warzone2100/lib/script/event.h

161 lines
5.0 KiB
C

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2011 Warzone 2100 Project
Warzone 2100 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 2 of the License, or
(at your option) any later version.
Warzone 2100 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 Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/*
* Event.h
*
* Interface to the event management system.
*
*/
#ifndef _event_h
#define _event_h
#include "interpreter.h"
/* The number of values in a context value chunk */
#define CONTEXT_VALS 20
/* One chunk of variables for a script context */
struct VAL_CHUNK
{
INTERP_VAL asVals[CONTEXT_VALS];
VAL_CHUNK * psNext;
};
/* The number of links in a context event link chunk */
#define CONTEXT_LINKS 10
/* One chunk of event links for a script context */
struct LINK_CHUNK
{
SWORD aLinks[CONTEXT_LINKS];
LINK_CHUNK * psNext;
};
// Whether a context is released when there are no active triggers for it
enum CONTEXT_RELEASE
{
CR_RELEASE, // release the context
CR_NORELEASE, // do not release the context
};
/* The data needed within an object to run a script */
struct SCRIPT_CONTEXT
{
SCRIPT_CODE *psCode; // The actual script to run
VAL_CHUNK *psGlobals; // The objects copy of the global variables
SDWORD triggerCount; // Number of currently active triggers
CONTEXT_RELEASE release; // Whether to release the context when there are no triggers
SWORD id;
SCRIPT_CONTEXT * psNext;
};
/*
* A currently active trigger.
* If the type of the triggger == TR_PAUSE, the trigger number stored is the
* index of the trigger to replace this one when the event restarts
*/
struct ACTIVE_TRIGGER
{
UDWORD testTime;
SCRIPT_CONTEXT *psContext;
SWORD type; // enum - TRIGGER_TYPE
SWORD trigger;
UWORD event;
UWORD offset;
int32_t deactivated; // Whether the trigger is marked for deletion
ACTIVE_TRIGGER * psNext;
};
// ID numbers for each user type
enum SCR_USER_TYPES
{
ST_INTMESSAGE = VAL_USERTYPESTART, // Intelligence message ?? (6) - (pointer)
ST_BASEOBJECT, // Base object (pointer)
ST_DROID, // Droid object (pointer)
ST_STRUCTURE, // Structure object (pointer)
ST_FEATURE, // Feature object (pointer)
ST_BASESTATS, // General stats type
ST_COMPONENT, // General component
ST_BODY, // Component types (integer)
ST_PROPULSION, //Propulsion type (integer)
ST_ECM, //ECM type (integer)
ST_SENSOR, //Sensor type (integer)
ST_CONSTRUCT, //Construction type (integer)
ST_WEAPON, //Droid weapon (integer)
ST_REPAIR, //Repair component (integer)
ST_BRAIN,
ST_TEMPLATE, // Template object (pointer)
ST_STRUCTUREID, /* A structure ID number (don't really need this since just a number?) - integer*/
ST_STRUCTURESTAT, // structure stat type (integer/pointer offset with asStructureStats as base)
ST_FEATURESTAT, // feature stat type (integer)
ST_DROIDID, // ID of a droid (integer)
ST_TEXTSTRING, // text string for display messages in tutorial (string pointer)
ST_SOUND, //(integer)
ST_LEVEL, // The name of a game level (string pointer)
ST_GROUP, // A group of droids
ST_RESEARCH, // A research topic (pointer)
//private types for game code - not for use in script
ST_POINTER_O, //used so we can check for NULL objects etc
ST_POINTER_T, //used so we can check for NULL templates
ST_POINTER_S, // NULL stats
ST_POINTER_STRUCTSTAT, //for NULLSTRUCTURESTAT
ST_MAXTYPE, // maximum possible type - should always be last
};
// The list of currently active triggers
extern ACTIVE_TRIGGER *psTrigList;
// The list of callback triggers
extern ACTIVE_TRIGGER *psCallbackList;
// The currently allocated contexts
extern SCRIPT_CONTEXT *psContList;
/* Initialise the event system */
extern bool eventInitialise(void);
// Shutdown the event system
extern void eventShutDown(void);
// add a TR_PAUSE trigger to the event system.
extern bool eventAddPauseTrigger(SCRIPT_CONTEXT *psContext, UDWORD event, UDWORD offset,
UDWORD time);
// Load a trigger into the system from a save game
extern bool eventLoadTrigger(UDWORD time, SCRIPT_CONTEXT *psContext,
SDWORD type, SDWORD trigger, UDWORD event, UDWORD offset);
//resets the event timer - updateTime
extern void eventTimeReset(UDWORD initTime);
extern const char *eventGetEventID(SCRIPT_CODE *psCode, SDWORD event);
extern const char *eventGetTriggerID(SCRIPT_CODE *psCode, SDWORD trigger);
#endif