mirror of
https://github.com/kevinbentley/Descent3.git
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617 lines
18 KiB
C++
617 lines
18 KiB
C++
// clutter.cpp
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// 0.1
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "osiris_import.h"
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#include "osiris_common.h"
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#include "osiris_vector.h"
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#ifdef _MSC_VER // Visual C++ Build
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#define STDCALL __stdcall
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#define STDCALLPTR *STDCALL
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#else // Non-Visual C++ Build
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#define STDCALL __attribute__((stdcall))
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#define STDCALLPTR STDCALL *
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#endif
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#ifdef __cplusplus
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extern "C" {
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#endif
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char STDCALL InitializeDLL(tOSIRISModuleInit *func_list);
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void STDCALL ShutdownDLL(void);
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int STDCALL GetGOScriptID(char *name, ubyte isdoor);
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void STDCALLPTR CreateInstance(int id);
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void STDCALL DestroyInstance(int id, void *ptr);
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short STDCALL CallInstanceEvent(int id, void *ptr, int event, tOSIRISEventInfo *data);
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int STDCALL SaveRestoreState(void *file_ptr, ubyte saving_state);
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#ifdef __cplusplus
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}
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#endif
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int String_table_size = 0;
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char **String_table = NULL;
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static char *_Error_string = "!!ERROR MISSING STRING!!";
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static char *_Empty_string = "";
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char *GetStringFromTable(int index) {
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if ((index < 0) || (index >= String_table_size))
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return _Error_string;
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if (!String_table[index])
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return _Empty_string;
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return String_table[index];
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}
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#define TXT(x) GetStringFromTable(x)
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#define ID_FRAGCRATE 0
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#define ID_NAPALMBARREL 1
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#define ID_ALIENCUPLINK 2
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#define ID_TNTHIGHYIELD 3
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#define ID_TNTMEDYIELD 4
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#define ID_FALLINGROCK 5
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#define ID_LAVAROCK 6
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typedef struct {
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int id;
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char *name;
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} tScriptInfo;
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tScriptInfo ScriptIDs[] = {{ID_FRAGCRATE, "fragcrate"},
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{ID_NAPALMBARREL, "napalmbarrel"},
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{ID_ALIENCUPLINK, "Aliencuplink"},
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{ID_TNTHIGHYIELD, "TNTCrateHighYield"},
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{ID_TNTMEDYIELD, "TNTCrateMediumYield"},
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{ID_FALLINGROCK, "FallingRock"},
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{ID_LAVAROCK, "LavaRock"}};
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int NumScriptIDs = sizeof(ScriptIDs) / sizeof(tScriptInfo);
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class ClutterScript {
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public:
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virtual short CallEvent(int event, tOSIRISEventInfo *data) { return CONTINUE_CHAIN | CONTINUE_DEFAULT; }
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};
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class FragCrate : public ClutterScript {
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public:
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short CallEvent(int event, tOSIRISEventInfo *data);
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};
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class NapalmBarrel : public ClutterScript {
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public:
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short CallEvent(int event, tOSIRISEventInfo *data);
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};
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class AliencuplinkScript : public ClutterScript {
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public:
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short CallEvent(int event, tOSIRISEventInfo *data);
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};
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typedef struct {
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vector last_vel;
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float lifetime;
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} tTNTHighYield;
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class TNTHighYield : public ClutterScript {
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public:
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TNTHighYield() { memory = NULL; }
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short CallEvent(int event, tOSIRISEventInfo *data);
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tTNTHighYield *memory;
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};
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class TNTMedYield : public ClutterScript {
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public:
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TNTMedYield() { memory = NULL; }
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short CallEvent(int event, tOSIRISEventInfo *data);
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float *memory;
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};
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typedef struct {
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float lifeleft;
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} tFallingRock;
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class FallingRock : public ClutterScript {
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public:
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FallingRock() { memory = NULL; }
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short CallEvent(int event, tOSIRISEventInfo *data);
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tFallingRock *memory;
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};
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class LavaRock : public ClutterScript {
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public:
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LavaRock() { memory = NULL; }
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short CallEvent(int event, tOSIRISEventInfo *data);
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tFallingRock *memory;
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};
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// InitializeDLL
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// Purpose:
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// This function gets called when the DLL first gets loaded. It will only be called once (until the
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// DLL is unloaded). Passed in is a struct of data passed from the game needed for the DLL to interact
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// with D3. Usually this function will just call osicommon_Initialize(), which sets up the imported
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// functions. However, you can alloc some memory or whatever in this function, and free it in ShutdownDLL().
