Processing Scripts
Script processing controls the
entire game's content. The content includes adding
characters to the maps, displaying dialogue, and other functions not hard-coded
into the game engine.
The sample uses the script and
derived script class.
Whereas that script class is stored in the files script.h and script.cpp, The
Tower
stores the derived version of the script class that is used in the files
game_script.h
and game_script.cpp. Skipping the script class, examine the derived script
class, called cGameScript:
#define SCRIPT_ELSE 1
#define SCRIPT_ENDIF 2
#define SCRIPT_GOTO 8
class cApp;
class cGameScript : public cScript
{
private:
bool m_flags[256];
long m_vars[256];
cTextWindow m_text_window;
long m_num_route_points;
sRoutePoint* m_route;
cApp* m_app;
//////////////////////////////////////////////////////////////////////////
public:
cGameScript()
{
m_app = NULL;
m_route = NULL;
m_num_route_points = 0;
ZeroMemory(m_flags, sizeof(m_flags));
ZeroMemory(m_vars, sizeof(m_vars));
}
~cGameScript()
{
delete[] m_route;
m_route = NULL;
}
virtual void release()
{
delete[] m_route;
m_route = NULL;
m_num_route_points = 0;
}
void attach_app(cApp* app);
void reset_data();
bool save(const char* filename);
bool load(const char* filename);
private:
virtual const sScriptInfo* process(const sScriptInfo* script);
//////////////////////////////////////////////////////////////////////////
private:
const sScriptInfo* script_end(const sScriptInfo* script)
{
return NULL; // force end of processing
}
const sScriptInfo* script_else(const sScriptInfo* script)
{
return script->next;
}
const sScriptInfo* script_endif(const sScriptInfo* script)
{
return script->next;
}
const sScriptInfo* script_set_flag(const sScriptInfo* script)
{
m_flags[script->entries[0].long_value] = script->entries[1].bool_value;
return script->next;
}
const sScriptInfo* script_set_var(const sScriptInfo* script)
{
m_vars[script->entries[0].long_value] = script->entries[1].long_value;
return script->next;
}
const sScriptInfo* script_label(const sScriptInfo* script)
{
return script->next;
}
//////////////////////////////////////////////////////////////////
const sScriptInfo* script_if_flag_then(const sScriptInfo* script);
const sScriptInfo* script_if_var_then(const sScriptInfo* script);
const sScriptInfo* script_goto(const sScriptInfo* script);
const sScriptInfo* script_message(const sScriptInfo* script);
const sScriptInfo* script_if_then(const sScriptInfo* script, bool skip);
const sScriptInfo* script_add_char(const sScriptInfo* script);
const sScriptInfo* script_remove_char(const sScriptInfo* script);
const sScriptInfo* script_move_char(const sScriptInfo* script);
const sScriptInfo* script_set_char_direction(const sScriptInfo* script);
const sScriptInfo* script_set_char_type(const sScriptInfo* script);
const sScriptInfo* script_set_char_ai(const sScriptInfo* script);
const sScriptInfo* script_set_char_target(const sScriptInfo* script);
const sScriptInfo* script_set_no_target(const sScriptInfo* script);
const sScriptInfo* script_set_char_bound(const sScriptInfo* script);
const sScriptInfo* script_set_char_distance(const sScriptInfo* script);
const sScriptInfo* script_set_char_script(const sScriptInfo* script);
const sScriptInfo* script_char_message(const sScriptInfo* script);
const sScriptInfo* script_char_update_enable(const sScriptInfo* script);
const sScriptInfo* script_create_route(const sScriptInfo* script);
const sScriptInfo* script_set_route_point(const sScriptInfo* script);
const sScriptInfo* script_assign_route(const sScriptInfo* script);
const sScriptInfo* script_alter_hp_mp(const sScriptInfo* script);
const sScriptInfo* script_char_ailment(const sScriptInfo* script);
const sScriptInfo* script_alter_spell(const sScriptInfo* script);
