mirror of
https://github.com/kevinbentley/Descent3.git
synced 2025-01-22 19:55:23 +00:00
670 lines
21 KiB
C++
670 lines
21 KiB
C++
// generic.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 <stdarg.h>
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#include "osiris_import.h"
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#include "osiris_common.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 TXT_DOORLOCKED TXT(0) //"Door Locked!"
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#define TXT_RAPIDFIRE TXT(1) //"Rapid Fire!"
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#define TXT_FORCEWALL TXT(2) //"Force Wall!"
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#define TXT_FORCEWALLEJECT TXT(3) //"Force Wall Ejected!"
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#define TXT_FORCEWALLDONE TXT(4) //"Force Wall Done!"
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#define TXT_WINGNUT TXT(5) //"WingNut!"
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#define TXT_RAPIDFIREOFF TXT(6) //"Rapid Fire Off!"
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// ================
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// Helper Functions
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// ================
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void AddHudMessage(int player_objhandle, int color, char *format, ...);
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#define ID_RAPIDFIRE 0
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#define ID_FORCEWALL 1
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#define ID_WINGNUT 2
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#define NUM_IDS 3
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// Common Powerups
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// Weapon Powerups
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// Ammo Powerups
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#define GENERIC_POWERUP_SCRIPTID NUM_IDS
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// Generic Door Script
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#define GENERIC_DOOR_SCRIPTID NUM_IDS + 1
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typedef struct {
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int id;
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char *name;
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} tScriptIDInfo;
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tScriptIDInfo ScriptIDInfo[NUM_IDS] = {
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{ID_RAPIDFIRE, "RapidFire"}, {ID_FORCEWALL, "Forcewall"}, {ID_WINGNUT, "GoWingNut"}};
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class GenericScript {
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public:
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GenericScript() {}
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virtual short CallEvent(int event, tOSIRISEventInfo *data);
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protected:
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};
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class GenericDoor : public GenericScript {
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public:
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GenericDoor() {}
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short CallEvent(int event, tOSIRISEventInfo *data);
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};
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typedef struct {
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int object_handle;
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} forcewallmemory;
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class ForceWallScript : public GenericScript {
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public:
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ForceWallScript();
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short CallEvent(int event, tOSIRISEventInfo *data);
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forcewallmemory *memory;
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};
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class WingNutScript : public GenericScript {
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public:
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WingNutScript() {}
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short CallEvent(int event, tOSIRISEventInfo *data);
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};
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typedef struct {
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int timer_handle;
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} tPlayerTimerInfo;
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tPlayerTimerInfo RapidFirePlayerTimers[MAX_PLAYERS];
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typedef struct {
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int collided_object;
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ubyte collided_pnum;
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} rapidfirememory;
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class RapidFireScript : public GenericScript {
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public:
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RapidFireScript();
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short CallEvent(int event, tOSIRISEventInfo *data);
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rapidfirememory *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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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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String_table_size = func_list->string_count;
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String_table = func_list->string_table;
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int i;
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// initialize rapid fire script data
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for (i = 0; i < MAX_PLAYERS; i++) {
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RapidFirePlayerTimers[i].timer_handle = -1;
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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 < NUM_IDS; i++) {
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if (!stricmp(ScriptIDInfo[i].name, name))
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return ScriptIDInfo[i].id;
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}
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}
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return (isdoor) ? GENERIC_DOOR_SCRIPTID : GENERIC_POWERUP_SCRIPTID;
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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 GENERIC_POWERUP_SCRIPTID:
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return new GenericScript;
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break;
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case GENERIC_DOOR_SCRIPTID:
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return new GenericDoor;
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break;
