/* * $Logfile: /DescentIII/Main/monsterball/monsterball.h $ * $Revision: 1.1.1.1 $ * $Date: 2003/08/26 03:58:29 $ * $Author: kevinb $ * * Monsterball multiplayer game * * $Log: monsterball.h,v $ * Revision 1.1.1.1 2003/08/26 03:58:29 kevinb * initial 1.5 import * * * 7 10/21/99 2:46p Kevin * Macintosh merge! * * 6 3/22/99 5:51p Matt * Removed some includes from one file and added some to other files, to * reduce the amount of rebuilding when headers change. * * 5 3/19/99 12:54p Jeff * base support for requesting the number of teams for a multiplayer game * * 4 3/17/99 12:23p Jeff * converted DMFC to be COM interface * * 3 1/24/99 8:32p Jeff * a bunch of updates to get 100% up to date, added individual scoring. * * $NoKeywords: $ */ #ifndef __DMFC_APP_H_ #define __DMFC_APP_H_ #include "osiris_share.h" #include "d3events.h" //!!!!!!!ADD YOUR EVENT HANDLER OVERRIDES HERE!!!!!!!!!!! bool OnCanChangeTeam(int pnum, int newteam); void OnClientPlayerDisconnect(int player_num); void OnPlayerEntersObserver(int pnum, object *piggy); void OnClientPlayerKilled(object *killer_obj, int victim_pnum); void OnServerObjectShieldsChanged(object *obj, float amount); void OnGameStateRequest(int pnum); void OnServerGameCreated(void); void OnClientLevelStart(void); void OnPlayerConnect(int player_num); void OnInterval(void); void OnHUDInterval(void); void OnKeypress(int key); void OnServerCollide(object *me_obj, object *it_obj, vector *point, vector *normal); void OnClientCollide(object *me_obj, object *it_obj, vector *point, vector *normal); void OnServerPlayerChangeSegment(int player_num, int newseg, int oldseg); void OnClientPlayerChangeSegment(int player_num, int newseg, int oldseg); void OnServerObjectChangeSegment(object *obj, int newseg, int oldseg); void OnClientObjectChangeSegment(object *obj, int newseg, int oldseg); void OnSaveStatsToFile(void); void OnLevelEndSaveStatsToFile(void); void OnDisconnectSaveStatsToFile(void); void OnPLRInterval(void); void OnPLRInit(void); void OnPrintScores(int level); extern IDMFC *DMFCBase; // These next two function prototypes MUST appear in the extern "C" block if called // from a CPP file. extern "C" { DLLEXPORT void DLLFUNCCALL DLLGameInit(int *api_func, ubyte *all_ok, int num_teams_to_use); DLLEXPORT void DLLFUNCCALL DLLGameCall(int eventnum, dllinfo *data); DLLEXPORT void DLLFUNCCALL DLLGameClose(); DLLEXPORT void DLLFUNCCALL DLLGetGameInfo(tDLLOptions *options); DLLEXPORT int DLLFUNCCALL GetGOScriptID(char *name, ubyte isdoor); DLLEXPORT void DLLFUNCCALLPTR CreateInstance(int id); DLLEXPORT void DLLFUNCCALL DestroyInstance(int id, void *ptr); DLLEXPORT short DLLFUNCCALL CallInstanceEvent(int id, void *ptr, int event, tOSIRISEventInfo *data); DLLEXPORT int DLLFUNCCALL SaveRestoreState(void *file_ptr, ubyte saving_state); } #ifdef MACINTOSH #pragma export on #endif // The main entry point where the game calls the dll void DLLFUNCCALL DLLGameCall(int eventnum, dllinfo *data) { if ((eventnum < EVT_CLIENT_INTERVAL) && (DMFCBase->GetLocalRole() != LR_SERVER)) { return; } DMFCBase->TranslateEvent(eventnum, data); } // 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 DLLFUNCCALL GetGOScriptID(char *name, ubyte isdoor) { 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 DLLFUNCCALLPTR CreateInstance(int id) { 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 DLLFUNCCALL DestroyInstance(int id, void *ptr) {} // 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 DLLFUNCCALL CallInstanceEvent(int id, void *ptr, int event, tOSIRISEventInfo *data) { 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. int DLLFUNCCALL SaveRestoreState(void *file_ptr, ubyte saving_state) { return 0; } #ifdef MACINTOSH #pragma export off #endif #endif