const sScriptInfo* script_teleport(const sScriptInfo* script);
const sScriptInfo* script_short_message(const sScriptInfo* script);
const sScriptInfo* script_set_char_action(const sScriptInfo* script);
const sScriptInfo* script_if_level_at_least(const sScriptInfo* script);
const sScriptInfo* script_barter(const sScriptInfo* script);
const sScriptInfo* script_if_more_item(const sScriptInfo* script);
const sScriptInfo* script_add_item(const sScriptInfo* script);
const sScriptInfo* script_remove_item(const sScriptInfo* script);
const sScriptInfo* script_add_barrier(const sScriptInfo* script);
const sScriptInfo* script_enable_barrier(const sScriptInfo* script);
const sScriptInfo* script_remove_barrier(const sScriptInfo* script);
const sScriptInfo* script_add_trigger(const sScriptInfo* script);
const sScriptInfo* script_enable_trigger(const sScriptInfo* script);
const sScriptInfo* script_remove_trigger(const sScriptInfo* script);
const sScriptInfo* script_play_sound(const sScriptInfo* script);
const sScriptInfo* script_play_music(const sScriptInfo* script);
const sScriptInfo* script_stop_music(const sScriptInfo* script);
const sScriptInfo* script_win_game(const sScriptInfo* script);
const sScriptInfo* script_comment_or_separator(const sScriptInfo* script);
const sScriptInfo* script_wait(const sScriptInfo* script);
const sScriptInfo* script_if_random_then(const sScriptInfo* script);
const sScriptInfo* script_render(const sScriptInfo* script);
};
The scripts use an array of flags
and variables (m_flags and m_vars), both arrays being
256 elements in size. Several script actions use these flags and variables to
store and
perform condition-checks to control the flow of script processing. Also, a
pointer to
the application class instance is stored (to call the application’s functions),
and a
text window object is created to display the character’s dialogue and other
text.
Next in the
cGameScript function, you define a sRoutePoint object that is used by the
scripts to construct and assign a route to a character.
From here on in, the majority
of functions to follow are the script action processing
functions. These functions are called when an action from the script is being
processed—for example, the script_set_flag function is called when the SetFlag
action is being processed from a script.
Whew! That’s a lot of
functions—and as I said, they directly relate to the script actions.
Thankfully, the script action processing functions are brief and easy to
process.
With all the if...then-related
functions in the action template, it’s easier to develop a
single function that deals with the conditional processing. This function (script_if_then)
takes a pointer to the next script function after the if...then action and a
flag that
determines the conditional state. If Skip is set to TRUE, all proceeding script
actions are
skipped until an Else or End script action is found, whereas if Skip is set to
FALSE, the condition
was met, and all script actions are processed until an Else or End script action
is
found. Note that the Else script action toggles the Skip flag (from TRUE to
FALSE, and vice
versa), allowing for true if...then...else processing.
The cGameScript declaration
finishes with two more private functions—the first,
release, is called to free the script’s internal data whenever a script
completes processing.
The second function, Process, contains a large switch statement that sends
off the script actions to be processed by their respective functions.
The cGameClass finishes with
the public function prototypes—you have the constructor,
the destructor, the attach_app function that records the application class
instance
pointer, a function to reset all flags and variables, and a duo of functions to
save
and load the flags and variables to a file.
