2015-04-13 20:56:36 +00:00
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Text;
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using System.Runtime.InteropServices;
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using System.Reflection;
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using System.Reflection.Emit;
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using CLRScriptFramework;
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using NWScript;
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using NWScript.ManagedInterfaceLayer.NWScriptManagedInterface;
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using NWEffect = NWScript.NWScriptEngineStructure0;
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using NWEvent = NWScript.NWScriptEngineStructure1;
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using NWLocation = NWScript.NWScriptEngineStructure2;
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using NWTalent = NWScript.NWScriptEngineStructure3;
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using NWItemProperty = NWScript.NWScriptEngineStructure4;
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namespace CLRScript
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{
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2015-04-17 19:36:14 +00:00
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public partial class nwn2ai_onmoduleload : CLRScriptBase, ICLRScriptImplementation
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2015-04-13 20:56:36 +00:00
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{
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/// <summary>
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/// This helper function saves the value of all 'globals' to an object
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/// array for use with storing a saved state (e.g. a script situation).
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/// </summary>
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/// <returns>A list of global variables, to be restored by a future
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/// call to LoadScriptGlobals.</returns>
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public object[] SaveScriptGlobals()
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{
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object[] Globals = new object[GlobalFields.Count];
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int i = 0;
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foreach (FieldInfo Field in GlobalFields)
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{
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Globals[i] = Field.GetValue(this);
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i += 1;
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}
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return Globals;
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}
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/// <summary>
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/// This routine is the main entry point symbol for the script. It is
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/// invoked when the packaged script is executed.
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/// </summary>
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/// <param name="ObjectSelf">Supplies the "OBJECT_SELF" object id of
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/// the object that the script is being executed over. This may be the
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/// invalid object id (Script.OBJECT_INVALID) if no object is
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/// associated with the execute script request.</param>
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/// <param name="ScriptParameters">Supplies the parameter values for
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/// the script. If the type deriving from IGeneratedScriptProgram
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/// declares a ScriptParameterTypes public field, then parameters may
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/// be passed in via this array (in which case the parameter types
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/// have already been converted and validated). Otherwise, no
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/// arguments are provided.</param>
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/// <param name="DefaultReturnCode">Supplies the requested default
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/// return code to use if the script is a "main"-style script that
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/// would not conventionally return a value.</param>
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/// <returns></returns>
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public Int32 ExecuteScript([In] UInt32 ObjectSelf, [In] object[] ScriptParameters, [In] Int32 DefaultReturnCode)
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{
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UInt32 OldOBJECT_SELF = ObjectSelf;
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int ReturnCode;
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try
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{
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OBJECT_SELF = ObjectSelf;
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ReturnCode = ScriptMain(ScriptParameters, DefaultReturnCode);
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}
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finally
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{
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OBJECT_SELF = OldOBJECT_SELF;
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}
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return ReturnCode;
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}
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/// <summary>
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/// This routine is invoked when a script situation created by the
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/// script is resumed for execution (for example, a DelayCommand
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/// continuation). Its purpose is to perform the appropriate resume
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/// action for this continuation.
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///
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/// Note that a script situation may be resumed after the original
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/// script object has been deleted, or even after the host process has
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/// been exited and restarted (in the save of a saved game that has
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/// been loaded).
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/// </summary>
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/// <param name="ScriptSituationId">Supplies the ScriptSituationId that
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/// was provided to the initial StoreState request, which is intended
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/// to uniquely identify the site within which the script situation was
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/// created.</param>
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/// <param name="Locals">Supplies an array of local variables that were
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/// provided to the initial StoreState request. The locals may only
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/// include standard NWScript types (Int32, UInt32, Single, and engine
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/// structures).</param>
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/// <param name="ObjectSelf">Supplies the "OBJECT_SELF" object id of
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/// the object that the script is being executed over. This may be the
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/// invalid object id (Script.OBJECT_INVALID) if no object is
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/// associated with the execute script request.</param>
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public void ExecuteScriptSituation([In] UInt32 ScriptSituationId, [In] object[] Locals, [In] UInt32 ObjectSelf)
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{
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//
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// Call the helper function.
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//
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DispatchExecuteScriptSituation(ScriptSituationId, Locals, ObjectSelf);
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}
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/// <summary>
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/// This routine is invoked when the script context is being cloned for
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/// the creation of a script situation. Its purpose is to create a new
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/// SampleManagedNWScript object and transfer any state desired to the
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/// new script object.
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/// </summary>
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/// <returns>The cloned script object is returned.</returns>
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public IGeneratedScriptProgram CloneScriptProgram()
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{
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2015-04-17 19:36:14 +00:00
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return (IGeneratedScriptProgram)(new nwn2ai_onmoduleload(this));
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2015-04-13 20:56:36 +00:00
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}
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/// <summary>
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/// This routine is invoked when the script context was restored from
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/// the interopability script stack for a script situation. Its
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/// purpose is to restore any 'global' (i.e. member variable) state
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/// that was passed to the initial StoreState request. The globals may
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/// only include standard NWScript types (Int32, UInt32, Single, and
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/// engine structures).
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/// </summary>
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/// <param name="Globals">Supplies an array of global variables that
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/// were provided to the initial StoreState request.</param>
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public void LoadScriptGlobals([In] object[] Globals)
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{
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//
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// Restore all [NWScriptGlobal] attributed globals from the global
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// list.
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//
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int i = 0;
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foreach (FieldInfo Field in GlobalFields)
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{
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Field.SetValue(this, Globals[i]);
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i += 1;
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}
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}
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}
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}
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