
memory->collided_pnum = 255;
memory->collided_object = OBJECT_HANDLE_NONE;
}
}
}break;
}
return CONTINUE_CHAIN|CONTINUE_DEFAULT;
}
ForceWallScript::ForceWallScript()
{
memory = NULL;
}
short ForceWallScript::CallEvent(int event,tOSIRISEventInfo *data)
{
switch(event){
case EVT_CREATED:
{
tOSIRISMEMCHUNK ch;
ch.id = 4;
ch.size = sizeof(forcewallmemory);
ch.my_id.type = OBJECT_SCRIPT;
ch.my_id.objhandle = data->me_handle;
memory = (forcewallmemory *)Scrpt_MemAlloc(&ch);
memory->object_handle = OBJECT_HANDLE_NONE;
}break;
case EVT_MEMRESTORE:
{
memory = (forcewallmemory *)data->evt_memrestore.memory_ptr;
}break;
case EVT_COLLIDE:
{
if(!memory)
break;
msafe_struct ms;
ms.objhandle = data->evt_collide.it_handle;
MSafe_GetValue(MSAFE_OBJECT_TYPE,&ms);
int pnum;
if(ms.type==OBJ_PLAYER){
MSafe_GetValue(MSAFE_OBJECT_ID,&ms);
pnum = ms.id;
AddHudMessage(data->evt_collide.it_handle,GR_RGB(0,255,0),TXT_FORCEWALL);
//add a force wall to the inventory
ms.objhandle = data->me_handle;
MSafe_GetValue(MSAFE_OBJECT_ID,&ms);
ms.slot = pnum;
ms.type = OBJ_POWERUP;
ms.flags = INVAF_TIMEOUTONSPEW;
MSafe_CallFunction(MSAFE_INVEN_ADD_TYPE_ID,&ms);
//pickit up
ms.playsound = 1;
MSafe_CallFunction(MSAFE_OBJECT_REMOVE,&ms);
}
}break;
case EVT_USE:
{
if(!memory)
break;
msafe_struct ms;
//Eject a ForceWall and make it last for 60 seconds
memory->object_handle = data->evt_use.it_handle; //save the player for when the timer is up
AddHudMessage(memory->object_handle,GR_RGB(0,255,0),TXT_FORCEWALLEJECT);
//ghost the object and set a timer
tOSIRISTIMER ti;
ti.flags = 0; //not a volatile object when dropped
ti.id = 32;
ti.object_handle = data->me_handle;
ti.timer_interval = 60;
Scrpt_CreateTimer(&ti);
//ghost the object
ms.objhandle = data->me_handle;
MSafe_CallFunction(MSAFE_OBJECT_GHOST,&ms);
// Do the Force Wall stuff here
}break;
case EVT_TIMER:
{
if(!memory)
break;
msafe_struct ms;
// End Force Wall stuff here
AddHudMessage(memory->object_handle,GR_RGB(0,255,0),TXT_FORCEWALLDONE);
//UnGhost the object
ms.objhandle = data->me_handle;
//@@MSafe_CallFunction(MSAFE_OBJECT_UNGHOST,&ms);
//destroy the powerup
ms.playsound = 0;
MSafe_CallFunction(MSAFE_OBJECT_REMOVE,&ms);
}break;
}
return CONTINUE_CHAIN|CONTINUE_DEFAULT;
}
short WingNutScript::CallEvent(int event,tOSIRISEventInfo *data)
{
switch(event){
case EVT_COLLIDE:
{
msafe_struct ms;
ms.objhandle = data->evt_collide.it_handle;
MSafe_GetValue(MSAFE_OBJECT_TYPE,&ms);
int pnum;
if(ms.type==OBJ_PLAYER){
MSafe_GetValue(MSAFE_OBJECT_ID,&ms);
pnum = ms.id;
AddHudMessage(data->evt_collide.it_handle,GR_RGB(0,255,0),TXT_WINGNUT);
//add a wing nut to the inventory
ms.objhandle = data->me_handle;
MSafe_GetValue(MSAFE_OBJECT_ID,&ms);
ms.slot = pnum;
ms.type = OBJ_POWERUP;
ms.flags = INVAF_TIMEOUTONSPEW;
MSafe_CallFunction(MSAFE_INVEN_ADD_TYPE_ID,&ms);
//pickit up
ms.playsound = 1;
MSafe_CallFunction(MSAFE_OBJECT_REMOVE,&ms);
}
}break;
case EVT_USE:
{
}break;
}
return CONTINUE_CHAIN|CONTINUE_DEFAULT;
}
void AddHudMessage(int player_objhandle,int color,char *format,...)
{
msafe_struct ms;
ms.objhandle = player_objhandle;
MSafe_GetValue(MSAFE_OBJECT_TYPE,&ms);
if(ms.type==OBJ_PLAYER){
MSafe_GetValue(MSAFE_OBJECT_ID,&ms);
ms.slot = ms.id;
ms.color = color;
char big_buffer[1024];
va_list marker;
va_start(marker,format);
vsprintf(big_buffer,format,marker);
va_end(marker);
strncpy(ms.message,big_buffer,MSAFE_MESSAGE_LENGTH-1);
ms.message[MSAFE_MESSAGE_LENGTH-1] = '\0';
MSafe_CallFunction(MSAFE_MISC_FILTERED_HUD_MESSAGE,&ms);
}
}