void cGameScript::attach_app(cApp* app)
{
m_app = app;
m_text_window.create(app->m_font);
}
void cGameScript::reset_data()
{
ZeroMemory(m_flags, sizeof(m_flags));
ZeroMemory(m_vars, sizeof(m_vars));
}
///////////////////////////////////////////////////////////////////////////////////
bool cGameScript::save(const char* filename)
{
FILE* fp = fopen(filename, "wb");
if(fp == NULL)
return false;
fwrite(&m_flags, 1, sizeof(m_flags), fp);
fwrite(&m_vars, 1, sizeof(m_vars), fp);
fclose(fp);
return true;
}
bool cGameScript::load(const char* filename)
{
FILE* fp = fopen(filename, "rb");
if(fp == NULL)
return false;
fread(&m_flags, 1, sizeof(m_flags), fp);
fread(&m_vars, 1, sizeof(m_vars), fp);
fclose(fp);
return true;
}
///////////////////////////////////////////////////////////////////////////////////
const sScriptInfo* cGameScript::process(const sScriptInfo* script)
{
switch(script->action_index)
{
case 0: return script_end(script);
case 1: return script_else(script);
case 2: return script_endif(script);
case 3: return script_if_flag_then(script);
case 4: return script_if_var_then(script);
case 5: return script_set_flag(script);
case 6: return script_set_var(script);
case 7: return script_label(script);
case 8: return script_goto(script);
case 9: return script_message(script);
case 10: return script_add_char(script);
case 11: return script_remove_char(script);
case 12: return script_move_char(script);
case 13: return script_set_char_direction(script);
case 14: return script_set_char_type(script);
case 15: return script_set_char_ai(script);
case 16: return script_set_char_target(script);
case 17: return script_set_no_target(script);
case 18: return script_set_char_bound(script);
case 19: return script_set_char_distance(script);
case 20: return script_set_char_script(script);
case 21: return script_char_message(script);
case 22: return script_char_update_enable(script);
case 23: return script_create_route(script);
case 24: return script_set_route_point(script);
case 25: return script_assign_route(script);
case 26: return script_alter_hp_mp(script);
case 27: return script_char_ailment(script);
case 28: return script_alter_spell(script);
case 29: return script_teleport(script);
case 30: return script_short_message(script);
case 31: return script_set_char_action(script);
case 32: return script_if_level_at_least(script);
case 33: return script_barter(script);
case 34: return script_if_more_item(script);
case 35: return script_add_item(script);
case 36: return script_remove_item(script);
case 37: return script_add_barrier(script);
case 38: return script_enable_barrier(script);
case 39: return script_remove_barrier(script);
case 40: return script_add_trigger(script);
case 41: return script_enable_trigger(script);
case 42: return script_remove_trigger(script);
case 43: return script_play_sound(script);
case 44: return script_play_music(script);
case 45: return script_stop_music(script);
case 46: return script_win_game(script);
case 47: return script_comment_or_separator(script);
case 48: return script_comment_or_separator(script);
case 49: return script_wait(script);
case 50: return script_if_random_then(script);
case 51: return script_render(script);
}
return NULL; // Error executing
}
///////////////////////////////////////////////////////////////////////////////////
const sScriptInfo* cGameScript::script_if_flag_then(const sScriptInfo* script)
{
bool skip;
if(m_flags[script->entries[0].long_value] == (bool)script->entries[1].bool_value)
skip = false;
else
skip = true;
return script_if_then(script->next, skip);
}
const sScriptInfo* cGameScript::script_if_var_then(const sScriptInfo* script)
{
bool skip;
if(m_vars[script->entries[0].long_value] == script->entries[1].long_value)
skip = false;
else
skip = true;
return script_if_then(script->next, skip);
}
const sScriptInfo* cGameScript::script_goto(const sScriptInfo* script)
{
// search entire script for lable
for(const sScriptInfo* script_ptr = get_root_script_info(); script_ptr != NULL; script_ptr = script_ptr->next)
{
if(script_ptr->entries[0].long_value == script->entries[0].long_value)
return script_ptr->next;
}
return NULL; // end of script, return completion.
}
///////////////////////////////////////////////////////////////////////////////////
const sScriptInfo* cGameScript::script_message(const sScriptInfo* script)
{
m_text_window.set_text(script->entries[0].text, COLOR_LIGHT_YELLOW);
m_text_window.move(4, 4, 624, 0, -1, -1, COLOR_DARK_BLUE, COLOR_ARGENTINE);
m_app->m_keyboard.m_locks[KEY_SPACE] = true;
m_app->m_keyboard.set_key_state(KEY_SPACE, false);
m_app->m_mouse.m_locks[MOUSE_LBUTTON] = true;
m_app->m_mouse.set_button_state(MOUSE_LBUTTON, false);
// render the scene while waiting for key press or button press.
for(;;)
{
m_app->m_keyboard.acquire();
m_app->m_keyboard.read();
if(m_app->m_keyboard.get_key_state(KEY_SPACE))
break;
m_app->m_mouse.acquire();
m_app->m_mouse.read();
if(m_app->m_mouse.get_button_state(MOUSE_LBUTTON))
break;
clear_display_zbuffer(1.0f);
begin_display_scene();
m_app->render_frame(0);
m_text_window.render(NULL, 0);
end_display_scene();
present_display();
}
return script->next;
}
///////////////////////////////////////////////////////////////////////////////////
const sScriptInfo* cGameScript::script_if_then(const sScriptInfo* script, bool skip)
{
// At this point, Skipping states if the script actions need to be skipped due to a
// conditional if..then statement. Actions are further processed if skipped = false,
// looking for an else to flip the skip mode, or an endif to end the conditional block.
