Descent3/scripts/clutter.cpp

630 lines
19 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/>.
*/
// clutter.cpp
// 0.1
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "osiris_import.h"
#include "osiris_common.h"
#include "osiris_vector.h"
#include "module.h"
#ifdef __cplusplus
extern "C" {
#endif
DLLEXPORT char STDCALL InitializeDLL(tOSIRISModuleInit *func_list);
DLLEXPORT void STDCALL ShutdownDLL(void);
DLLEXPORT int STDCALL GetGOScriptID(const char *name, uint8_t isdoor);
DLLEXPORT void STDCALLPTR CreateInstance(int id);
DLLEXPORT void STDCALL DestroyInstance(int id, void *ptr);
DLLEXPORT int16_t STDCALL CallInstanceEvent(int id, void *ptr, int event, tOSIRISEventInfo *data);
DLLEXPORT int STDCALL SaveRestoreState(void *file_ptr, uint8_t saving_state);
#ifdef __cplusplus
}
#endif
static int String_table_size = 0;
static char **String_table = NULL;
static const char *_Error_string = "!!ERROR MISSING STRING!!";
static const char *_Empty_string = "";
static const 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 ID_FRAGCRATE 0
#define ID_NAPALMBARREL 1
#define ID_ALIENCUPLINK 2
#define ID_TNTHIGHYIELD 3
#define ID_TNTMEDYIELD 4
#define ID_FALLINGROCK 5
#define ID_LAVAROCK 6
struct tScriptInfo {
int id;
const char *name;
};
static tScriptInfo ScriptIDs[] = {{ID_FRAGCRATE, "fragcrate"},
{ID_NAPALMBARREL, "napalmbarrel"},
{ID_ALIENCUPLINK, "Aliencuplink"},
{ID_TNTHIGHYIELD, "TNTCrateHighYield"},
{ID_TNTMEDYIELD, "TNTCrateMediumYield"},
{ID_FALLINGROCK, "FallingRock"},
{ID_LAVAROCK, "LavaRock"}};
static int NumScriptIDs = sizeof(ScriptIDs) / sizeof(tScriptInfo);
class ClutterScript {
public:
virtual int16_t CallEvent(int event, tOSIRISEventInfo *data) { return CONTINUE_CHAIN | CONTINUE_DEFAULT; }
};
class FragCrate : public ClutterScript {
public:
int16_t CallEvent(int event, tOSIRISEventInfo *data);
};
class NapalmBarrel : public ClutterScript {
public:
int16_t CallEvent(int event, tOSIRISEventInfo *data);
};
class AliencuplinkScript : public ClutterScript {
public:
int16_t CallEvent(int event, tOSIRISEventInfo *data);
};
struct tTNTHighYield {
vector last_vel;
float lifetime;
};
class TNTHighYield : public ClutterScript {
public:
TNTHighYield() { memory = NULL; }
int16_t CallEvent(int event, tOSIRISEventInfo *data);
tTNTHighYield *memory;
};
class TNTMedYield : public ClutterScript {
public:
TNTMedYield() { memory = NULL; }
int16_t CallEvent(int event, tOSIRISEventInfo *data);
float *memory;
};
struct tFallingRock {
float lifeleft;
};
class FallingRock : public ClutterScript {
public:
FallingRock() { memory = NULL; }
int16_t CallEvent(int event, tOSIRISEventInfo *data);
tFallingRock *memory;
};
class LavaRock : public ClutterScript {
public:
LavaRock() { memory = NULL; }
int16_t CallEvent(int event, tOSIRISEventInfo *data);
tFallingRock *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);
String_table_size = func_list->string_count;
String_table = func_list->string_table;
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;
}
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(const char *name, uint8_t isdoor) {
if (!isdoor) {
for (int i = 0; i < NumScriptIDs; i++) {
if (!stricmp(name, ScriptIDs[i].name))
return ScriptIDs[i].id;
}
}
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 STDCALLPTR CreateInstance(int id) {
switch (id) {
case ID_FRAGCRATE:
return new FragCrate;
break;
case ID_NAPALMBARREL:
return new NapalmBarrel;
break;
case ID_ALIENCUPLINK:
return new AliencuplinkScript;
break;
case ID_TNTHIGHYIELD:
return new TNTHighYield;
break;
case ID_TNTMEDYIELD:
return new TNTMedYield;
break;
case ID_FALLINGROCK:
return new FallingRock;
break;
case ID_LAVAROCK:
return new LavaRock;
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 ID_FRAGCRATE:
delete ((FragCrate *)ptr);
break;
case ID_NAPALMBARREL:
delete ((NapalmBarrel *)ptr);
break;
case ID_ALIENCUPLINK:
delete ((AliencuplinkScript *)ptr);
break;
case ID_TNTHIGHYIELD:
delete ((TNTHighYield *)ptr);
break;
case ID_TNTMEDYIELD:
delete ((TNTMedYield *)ptr);
break;
case ID_FALLINGROCK:
delete ((FallingRock *)ptr);
break;
case ID_LAVAROCK:
delete ((LavaRock *)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.
