Descent3/scripts/scripttest1.cpp
2024-04-16 12:56:40 -06:00

249 lines
6.3 KiB
C++

// scripttest1.cpp
// 0.1
#include <stdio.h>
#include <stdlib.h>
#include <string.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 GetTriggerScriptID(int trigger_room, int trigger_face);
int STDCALL GetCOScriptList(int **list, int **id_list);
int STDCALL SaveRestoreState(void *file_ptr, ubyte saving_state);
#ifdef __cplusplus
}
#endif
// ==========================
// Script class definitions//
// ==========================
#define ID_SHIELD_ORB 0x00 // shield id
#define MAX_IDS 0x01 // maximum number of GOS IDs
#define ID_CUST_SHIELD_ORB 0x01
#define ID_MY_TRIGGER 0x02
#define ID_MY_DOOR 0x03
typedef struct {
int id;
char *name;
} tScriptInfo;
tScriptInfo ScriptInfo[MAX_IDS] = {{ID_SHIELD_ORB, "Shield"}};
class BaseObjScript {
public:
BaseObjScript();
~BaseObjScript();
virtual short CallEvent(int event, tOSIRISEventInfo *data);
protected:
bool called;
};
class MyTrigger {
public:
short CallEvent(int event, tOSIRISEventInfo *data);
};
class MyDoor {
public:
short CallEvent(int event, tOSIRISEventInfo *data);
};
//------------------
// Shield orb script
//------------------
class ShieldOrb : public BaseObjScript {
public:
short CallEvent(int event, tOSIRISEventInfo *data);
};
class CustomShieldOrb : public BaseObjScript {
public:
short CallEvent(int event, tOSIRISEventInfo *data);
};
char STDCALL InitializeDLL(tOSIRISModuleInit *func_list) {
osicommon_Initialize((tOSIRISModuleInit *)func_list);
return 1;
}
void STDCALL ShutdownDLL(void) {}
int STDCALL GetGOScriptID(char *name, ubyte isdoor) {
if (!isdoor) {
for (int i = 0; i < MAX_IDS; i++) {
if (!stricmp(name, ScriptInfo[i].name)) {
return ScriptInfo[i].id;
}
}
} else {
if (!stricmp("MARK'S OLD DOOR", name))
return ID_MY_DOOR;
}
return -1;
}
void STDCALLPTR CreateInstance(int id) {
switch (id) {
case ID_SHIELD_ORB:
return new ShieldOrb;
break;
case ID_CUST_SHIELD_ORB:
return new CustomShieldOrb;
break;
case ID_MY_TRIGGER:
return new MyTrigger;
break;
case ID_MY_DOOR:
return new MyDoor;
break;
default:
mprintf(0, "SCRIPT: Illegal ID (%d)\n", id);
break;
};
return NULL;
}
void STDCALL DestroyInstance(int id, void *ptr) {
switch (id) {
case ID_SHIELD_ORB:
delete ((ShieldOrb *)ptr);
break;
case ID_CUST_SHIELD_ORB:
delete ((CustomShieldOrb *)ptr);
break;
case ID_MY_TRIGGER:
delete ((MyTrigger *)ptr);
break;
case ID_MY_DOOR:
delete ((MyDoor *)ptr);
break;
default:
mprintf(0, "SCRIPT: Illegal ID (%d)\n", id);
break;
};
}
short STDCALL CallInstanceEvent(int id, void *ptr, int event, tOSIRISEventInfo *data) {
switch (id) {
case ID_SHIELD_ORB:
case ID_CUST_SHIELD_ORB:
return ((BaseObjScript *)ptr)->CallEvent(event, data);
break;
case ID_MY_TRIGGER:
return ((MyTrigger *)ptr)->CallEvent(event, data);
case ID_MY_DOOR:
return ((MyDoor *)ptr)->CallEvent(event, data);
default:
mprintf(0, "SCRIPT: Illegal ID (%d)\n", id);
break;
};
return CONTINUE_CHAIN | CONTINUE_DEFAULT;
}
int STDCALL GetTriggerScriptID(int trigger_room, int trigger_face) {
if (trigger_room == 2 && trigger_face == 1) {
return ID_MY_TRIGGER;
}
return -1;
}
int STDCALL GetCOScriptList(int **list, int **id_list) {
static int cust_handle_list[1] = {0x403};
static int cust_id_list[1] = {ID_CUST_SHIELD_ORB};
*list = cust_handle_list;
*id_list = cust_id_list;
return 1;
}
// 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; }
//============================================
// Script Implementation
//============================================
BaseObjScript::BaseObjScript() { called = false; }
BaseObjScript::~BaseObjScript() {}
short BaseObjScript::CallEvent(int event, tOSIRISEventInfo *data) {
mprintf(0, "BaseObjScript::CallEvent()\n");
return CONTINUE_CHAIN | CONTINUE_DEFAULT;
}
// --------------
// Shield orb
// --------------
short ShieldOrb::CallEvent(int event, tOSIRISEventInfo *data) {
switch (event) {
case EVT_COLLIDE:
if (!called) {
mprintf(0, "Collide with LEVEL shield\n");
called = true;
}
break;
}
return CONTINUE_CHAIN | CONTINUE_DEFAULT;
}
short CustomShieldOrb::CallEvent(int event, tOSIRISEventInfo *data) {
switch (event) {
case EVT_COLLIDE:
if (!called) {
mprintf(0, "Collide with CUSTOM shield\n");
called = true;
}
break;
}
return CONTINUE_CHAIN | CONTINUE_DEFAULT;
}
short MyTrigger::CallEvent(int event, tOSIRISEventInfo *data) {
mprintf(0, "TRIGGER: %d\n", event);
return CONTINUE_CHAIN | CONTINUE_DEFAULT;
}
short MyDoor::CallEvent(int event, tOSIRISEventInfo *data) {
switch (event) {
case EVT_COLLIDE: {
msafe_struct mo;
mo.objhandle = data->me_handle;
MSafe_GetValue(MSAFE_OBJECT_ID, &mo);
mo.doorway_index = mo.id;
mprintf(0, "Activating doorway %d\n", mo.id);
MSafe_CallFunction(MSAFE_DOOR_ACTIVATE, &mo);
} break;
};
return CONTINUE_CHAIN | CONTINUE_DEFAULT;
}