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// Note: You cannot call any imported functions until osicommon_Initialize() is called.
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// Returns 1 if initialization went ok, 0 if there was an error and the DLL should not be loaded.
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char STDCALL InitializeDLL(tOSIRISModuleInit *func_list) {
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osicommon_Initialize((tOSIRISModuleInit *)func_list);
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String_table_size = func_list->string_count;
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String_table = func_list->string_table;
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if (func_list->game_checksum != CHECKSUM) {
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mprintf(0, "Game-Checksum FAIL!!! (%ul!=%ul)\n", func_list->game_checksum, CHECKSUM);
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mprintf(0, "RECOMPILE YOUR SCRIPTS!!!\n");
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return 0;
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}
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return 1;
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}
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// ShutdownDLL
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// Purpose:
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// This function is called right before a DLL is about to be unloaded from memory. You can free
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// any unfree'd memory, or anything else you need to do. Don't worry about destroying any instances
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// of scripts, as they will all be automatically destroyed before this function is called. The
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// same goes for any memory allocated with Scrpt_MemAlloc(), as this will automatically be freed
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// when a scripts instance is destroyed.
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void STDCALL ShutdownDLL(void) {}
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// GetGOScriptID
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// Purpose:
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// Given the name of the object (from it's pagename), this function will search through it's
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// list of General Object Scripts for a script with a matching name (to see if there is a script
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// for that type/id of object within this DLL). If a matching scriptname is found, a UNIQUE ID
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// is to be returned back to Descent 3. This ID will be used from here on out for all future
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// interaction with the DLL. Since doors are not part of the generic object's, it's possible
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// for a door to have the same name as a generic object (OBJ_POWERUP, OBJ_BUILDING, OBJ_CLUTTER
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// or OBJ_ROBOT), therefore, a 1 is passed in for isdoor if the given object name refers to a
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// door, else it is a 0. The return value is the unique identifier, else -1 if the script
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// does not exist in the DLL.
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int STDCALL GetGOScriptID(char *name, ubyte isdoor) {
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if (!isdoor) {
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for (int i = 0; i < NumScriptIDs; i++) {
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if (!stricmp(name, ScriptIDs[i].name))
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return ScriptIDs[i].id;
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}
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}
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return -1;
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}
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// CreateInstance
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// Purpose:
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// Given an ID from a call to GetGOScriptID(), this function will create a new instance for that
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// particular script (by allocating and initializing memory, etc.). A pointer to this instance
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// is to be returned back to Descent 3. This pointer will be passed around, along with the ID
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// for CallInstanceEvent() and DestroyInstance(). Return NULL if there was an error.
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void STDCALLPTR CreateInstance(int id) {
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switch (id) {
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case ID_FRAGCRATE:
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return new FragCrate;
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break;
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case ID_NAPALMBARREL:
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return new NapalmBarrel;
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break;
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case ID_ALIENCUPLINK:
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return new AliencuplinkScript;
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break;
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case ID_TNTHIGHYIELD:
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return new TNTHighYield;
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break;
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case ID_TNTMEDYIELD:
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return new TNTMedYield;
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break;
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case ID_FALLINGROCK:
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return new FallingRock;
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break;
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case ID_LAVAROCK:
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return new LavaRock;
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break;
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};
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return NULL;
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}
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// DestroyInstance
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// Purpose:
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// Given an ID, and a pointer to a particular instance of a script, this function will delete and
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// destruct all information associated with that script, so it will no longer exist.
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void STDCALL DestroyInstance(int id, void *ptr) {
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switch (id) {
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case ID_FRAGCRATE:
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delete ((FragCrate *)ptr);
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break;
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case ID_NAPALMBARREL:
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delete ((NapalmBarrel *)ptr);
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break;
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case ID_ALIENCUPLINK:
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delete ((AliencuplinkScript *)ptr);
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break;
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case ID_TNTHIGHYIELD:
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delete ((TNTHighYield *)ptr);
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break;
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case ID_TNTMEDYIELD:
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delete ((TNTMedYield *)ptr);
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break;
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case ID_FALLINGROCK:
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delete ((FallingRock *)ptr);
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break;
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case ID_LAVAROCK:
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delete ((LavaRock *)ptr);
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break;
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};
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}
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// CallInstanceEvent
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// Purpose:
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// Given an ID, a pointer to a script instance, an event and a pointer to the struct of
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// information about the event, this function will translate who this event belongs to and
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// passes the event to that instance of the script to be handled. Return a combination of
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// CONTINUE_CHAIN and CONTINUE_DEFAULT, to give instructions on what to do based on the
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// event. CONTINUE_CHAIN means to continue through the chain of scripts (custom script, level
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// script, mission script, and finally default script). If CONTINUE_CHAIN is not specified,
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// than the chain is broken and those scripts of lower priority will never get the event. Return
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// CONTINUE_DEFAULT in order to tell D3 if you want process the normal action that is built into
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// the game for that event. This only pertains to certain events. If the chain continues
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// after this script, than the CONTINUE_DEFAULT setting will be overridden by lower priority
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// scripts return value.