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case ID_RAPIDFIRE:
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return new RapidFireScript;
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break;
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case ID_WINGNUT:
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return new WingNutScript;
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break;
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case ID_FORCEWALL:
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return new ForceWallScript;
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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 GENERIC_POWERUP_SCRIPTID:
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delete ((GenericScript *)ptr);
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break;
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case GENERIC_DOOR_SCRIPTID:
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delete ((GenericDoor *)ptr);
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break;
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case ID_RAPIDFIRE:
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delete ((RapidFireScript *)ptr);
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break;
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case ID_WINGNUT:
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delete ((WingNutScript *)ptr);
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break;
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case ID_FORCEWALL:
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delete ((ForceWallScript *)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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switch (id) {
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case GENERIC_POWERUP_SCRIPTID:
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case GENERIC_DOOR_SCRIPTID:
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case ID_RAPIDFIRE:
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case ID_FORCEWALL:
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case ID_WINGNUT:
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return ((GenericScript *)ptr)->CallEvent(event, data);
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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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// 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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#define VERSION 0x01
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int STDCALL SaveRestoreState(void *file_ptr, ubyte saving_state) {
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int size = 0;
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int i;
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int version = VERSION;
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if (saving_state) {
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File_WriteByte(VERSION, file_ptr);
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size++;
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// save out rapid fire data
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for (i = 0; i < MAX_PLAYERS; i++) {
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File_WriteInt(RapidFirePlayerTimers[i].timer_handle, file_ptr);
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size += sizeof(int);
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}
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} else {
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version = File_ReadByte(file_ptr);
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size++;
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// restore rapid fire data
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for (i = 0; i < MAX_PLAYERS; i++) {
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RapidFirePlayerTimers[i].timer_handle = File_ReadInt(file_ptr);
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size += sizeof(int);
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}
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}
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return size;
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}
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short GenericScript::CallEvent(int event, tOSIRISEventInfo *data) {
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switch (event) {
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case EVT_COLLIDE: {
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msafe_struct ms;
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ms.objhandle = data->evt_collide.it_handle;
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MSafe_GetValue(MSAFE_OBJECT_TYPE, &ms);
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if (ms.type == OBJ_PLAYER) {
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ms.objhandle = data->me_handle;
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ms.ithandle = data->evt_collide.it_handle;
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ms.playsound = 1;
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MSafe_DoPowerup(&ms);
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return CONTINUE_CHAIN | CONTINUE_DEFAULT;
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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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short GenericDoor::CallEvent(int event, tOSIRISEventInfo *data) {
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switch (event) {
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case EVT_COLLIDE: {
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msafe_struct ms;
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ms.objhandle = data->me_handle;
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MSafe_GetValue(MSAFE_OBJECT_TYPE, &ms);
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if (ms.type == OBJ_DOOR) {
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msafe_struct mit;
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mit.objhandle = data->evt_collide.it_handle;
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MSafe_GetValue(MSAFE_OBJECT_TYPE, &mit);
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if (mit.type == OBJ_CLUTTER) {
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break;
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}
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// See if door is openable
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ms.ithandle = data->evt_collide.it_handle;
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MSafe_GetValue(MSAFE_DOOR_OPENABLE, &ms);
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if (ms.state) {
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// openable door
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MSafe_CallFunction(MSAFE_DOOR_ACTIVATE, &ms);
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} else {
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// non-openable door. If locked, give a message
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MSafe_GetValue(MSAFE_DOOR_LOCK_STATE, &ms);
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if (ms.state) { // locked!