while(script != NULL)
{
// if else, flip skip mode.
if(script->action_index == SCRIPT_ELSE)
skip = !skip;
// break on end if
if(script->action_index == SCRIPT_ENDIF)
return script->next;
if(skip)
script = script->next;
else
{
// return to normal processing if goto encountered
if(script->action_index == SCRIPT_GOTO)
return process(script);
script = process(script);
}
}
return NULL; // end of script reached
}
///////////////////////////////////////////////////////////////////////////////////
const sScriptInfo* cGameScript::script_add_char(const sScriptInfo* script)
{
sEntry* entries = script->entries;
m_app->m_game_chars.add_char(entries[0].long_value, entries[1].long_value, entries[2].selection, CHAR_STAND,
entries[3].float_value, entries[4].float_value, entries[5].float_value,
entries[6].float_value);
m_app->m_game_chars.update(0);
return script->next;
}
const sScriptInfo* cGameScript::script_remove_char(const sScriptInfo* script)
{
m_app->m_game_chars.remove(script->entries[0].long_value);
m_app->m_game_chars.update(0);
return script->next;
}
const sScriptInfo* cGameScript::script_move_char(const sScriptInfo* script)
{
sEntry* entries = script->entries;
m_app->m_game_chars.move_char(entries[0].long_value,
entries[1].float_value, entries[2].float_value, entries[3].float_value);
m_app->m_game_chars.update(0);
return script->next;
}
const sScriptInfo* cGameScript::script_set_char_direction(const sScriptInfo* script)
{
sCharacter* character = m_app->m_game_chars.get_char(script->entries[0].long_value);
if(character != NULL)
character->direction = script->entries[1].float_value;
m_app->m_game_chars.update(0);
return script->next;
}
const sScriptInfo* cGameScript::script_set_char_type(const sScriptInfo* script)
{
m_app->m_game_chars.set_char_type(script->entries[0].long_value, script->entries[1].selection);
return script->next;
}
const sScriptInfo* cGameScript::script_set_char_ai(const sScriptInfo* script)
{
m_app->m_game_chars.set_char_ai(script->entries[0].long_value, script->entries[1].selection);
return script->next;
}
const sScriptInfo* cGameScript::script_set_char_target(const sScriptInfo* script)
{
m_app->m_game_chars.set_char_target(script->entries[0].long_value, script->entries[1].selection);
return script->next;
}
const sScriptInfo* cGameScript::script_set_no_target(const sScriptInfo* script)
{
m_app->m_game_chars.set_char_target(script->entries[0].long_value, -1);
return script->next;
}
const sScriptInfo* cGameScript::script_set_char_bound(const sScriptInfo* script)
{
sEntry* entries = script->entries;
m_app->m_game_chars.set_char_bound(entries[0].long_value,
entries[1].float_value, entries[2].float_value, entries[3].float_value,
entries[4].float_value, entries[5].float_value, entries[6].float_value);
return script->next;
}
const sScriptInfo* cGameScript::script_set_char_distance(const sScriptInfo* script)
{
m_app->m_game_chars.set_char_distance(script->entries[0].long_value, script->entries[1].float_value);
return script->next;
}
const sScriptInfo* cGameScript::script_set_char_script(const sScriptInfo* script)
{
m_app->m_game_chars.set_char_script(script->entries[0].long_value, script->entries[1].text);
return script->next;
}
///////////////////////////////////////////////////////////////////////////////////
const sScriptInfo* cGameScript::script_char_message(const sScriptInfo* script)
{
// get the transformation matrices
D3DXMATRIX mat_world, mat_view, mat_proj;
D3DXMatrixIdentity(&mat_world);
get_display_view_matrix(&mat_view);
get_display_proj_matrix(&mat_proj);
// get the viewport
D3DVIEWPORT9 viewport;
get_display_viewport(&viewport);
// get the character's height
sCharacter* character = m_app->m_game_chars.get_char(script->entries[1].long_value);
float max_y;
character->object.get_bounds(NULL, NULL, NULL, NULL, &max_y, NULL, NULL);
// project the 3D coordinates in 2D coordinates
D3DXVECTOR3 pos_screen;
D3DXVECTOR3 pos_3d(character->pos_x, character->pos_y + max_y, character->pos_z);