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short STDCALL CallInstanceEvent(int id, void *ptr, int event, tOSIRISEventInfo *data) {
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return ((ClutterScript *)ptr)->CallEvent(event, data);
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}
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// SaveRestoreState
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// Purpose:
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// This function is called when Descent 3 is saving or restoring the game state. In this function
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// you should save/restore any global data that you want preserved through load/save (which includes
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// demos). You must be very careful with this function, corrupting the file (reading or writing too
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// much or too little) may be hazardous to the game (possibly making it impossible to restore the
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// state). It would be best to use version information to keep older versions of saved states still
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// able to be used. IT IS VERY IMPORTANT WHEN SAVING THE STATE TO RETURN THE NUMBER OF _BYTES_ WROTE
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// TO THE FILE. When restoring the data, the return value is ignored. saving_state is 1 when you should
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// write data to the file_ptr, 0 when you should read in the data.
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int STDCALL SaveRestoreState(void *file_ptr, ubyte saving_state) { return 0; }
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int GetObjectType(int object) {
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msafe_struct ms;
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ms.objhandle = object;
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MSafe_GetValue(MSAFE_OBJECT_TYPE, &ms);
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return ms.type;
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}
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int GetObjectID(int object) {
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msafe_struct ms;
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ms.objhandle = object;
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MSafe_GetValue(MSAFE_OBJECT_ID, &ms);
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return ms.id;
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}
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short FragCrate::CallEvent(int event, tOSIRISEventInfo *data) {
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switch (event) {
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case EVT_DESTROY:
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vector pos;
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float mag;
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int weapon_id;
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int handle;
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int i;
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int room;
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Obj_Value(data->me_handle, VF_GET, OBJV_I_ROOMNUM, &room);
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Obj_Value(data->me_handle, VF_GET, OBJV_V_POS, &pos);
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weapon_id = Wpn_FindID("fragbarrel");
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handle = Obj_Create(OBJ_WEAPON, weapon_id, room, &pos, NULL, data->me_handle);
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break;
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}
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return CONTINUE_CHAIN | CONTINUE_DEFAULT;
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}
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short NapalmBarrel::CallEvent(int event, tOSIRISEventInfo *data) {
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switch (event) {
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case EVT_DESTROY:
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vector pos;
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float mag;
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int weapon_id;
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int handle;
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int i;
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int room;
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matrix o, orient;
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Obj_Value(data->me_handle, VF_GET, OBJV_M_ORIENT, &o);
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Obj_Value(data->me_handle, VF_GET, OBJV_I_ROOMNUM, &room);
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Obj_Value(data->me_handle, VF_GET, OBJV_V_POS, &pos);
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orient.uvec = o.fvec;
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orient.rvec = o.rvec;
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orient.fvec = -o.uvec;
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weapon_id = Wpn_FindID("napalmbarrel");
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// weapon_id = Wpn_FindID("napalmrocket");
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handle = Obj_Create(OBJ_WEAPON, weapon_id, room, &pos, &orient, data->me_handle);
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// Set direction
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vector v;
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float amount_r, amount_u;
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amount_r = (float(rand()) - float(RAND_MAX) / 2.0f) / float(RAND_MAX);
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amount_u = (float(rand()) - float(RAND_MAX) / 2.0f) / float(RAND_MAX);
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v = amount_r * orient.rvec + amount_u * orient.uvec + orient.fvec;
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vm_VectorNormalize(&v);
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v *= 30.0f;
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// v = orient.fvec*30.0f;
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Obj_Value(handle, VF_SET, OBJV_V_VELOCITY, &v);
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break;
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}
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return CONTINUE_CHAIN | CONTINUE_DEFAULT;
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}
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short AliencuplinkScript::CallEvent(int event, tOSIRISEventInfo *data) {
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switch (event) {
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case EVT_AI_INIT:
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int handle, id, room;
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vector pos;
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id = Obj_FindID("Aliencuplinkhousing");
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if (id != -1) {
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Obj_Value(data->me_handle, VF_GET, OBJV_I_ROOMNUM, &room);
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Obj_Value(data->me_handle, VF_GET, OBJV_V_POS, &pos);
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handle = Obj_Create(OBJ_CLUTTER, id, room, &pos, NULL, data->me_handle);
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Obj_AttachObjectAP(data->me_handle, 0, handle, 0, 1);
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}
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break;