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ms.objhandle = data->evt_collide.it_handle;
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MSafe_GetValue(MSAFE_OBJECT_PARENT, &ms);
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MSafe_GetValue(MSAFE_OBJECT_TYPE, &ms);
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if (ms.type == OBJ_PLAYER) {
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strcpy(ms.message, TXT_DOORLOCKED);
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ms.color = GR_RGB(0, 255, 0);
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MSafe_CallFunction(MSAFE_MISC_FILTERED_HUD_MESSAGE, &ms);
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ms.state = 1; // specific player
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ms.index = Scrpt_FindSoundName("DoorIsLocked");
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ms.volume = 0.80f;
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if (ms.index != -1)
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MSafe_CallFunction(MSAFE_SOUND_2D, &ms);
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}
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}
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}
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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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RapidFireScript::RapidFireScript() { memory = NULL; }
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#define RAPIDFIRE_RECHARGE 0.7f
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short RapidFireScript::CallEvent(int event, tOSIRISEventInfo *data) {
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switch (event) {
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case EVT_CREATED: {
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tOSIRISMEMCHUNK ch;
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ch.id = 4;
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ch.size = sizeof(rapidfirememory);
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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 = (rapidfirememory *)Scrpt_MemAlloc(&ch);
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memory->collided_pnum = 255;
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memory->collided_object = OBJECT_HANDLE_NONE;
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} break;
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case EVT_MEMRESTORE: {
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memory = (rapidfirememory *)data->evt_memrestore.memory_ptr;
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} break;
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case EVT_COLLIDE: {
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if (!memory)
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break;
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msafe_struct ms;
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ms.objhandle = data->evt_collide.it_handle;
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MSafe_GetValue(MSAFE_OBJECT_TYPE, &ms);
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if (ms.type == OBJ_PLAYER) {
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AddHudMessage(data->evt_collide.it_handle, GR_RGB(0, 255, 0), TXT_RAPIDFIRE);
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int sound_id = Sound_FindId("RapidFireOn");
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Sound_Play3d(data->me_handle, sound_id);
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MSafe_GetValue(MSAFE_OBJECT_ID, &ms);
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memory->collided_pnum = ms.id;
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memory->collided_object = data->evt_collide.it_handle;
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if (RapidFirePlayerTimers[memory->collided_pnum].timer_handle != -1) {
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// check to see if the player currently has rapid fire
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MSafe_GetValue(MSAFE_OBJECT_RECHARGE_SCALAR, &ms);
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if (ms.scalar == RAPIDFIRE_RECHARGE) {
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// the player currently has rapid fire
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// the player possibly has rapid fire set, check to make sure
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if (Scrpt_TimerExists(RapidFirePlayerTimers[memory->collided_pnum].timer_handle)) {
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// cancel the old timer so we can create a new timer (give them more time)