int16_t STDCALL CallInstanceEvent(int id, void *ptr, int event, tOSIRISEventInfo *data) {
return ((ClutterScript *)ptr)->CallEvent(event, data);
}
// 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, uint8_t saving_state) { return 0; }
int GetObjectType(int object) {
msafe_struct ms;
ms.objhandle = object;
MSafe_GetValue(MSAFE_OBJECT_TYPE, &ms);
return ms.type;
}
int GetObjectID(int object) {
msafe_struct ms;
ms.objhandle = object;
MSafe_GetValue(MSAFE_OBJECT_ID, &ms);
return ms.id;
}
int16_t FragCrate::CallEvent(int event, tOSIRISEventInfo *data) {
switch (event) {
case EVT_DESTROY:
vector pos;
float mag;
int weapon_id;
int handle;
int i;
int room;
Obj_Value(data->me_handle, VF_GET, OBJV_I_ROOMNUM, &room);
Obj_Value(data->me_handle, VF_GET, OBJV_V_POS, &pos);
weapon_id = Wpn_FindID("fragbarrel");
handle = Obj_Create(OBJ_WEAPON, weapon_id, room, &pos, NULL, data->me_handle);
break;
}
return CONTINUE_CHAIN | CONTINUE_DEFAULT;
}
int16_t NapalmBarrel::CallEvent(int event, tOSIRISEventInfo *data) {
switch (event) {
case EVT_DESTROY:
vector pos;
float mag;
int weapon_id;
int handle;
int i;
int room;
matrix o, orient;
Obj_Value(data->me_handle, VF_GET, OBJV_M_ORIENT, &o);
Obj_Value(data->me_handle, VF_GET, OBJV_I_ROOMNUM, &room);
Obj_Value(data->me_handle, VF_GET, OBJV_V_POS, &pos);
orient.uvec = o.fvec;
orient.rvec = o.rvec;
orient.fvec = -o.uvec;
weapon_id = Wpn_FindID("napalmbarrel");
// weapon_id = Wpn_FindID("napalmrocket");
handle = Obj_Create(OBJ_WEAPON, weapon_id, room, &pos, &orient, data->me_handle);
// Set direction
vector v;
float amount_r, amount_u;
amount_r = (float(rand()) - float(RAND_MAX) / 2.0f) / float(RAND_MAX);
amount_u = (float(rand()) - float(RAND_MAX) / 2.0f) / float(RAND_MAX);
v = amount_r * orient.rvec + amount_u * orient.uvec + orient.fvec;
vm_VectorNormalize(&v);
v *= 30.0f;
// v = orient.fvec*30.0f;
Obj_Value(handle, VF_SET, OBJV_V_VELOCITY, &v);
break;
}
return CONTINUE_CHAIN | CONTINUE_DEFAULT;
}
int16_t AliencuplinkScript::CallEvent(int event, tOSIRISEventInfo *data) {
switch (event) {
case EVT_AI_INIT:
int handle, id, room;
vector pos;
id = Obj_FindID("Aliencuplinkhousing");
if (id != -1) {
Obj_Value(data->me_handle, VF_GET, OBJV_I_ROOMNUM, &room);
Obj_Value(data->me_handle, VF_GET, OBJV_V_POS, &pos);
handle = Obj_Create(OBJ_CLUTTER, id, room, &pos, NULL, data->me_handle);
Obj_AttachObjectAP(data->me_handle, 0, handle, 0, 1);
}
break;
}
return CONTINUE_CHAIN | CONTINUE_DEFAULT;
}
void ObjectDamage(int object, float amount, int killer = OBJECT_HANDLE_NONE);
void ObjectDamage(int object, float amount, int killer) {