D3DXVec3Project(&pos_screen, &pos_3d, &viewport, &mat_proj, &mat_view, &mat_world);
// create the text and position the text window
m_text_window.set_text(script->entries[0].text, COLOR_WHITE);
m_text_window.move(4, 4, 624, 0, pos_screen.x, pos_screen.y, COLOR_DARK_BLUE, COLOR_ARGENTINE);
// lock the keyboard and mouse
m_app->m_keyboard.m_locks[KEY_SPACE] = true;
m_app->m_keyboard.set_key_state(KEY_SPACE, false);
m_app->m_mouse.m_locks[MOUSE_LBUTTON] = true;
m_app->m_mouse.set_button_state(MOUSE_LBUTTON, false);
// render the scene while waiting for key press / button press
for(;;)
{
// break when space pressed
m_app->m_keyboard.acquire();
m_app->m_keyboard.read();
if(m_app->m_keyboard.get_key_state(KEY_SPACE))
break;
// break when left mouse button pressed
m_app->m_mouse.acquire();
m_app->m_mouse.read();
if(m_app->m_mouse.get_button_state(MOUSE_LBUTTON))
break;
// render the scene and window text
clear_display_zbuffer(1.0f);
begin_display_scene();
m_app->render_frame(0);
m_text_window.render(NULL, COLOR_WHITE);
end_display_scene();
present_display();
}
return script->next;
}
///////////////////////////////////////////////////////////////////////////////////
const sScriptInfo* cGameScript::script_char_update_enable(const sScriptInfo* script)
{
m_app->m_game_chars.set_update_enable(script->entries[1].long_value, script->entries[0].bool_value);
return script->next;
}
const sScriptInfo* cGameScript::script_create_route(const sScriptInfo* script)
{
delete[] m_route;
m_route = NULL;
m_num_route_points = 0;
m_num_route_points = script->entries[0].long_value;
m_route = new sRoutePoint[m_num_route_points];
return script->next;
}
const sScriptInfo* cGameScript::script_set_route_point(const sScriptInfo* script)
{
long point_index = script->entries[0].long_value;
m_route[point_index].pos_x = script->entries[1].float_value;
m_route[point_index].pos_y = script->entries[2].float_value;
m_route[point_index].pos_z = script->entries[3].float_value;
return script->next;
}
const sScriptInfo* cGameScript::script_assign_route(const sScriptInfo* script)
{
m_app->m_game_chars.set_char_route(script->entries[0].long_value, m_num_route_points, m_route);
return script->next;
}
///////////////////////////////////////////////////////////////////////////////////
const sScriptInfo* cGameScript::script_alter_hp_mp(const sScriptInfo* script)
{
sCharacter* character = m_app->m_game_chars.get_char(script->entries[3].long_value);
if(character != NULL)
{
if(script->entries[0].selection == 0) // add
{
if(script->entries[2].selection == 0) // health
character->health_points += script->entries[1].long_value;
else
character->mana_points += script->entries[1].long_value;
}
else // remove
{
if(script->entries[2].selection == 0) // health
character->health_points -= script->entries[1].long_value;
else
character->mana_points -= script->entries[1].long_value;
}
// bounds check values
if(character->health_points > character->char_def.health_points)
character->health_points = character->char_def.health_points;
if(character->health_points < 0)
character->health_points = 0;
if(character->mana_points > character->char_def.mana_points)
character->mana_points = character->char_def.mana_points;
if(character->mana_points < 0)
character->mana_points = 0;
}
return script->next;
}
///////////////////////////////////////////////////////////////////////////////////
const sScriptInfo* cGameScript::script_char_ailment(const sScriptInfo* script)
{
sCharacter* character = m_app->m_game_chars.get_char(script->entries[2].long_value);
if(character != NULL)
{
if(script->entries[0].selection == 0) // cure ailments
character->ailments &= ~script->entries[1].long_value;
else // cause ailments
character->ailments |= script->entries[1].long_value;
}
return script->next;
}
///////////////////////////////////////////////////////////////////////////////////
const sScriptInfo* cGameScript::script_alter_spell(const sScriptInfo* script)
{
sCharacter* character = m_app->m_game_chars.get_char(script->entries[0].long_value);