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Scrpt_CancelTimer(RapidFirePlayerTimers[memory->collided_pnum].timer_handle);
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}
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RapidFirePlayerTimers[memory->collided_pnum].timer_handle = -1;
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} else {
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// rapid fire was stolen from the player
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}
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}
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memory->collided_pnum = ms.id;
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tOSIRISTIMER ti;
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ti.flags = OTF_CANCELONDEAD;
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ti.id = 31;
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ti.object_handle = data->me_handle;
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ti.object_handle_detonator = data->evt_collide.it_handle;
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ti.timer_interval = 30;
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RapidFirePlayerTimers[memory->collided_pnum].timer_handle = Scrpt_CreateTimer(&ti);
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// ghost the object
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ms.objhandle = data->me_handle;
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MSafe_CallFunction(MSAFE_OBJECT_GHOST, &ms);
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// set player scalar
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ms.objhandle = data->evt_collide.it_handle;
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ms.scalar = RAPIDFIRE_RECHARGE;
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MSafe_CallFunction(MSAFE_OBJECT_RECHARGE_SCALAR, &ms);
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}
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} break;
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case EVT_TIMER: {
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if (!memory)
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break;
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msafe_struct ms;
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ms.objhandle = memory->collided_object;
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MSafe_GetValue(MSAFE_OBJECT_RECHARGE_SCALAR, &ms);
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if (ms.scalar == RAPIDFIRE_RECHARGE) {
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// reset recharge scalar
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ms.objhandle = memory->collided_object;
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ms.scalar = 1.0f;
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MSafe_CallFunction(MSAFE_OBJECT_RECHARGE_SCALAR, &ms);
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RapidFirePlayerTimers[memory->collided_pnum].timer_handle = -1;
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}
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AddHudMessage(memory->collided_object, GR_RGB(0, 255, 0), TXT_RAPIDFIREOFF);
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int sound_id = Sound_FindId("RapidFireOff");
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Sound_Play3d(memory->collided_object, sound_id);
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// destroy the powerup
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ms.objhandle = data->me_handle;
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ms.playsound = 0;
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MSafe_CallFunction(MSAFE_OBJECT_REMOVE, &ms);
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} break;
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case EVT_TIMERCANCEL: {
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|
msafe_struct ms;
|
|
|
|
// destroy the powerup
|
|
ms.playsound = 0;
|
|
ms.objhandle = data->me_handle;
|
|
MSafe_CallFunction(MSAFE_OBJECT_REMOVE, &ms);
|
|
} break;
|
|
case EVT_INTERVAL: {
|
|
// check (if we are ghosted...meaning picked up) if the player
|
|
// that picked us up still has rapid fire
|
|
if (memory && memory->collided_pnum != 255) {
|
|
// check the player to make sure he is still charged up
|
|
msafe_struct ms;
|
|
ms.objhandle = memory->collided_object;
|
|
MSafe_GetValue(MSAFE_OBJECT_RECHARGE_SCALAR, &ms);
|
|
|
|
if (ms.scalar != RAPIDFIRE_RECHARGE) {
|
|
// player no longer recharged! cancel timer
|
|
if (Scrpt_TimerExists(RapidFirePlayerTimers[memory->collided_pnum].timer_handle)) {