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}
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return CONTINUE_CHAIN | CONTINUE_DEFAULT;
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}
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void ObjectDamage(int object, float amount, int killer = OBJECT_HANDLE_NONE);
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void ObjectDamage(int object, float amount, int killer) {
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msafe_struct mstruct;
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mstruct.objhandle = object;
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mstruct.killer_handle = killer;
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mstruct.damage_type = GD_SCRIPTED;
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mstruct.amount = amount;
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MSafe_CallFunction(MSAFE_OBJECT_DAMAGE_OBJECT, &mstruct);
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}
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float GetObjectShields(int object) {
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msafe_struct mstruct;
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mstruct.objhandle = object;
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MSafe_GetValue(MSAFE_OBJECT_SHIELDS, &mstruct);
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return mstruct.shields;
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}
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short TNTMedYield::CallEvent(int event, tOSIRISEventInfo *data) {
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switch (event) {
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case EVT_CREATED: {
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int i;
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tOSIRISMEMCHUNK ch;
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ch.id = 4;
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ch.size = sizeof(float);
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ch.my_id.type = OBJECT_SCRIPT;
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ch.my_id.objhandle = data->me_handle;
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memory = (float *)Scrpt_MemAlloc(&ch);
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*memory = -1.0f;
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} break;
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case EVT_MEMRESTORE: {
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memory = (float *)data->evt_memrestore.memory_ptr;
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} break;
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case EVT_INTERVAL: {
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vector vel;
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float vel_val;
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float last_vel;
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float delta_vel;
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float frametime;
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float accel;
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Obj_Value(data->me_handle, VF_GET, OBJV_V_VELOCITY, &vel);
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vel_val = vm_GetMagnitude(&vel);
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frametime = Game_GetFrameTime();
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last_vel = *memory;
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if (last_vel != -1.0f) {
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delta_vel = vel_val - last_vel;
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accel = delta_vel / frametime;
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if (accel <= 0.0002f) {
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// blow him up
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Obj_Kill(data->me_handle, OBJECT_HANDLE_NONE, 1000.0f,
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DF_BLAST_RING | DF_LOSES_ANTIGRAV | DF_EXPL_MEDIUM | DF_FIREBALL | DF_BREAKS_APART | DF_DEBRIS_SMOKES,
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0.0f, 0.0f);
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}
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}
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*memory = vel_val;
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} break;
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}
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return CONTINUE_CHAIN | CONTINUE_DEFAULT;
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}
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short TNTHighYield::CallEvent(int event, tOSIRISEventInfo *data) {
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switch (event) {
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case EVT_CREATED: {
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int i;
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tOSIRISMEMCHUNK ch;
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ch.id = 4;
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ch.size = sizeof(tTNTHighYield);
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ch.my_id.type = OBJECT_SCRIPT;
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ch.my_id.objhandle = data->me_handle;
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memory = (tTNTHighYield *)Scrpt_MemAlloc(&ch);
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vm_MakeZero(&memory->last_vel);
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memory->lifetime = 0;
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} break;
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case EVT_MEMRESTORE: {
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memory = (tTNTHighYield *)data->evt_memrestore.memory_ptr;
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} break;
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case EVT_INTERVAL: {
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vector vel;
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vector diff_vel;
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float vel_val;
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float delta_vel;
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float frametime;
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float accel;
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Obj_Value(data->me_handle, VF_GET, OBJV_V_VELOCITY, &vel);
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vel_val = vm_GetMagnitude(&vel);
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frametime = Game_GetFrameTime();
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diff_vel = vel - (memory->last_vel);
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memory->lifetime += frametime;
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delta_vel = vm_GetMagnitude(&diff_vel);
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accel = fabs(delta_vel / frametime);
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bool case1 = (accel >= 40.0f && vel_val > 35.0f && memory->last_vel.y < -6.0f) ? true : false;
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bool case2 = (accel > 100.0f && vel_val > 50.0f) ? true : false;
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bool case3 = (accel > 1500.0f && memory->last_vel.y < -5.0f) ? true : false;
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if (case1 || case2 || case3) {
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if (case1)
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mprintf(0, "Case 1\n");
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if (case2)
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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;
|
|
} |