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Descent3/scripts/scripttest1.cpp
Kevin Bentley df209742fc Initial import
2024-04-15 21:43:29 -06:00

278 lines
6.1 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;
}