Descent3/netgames/anarchy/Anarchy.h

160 lines
6.8 KiB
C

/*
* Descent 3
* Copyright (C) 2024 Parallax Software
*
* 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 3 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, see <http://www.gnu.org/licenses/>.
--- HISTORICAL COMMENTS FOLLOW ---
* $Logfile: /DescentIII/Main/anarchy/Anarchy.h $
* $Revision: 1.1.1.1 $
* $Date: 2003/08/26 03:56:37 $
* $Author: kevinb $
*
* <insert description of file here>
*
* $Log: Anarchy.h,v $
* Revision 1.1.1.1 2003/08/26 03:56:37 kevinb
* initial 1.5 import
*
*
* 33 10/21/99 9:28p Jeff
* B.A. Macintosh code merge
*
* 32 5/12/99 11:28a Jeff
* added sourcesafe comment block
*
* $NoKeywords: $
*/
#ifndef __DMFC_APP_H_
#define __DMFC_APP_H_
#include "osiris_share.h"
#include "d3events.h"
// Setup and processing functions
void AnarchyGameInit(int teams);
void AnarchyGameClose(void);
void OnKeypress(int key);
void OnHUDInterval(void);
void OnInterval(void);
void OnClientPlayerKilled(object *killer_obj, int victim_pnum);
void OnClientPlayerEntersGame(int player_num);
void OnClientLevelStart(void);
void OnClientLevelEnd(void);
void OnServerGameCreated(void);
void OnPLRInterval(void);
void OnPLRInit(void);
void OnSaveStatsToFile(void);
void OnLevelEndSaveStatsToFile(void);
void OnDisconnectSaveStatsToFile(void);
void OnPrintScores(int level);
extern IDMFC *DMFCBase;
/*************************************************************************************************
*The following functions and declaration are needed to connect the DLL to the game. These must *
*stay here and must call the functions that are in them. You can not delete from here, but you *
*can add to it no problem
**
*************************************************************************************************
*/
// These next two function prototypes MUST appear in the extern "C" block if called
// from a CPP file.
#ifdef __cplusplus
extern "C" {
#endif
DLLEXPORT void DLLFUNCCALL DLLGameInit(int *api_func, uint8_t *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(const char *name, uint8_t isdoor);
DLLEXPORT void DLLFUNCCALLPTR CreateInstance(int id);
DLLEXPORT void DLLFUNCCALL DestroyInstance(int id, void *ptr);
DLLEXPORT int16_t DLLFUNCCALL CallInstanceEvent(int id, void *ptr, int event, tOSIRISEventInfo *data);
DLLEXPORT int DLLFUNCCALL SaveRestoreState(void *file_ptr, uint8_t saving_state);
#ifdef __cplusplus
}
#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(const char *name, uint8_t 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.
int16_t 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, uint8_t saving_state) { return 0; }
#endif