if(character != NULL)
{
long spell_index = script->entries[2].long_value;
long bit_flag = 1 << (spell_index & 31);
if(script->entries[1].selection == 0) // learn a spell
character->char_def.magic_spell[spell_index / 32] |= bit_flag;
else // forget a spell
character->char_def.magic_spell[spell_index / 32] &= ~bit_flag;
}
return script->next;
}
///////////////////////////////////////////////////////////////////////////////////
const sScriptInfo* cGameScript::script_teleport(const sScriptInfo* script)
{
sCharacter* character = m_app->m_game_chars.get_char(script->entries[0].long_value);
if(character != NULL)
{
sEntry* entries = script->entries;
m_app->teleport_player(entries[1].long_value,
entries[2].float_value, entries[3].float_value, entries[4].float_value);
return NULL; // stop processing after teleport
}
return script->next;
}
///////////////////////////////////////////////////////////////////////////////////
const sScriptInfo* cGameScript::script_short_message(const sScriptInfo* script)
{
sEntry* entries = script->entries;
sCharacter* character = m_app->m_game_chars.get_char(entries[0].long_value);
if(character != NULL)
m_app->m_game_chars.set_char_msg(character, entries[1].text, entries[2].long_value, COLOR_WHITE);
return script->next;
}
const sScriptInfo* cGameScript::script_set_char_action(const sScriptInfo* script)
{
sEntry* entries = script->entries;
sCharacter* character = m_app->m_game_chars.get_char(entries[0].long_value);
if(character != NULL)
m_app->m_game_chars.set_char_action(character, entries[1].long_value, entries[2].long_value);
return script->next;
}
const sScriptInfo* cGameScript::script_if_level_at_least(const sScriptInfo* script)
{
bool skip;
sCharacter* character = m_app->m_game_chars.get_char(script->entries[0].long_value);
// see if level matches values
if(character != NULL && character->char_def.level >= script->entries[1].long_value)
skip = false;
else
skip = true;
return script_if_then(script->next, skip);
}
const sScriptInfo* cGameScript::script_barter(const sScriptInfo* script)
{
m_app->setup_barter(script->entries[0].text);
return script->next;
}
///////////////////////////////////////////////////////////////////////////////////
const sScriptInfo* cGameScript::script_if_more_item(const sScriptInfo* script)
{
sCharacter* character = m_app->m_game_chars.get_char(script->entries[2].long_value);
long item_index = script->entries[1].long_value;
long quantity = script->entries[0].long_value;
bool skip;
// see if item in inventory and check count
if(character != NULL && character->char_ics->get_item(item_index)->quantity >= quantity)
skip = false;
else
skip = true;
return script_if_then(script->next, skip);
}
///////////////////////////////////////////////////////////////////////////////////
const sScriptInfo* cGameScript::script_add_item(const sScriptInfo* script)
{
sCharacter* character = m_app->m_game_chars.get_char(script->entries[2].long_value);
// only handle add item if character has an ics
if(character && character->char_ics)
{
long item_index = script->entries[1].long_value;
sCharItem* char_item;
// find matching item and add to it's quantity
for(char_item = character->char_ics->get_root_item(); char_item != NULL; char_item = char_item->next)
{
if(char_item->item_index == item_index)
{
char_item->quantity += script->entries[0].long_value;
break;
}
}
// add to inventory if nothing found
if(char_item == NULL)
character->char_ics->add(item_index, script->entries[0].long_value, NULL);
}
return script->next;
}
///////////////////////////////////////////////////////////////////////////////////
const sScriptInfo* cGameScript::script_remove_item(const sScriptInfo* script)
{
sCharacter* character = m_app->m_game_chars.get_char(script->entries[2].long_value);
cCharIcs* char_ics = character->char_ics;
if(character && char_ics)
{
// find item that we are looking for first
for(sCharItem* char_item = char_ics->get_root_item(); char_item != NULL; char_item = char_item->next)
{
// if item matched, remove quantity.