msafe_struct mstruct;
mstruct.objhandle = object;
mstruct.killer_handle = killer;
mstruct.damage_type = GD_SCRIPTED;
mstruct.amount = amount;
MSafe_CallFunction(MSAFE_OBJECT_DAMAGE_OBJECT, &mstruct);
}
float GetObjectShields(int object) {
msafe_struct mstruct;
mstruct.objhandle = object;
MSafe_GetValue(MSAFE_OBJECT_SHIELDS, &mstruct);
return mstruct.shields;
}
int16_t TNTMedYield::CallEvent(int event, tOSIRISEventInfo *data) {
switch (event) {
case EVT_CREATED: {
int i;
tOSIRISMEMCHUNK ch;
ch.id = 4;
ch.size = sizeof(float);
ch.my_id.type = OBJECT_SCRIPT;
ch.my_id.objhandle = data->me_handle;
memory = (float *)Scrpt_MemAlloc(&ch);
*memory = -1.0f;
} break;
case EVT_MEMRESTORE: {
memory = (float *)data->evt_memrestore.memory_ptr;
} break;
case EVT_INTERVAL: {
vector vel;
float vel_val;
float last_vel;
float delta_vel;
float frametime;
float accel;
Obj_Value(data->me_handle, VF_GET, OBJV_V_VELOCITY, &vel);
vel_val = vm_GetMagnitude(&vel);
frametime = Game_GetFrameTime();
last_vel = *memory;
if (last_vel != -1.0f) {
delta_vel = vel_val - last_vel;
accel = delta_vel / frametime;
if (accel <= 0.0002f) {
// blow him up
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 = vel_val;
} break;
}
return CONTINUE_CHAIN | CONTINUE_DEFAULT;
}
int16_t TNTHighYield::CallEvent(int event, tOSIRISEventInfo *data) {
switch (event) {
case EVT_CREATED: {
int i;
tOSIRISMEMCHUNK ch;
ch.id = 4;
ch.size = sizeof(tTNTHighYield);
ch.my_id.type = OBJECT_SCRIPT;
ch.my_id.objhandle = data->me_handle;
memory = (tTNTHighYield *)Scrpt_MemAlloc(&ch);
vm_MakeZero(&memory->last_vel);
memory->lifetime = 0;
} break;
case EVT_MEMRESTORE: {
memory = (tTNTHighYield *)data->evt_memrestore.memory_ptr;
} break;
case EVT_INTERVAL: {
vector vel;
vector diff_vel;
float vel_val;
float delta_vel;
float frametime;
float accel;
Obj_Value(data->me_handle, VF_GET, OBJV_V_VELOCITY, &vel);
vel_val = vm_GetMagnitude(&vel);
frametime = Game_GetFrameTime();
diff_vel = vel - (memory->last_vel);
memory->lifetime += frametime;
delta_vel = vm_GetMagnitude(&diff_vel);
accel = fabs(delta_vel / frametime);
bool case1 = (accel >= 40.0f && vel_val > 35.0f && memory->last_vel.y < -6.0f) ? true : false;
bool case2 = (accel > 100.0f && vel_val > 50.0f) ? true : false;
bool case3 = (accel > 1500.0f && memory->last_vel.y < -5.0f) ? true : false;
if (case1 || case2 || case3) {
if (case1)
mprintf(0, "Case 1\n");
if (case2)
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;
}
int16_t 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;
}
int16_t 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;
}