|
|
// cancel the timer
|
|
mprintf(0, "CANCELING RAPID FIRE TIMER FOR PLAYER %d\n", memory->collided_pnum);
|
|
Scrpt_CancelTimer(RapidFirePlayerTimers[memory->collided_pnum].timer_handle);
|
|
|
|
AddHudMessage(memory->collided_object, GR_RGB(0, 255, 0), TXT_RAPIDFIREOFF);
|
|
int sound_id = Sound_FindId("RapidFireOff");
|
|
Sound_Play3d(memory->collided_object, sound_id);
|
|
}
|
|
|
|
RapidFirePlayerTimers[memory->collided_pnum].timer_handle = -1;
|
|
memory->collided_pnum = 255;
|
|
memory->collided_object = OBJECT_HANDLE_NONE;
|
|
}
|
|
}
|
|
|
|
} break;
|
|
}
|
|
|
|
return CONTINUE_CHAIN | CONTINUE_DEFAULT;
|
|
}
|
|
|
|
ForceWallScript::ForceWallScript() { memory = NULL; }
|
|
|
|
short ForceWallScript::CallEvent(int event, tOSIRISEventInfo *data) {
|
|
switch (event) {
|
|
|
|
case EVT_CREATED: {
|
|
tOSIRISMEMCHUNK ch;
|
|
ch.id = 4;
|
|
ch.size = sizeof(forcewallmemory);
|
|
ch.my_id.type = OBJECT_SCRIPT;
|
|
ch.my_id.objhandle = data->me_handle;
|
|
|
|
memory = (forcewallmemory *)Scrpt_MemAlloc(&ch);
|
|
memory->object_handle = OBJECT_HANDLE_NONE;
|
|
|
|
} break;
|
|
|
|
case EVT_MEMRESTORE: {
|
|
memory = (forcewallmemory *)data->evt_memrestore.memory_ptr;
|
|
} break;
|
|
|
|
case EVT_COLLIDE: {
|
|
if (!memory)
|
|
break;
|
|
|
|
msafe_struct ms;
|
|
ms.objhandle = data->evt_collide.it_handle;
|
|
MSafe_GetValue(MSAFE_OBJECT_TYPE, &ms);
|
|
int pnum;
|
|
|
|
if (ms.type == OBJ_PLAYER) {
|
|
MSafe_GetValue(MSAFE_OBJECT_ID, &ms);
|
|
pnum = ms.id;
|
|
|
|
AddHudMessage(data->evt_collide.it_handle, GR_RGB(0, 255, 0), TXT_FORCEWALL);
|
|
|
|
// add a force wall to the inventory
|
|
ms.objhandle = data->me_handle;
|
|
MSafe_GetValue(MSAFE_OBJECT_ID, &ms);
|
|
ms.slot = pnum;
|
|
ms.type = OBJ_POWERUP;
|
|
ms.flags = INVAF_TIMEOUTONSPEW;
|
|
MSafe_CallFunction(MSAFE_INVEN_ADD_TYPE_ID, &ms);
|
|
|
|
// pickit up
|
|
ms.playsound = 1;
|
|
MSafe_CallFunction(MSAFE_OBJECT_REMOVE, &ms);
|
|
}
|
|
} break;
|
|
case EVT_USE: {
|
|
if (!memory)
|
|
break;
|
|
|
|
msafe_struct ms;
|
|
|
|
// Eject a ForceWall and make it last for 60 seconds
|
|
memory->object_handle = data->evt_use.it_handle; // save the player for when the timer is up
|
|
|
|
AddHudMessage(memory->object_handle, GR_RGB(0, 255, 0), TXT_FORCEWALLEJECT);
|
|
|
|
// ghost the object and set a timer
|
|
tOSIRISTIMER ti;
|
|
ti.flags = 0; // not a volatile object when dropped
|
|
ti.id = 32;
|
|
ti.object_handle = data->me_handle;
|
|
ti.timer_interval = 60;
|
|
Scrpt_CreateTimer(&ti);
|
|
|
|
// ghost the object
|
|
ms.objhandle = data->me_handle;
|
|
MSafe_CallFunction(MSAFE_OBJECT_GHOST, &ms);
|
|
|
|
// Do the Force Wall stuff here
|
|
|
|
} break;
|
|
case EVT_TIMER: {
|
|
if (!memory)
|
|
break;
|
|
|
|
msafe_struct ms;
|
|
|
|
// End Force Wall stuff here
|
|
|
|
AddHudMessage(memory->object_handle, GR_RGB(0, 255, 0), TXT_FORCEWALLDONE);
|
|
|
|
// UnGhost the object
|
|
ms.objhandle = data->me_handle;
|
|
//@@MSafe_CallFunction(MSAFE_OBJECT_UNGHOST,&ms);
|
|
|
|
// destroy the powerup
|
|
ms.playsound = 0;
|
|
MSafe_CallFunction(MSAFE_OBJECT_REMOVE, &ms);
|
|
|
|
} break;
|
|
}
|
|
|
|
return CONTINUE_CHAIN | CONTINUE_DEFAULT;
|
|
}
|
|
|
|
short WingNutScript::CallEvent(int event, tOSIRISEventInfo *data) {
|
|
switch (event) {
|
|
case EVT_COLLIDE: {
|
|
msafe_struct ms;
|
|
ms.objhandle = data->evt_collide.it_handle;
|
|
MSafe_GetValue(MSAFE_OBJECT_TYPE, &ms);
|
|
int pnum;
|
|
|
|
if (ms.type == OBJ_PLAYER) {
|
|
MSafe_GetValue(MSAFE_OBJECT_ID, &ms);
|
|
pnum = ms.id;
|
|
|
|
AddHudMessage(data->evt_collide.it_handle, GR_RGB(0, 255, 0), TXT_WINGNUT);
|
|
|
|
// add a wing nut to the inventory
|
|
ms.objhandle = data->me_handle;
|
|
MSafe_GetValue(MSAFE_OBJECT_ID, &ms);
|
|
ms.slot = pnum;
|
|
ms.type = OBJ_POWERUP;
|
|
ms.flags = INVAF_TIMEOUTONSPEW;
|
|
MSafe_CallFunction(MSAFE_INVEN_ADD_TYPE_ID, &ms);
|
|
|
|
// pickit up
|
|
ms.playsound = 1;
|
|
MSafe_CallFunction(MSAFE_OBJECT_REMOVE, &ms);
|
|
}
|
|
} break;
|
|
case EVT_USE: {
|
|
} break;
|
|
}
|
|
|
|
return CONTINUE_CHAIN | CONTINUE_DEFAULT;
|
|
}
|
|
|
|
void AddHudMessage(int player_objhandle, int color, char *format, ...) {
|
|
msafe_struct ms;
|
|
ms.objhandle = player_objhandle;
|
|
MSafe_GetValue(MSAFE_OBJECT_TYPE, &ms);
|
|
if (ms.type == OBJ_PLAYER) {
|
|
MSafe_GetValue(MSAFE_OBJECT_ID, &ms);
|
|
ms.slot = ms.id;
|
|
ms.color = color;
|
|
char big_buffer[1024];
|
|
va_list marker;
|
|
va_start(marker, format);
|
|
vsprintf(big_buffer, format, marker);
|
|
va_end(marker);
|
|
strncpy(ms.message, big_buffer, MSAFE_MESSAGE_LENGTH - 1);
|
|
ms.message[MSAFE_MESSAGE_LENGTH - 1] = '\0';
|
|
|
|
MSafe_CallFunction(MSAFE_MISC_FILTERED_HUD_MESSAGE, &ms);
|
|
}
|
|
}
|