if(char_item->item_index == script->entries[1].long_value)
{
char_item->quantity -= script->entries[0].long_value;
if(char_item->quantity <= 0)
char_ics->remove(char_item);
break;
}
}
}
return script->next;
}
///////////////////////////////////////////////////////////////////////////////////
const sScriptInfo* cGameScript::script_add_barrier(const sScriptInfo* script)
{
sEntry* entries = script->entries;
m_app->m_barrier.add_triangle(entries[0].long_value, true,
0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f,
entries[1].float_value, entries[2].float_value,
entries[3].float_value, entries[4].float_value,
entries[5].float_value, entries[6].float_value,
entries[7].float_value,
entries[8].float_value);
return script->next;
}
const sScriptInfo* cGameScript::script_enable_barrier(const sScriptInfo* script)
{
sEntry* entries = script->entries;
if(entries[0].selection == 0)
m_app->m_barrier.enable(entries[1].long_value);
else
m_app->m_barrier.disable(entries[1].long_value);
return script->next;
}
const sScriptInfo* cGameScript::script_remove_barrier(const sScriptInfo* script)
{
m_app->m_barrier.remove(script->entries[0].long_value);
return script->next;
}
///////////////////////////////////////////////////////////////////////////////////
const sScriptInfo* cGameScript::script_add_trigger(const sScriptInfo* script)
{
sEntry* entries = script->entries;
m_app->m_trigger.add_triangle(entries[0].long_value, true,
entries[1].float_value, entries[2].float_value,
entries[3].float_value, entries[4].float_value,
entries[5].float_value, entries[6].float_value,
entries[7].float_value,
entries[8].float_value);
return script->next;
}
const sScriptInfo* cGameScript::script_enable_trigger(const sScriptInfo* script)
{
sEntry* entries = script->entries;
if(entries[0].selection == 0)
m_app->m_trigger.enable(entries[1].long_value);
else
m_app->m_trigger.disable(entries[1].long_value);
return script->next;
}
const sScriptInfo* cGameScript::script_remove_trigger(const sScriptInfo* script)
{
m_app->m_trigger.remove(script->entries[0].long_value);
return script->next;
}
///////////////////////////////////////////////////////////////////////////////////
const sScriptInfo* cGameScript::script_play_sound(const sScriptInfo* script)
{
m_app->play_sound(script->entries[0].long_value);
return script->next;
}
const sScriptInfo* cGameScript::script_play_music(const sScriptInfo* script)
{
m_app->play_music(script->entries[0].long_value);
return script->next;
}
const sScriptInfo* cGameScript::script_stop_music(const sScriptInfo* script)
{
m_app->stop_music();
return script->next;
}
///////////////////////////////////////////////////////////////////////////////////
const sScriptInfo* cGameScript::script_win_game(const sScriptInfo* script)
{
m_app->win_game();
return script->next;
}
const sScriptInfo* cGameScript::script_comment_or_separator(const sScriptInfo* script)
{
return script->next;
}
const sScriptInfo* cGameScript::script_wait(const sScriptInfo* script)
{
DWORD timer = timeGetTime() + script->entries[0].long_value;
// wait for some milliseconds
while(timeGetTime() < timer)
;
return script->next;
}
const sScriptInfo* cGameScript::script_if_random_then(const sScriptInfo* script)
{
bool skip;
if((rand() % script->entries[0].long_value) >= script->entries[1].long_value)
skip = false;
else
skip = true;
return script_if_then(script->next, skip);
}
const sScriptInfo* cGameScript::script_render(const sScriptInfo* script)
{
clear_display_zbuffer(1.0f);
begin_display_scene();
m_app->render_frame(0);
end_display_scene();
present_display();
return script->next;
}
Assembling the Pieces
You are now more than familiar
with the individual pieces of the puzzle. With the
sample game, you'll get a true hands-on experience
putting those pieces together! You learned about how the components are defined,
developed, and coded. With a call to the cApp::init function, followed by
repeated
calls to cApp::frame, the game comes alive! The scripts execute, characters
interact,
spells and attacks go flying. Each component pulls its weight, and they all work
together to form the whole.
When exploring the game
project, I suggest starting with the WinMain.h and
WinMain.cpp files; those files contain the application class that forms the
application
framework. As detailed in this chapter, you can follow the flow of the program,
from initialization to shutdown.
download warrior_load.part01.rar
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