/*
 * OpenClonk, http://www.openclonk.org
 *
 * Copyright (c) 1998-2000, 2003-2005, 2008  Matthes Bender
 * Copyright (c) 2001  Michael Käser
 * Copyright (c) 2001-2008  Sven Eberhardt
 * Copyright (c) 2002, 2004, 2006  Peter Wortmann
 * Copyright (c) 2004-2006, 2008-2009, 2011  Günther Brammer
 * Copyright (c) 2009  Nicolas Hake
 * Copyright (c) 2010  Benjamin Herr
 * Copyright (c) 2010  Armin Burgmeier
 * Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de
 *
 * Portions might be copyrighted by other authors who have contributed
 * to OpenClonk.
 *
 * Permission to use, copy, modify, and/or distribute this software for any
 * purpose with or without fee is hereby granted, provided that the above
 * copyright notice and this permission notice appear in all copies.
 * See isc_license.txt for full license and disclaimer.
 *
 * "Clonk" is a registered trademark of Matthes Bender.
 * See clonk_trademark_license.txt for full license.
 */

/* The command stack controls an object's complex and independent behavior */

#include <C4Include.h>
#include <C4Command.h>

#include <C4DefList.h>
#include <C4Object.h>
#include <C4ObjectCom.h>
#include <C4ObjectInfo.h>
#include <C4Random.h>
#include <C4GameMessage.h>
#include <C4ObjectMenu.h>
#include <C4Player.h>
#include <C4Landscape.h>
#include <C4Game.h>
#include <C4PlayerList.h>
#include <C4GameObjects.h>

const int32_t MoveToRange=5,LetGoRange1=7,LetGoRange2=30,DigRange=1;
const int32_t FollowRange=6,PushToRange=10,DigOutPositionRange=15;
const int32_t PathRange=20,MaxPathRange=1000;
const int32_t JumpAngle=35,JumpLowAngle=80,JumpAngleRange=10,JumpHighAngle=0;
const int32_t FlightAngleRange=60;
const int32_t DigOutDirectRange=130;
const int32_t LetGoHangleAngle=110;

StdEnumAdapt<int32_t>::Entry EnumAdaptCommandEntries[C4CMD_Last - C4CMD_First + 2];

const char *CommandName(int32_t iCommand)
{
	switch (iCommand)
	{
		case C4CMD_None: return "None";
		case C4CMD_Follow: return "Follow";
		case C4CMD_MoveTo: return "MoveTo";
		case C4CMD_Enter: return "Enter";
		case C4CMD_Exit: return "Exit";
		case C4CMD_Grab: return "Grab";
		case C4CMD_Throw: return "Throw";
		case C4CMD_UnGrab: return "UnGrab";
		case C4CMD_Jump: return "Jump";
		case C4CMD_Wait: return "Wait";
		case C4CMD_Get: return "Get";
		case C4CMD_Put: return "Put";
		case C4CMD_Drop: return "Drop";
		case C4CMD_Dig: return "Dig";
		case C4CMD_Activate: return "Activate";
		case C4CMD_PushTo: return "PushTo";
		case C4CMD_Transfer: return "Transfer";
		case C4CMD_Attack: return "Attack";
		case C4CMD_Buy: return "Buy";
		case C4CMD_Sell: return "Sell";
		case C4CMD_Acquire: return "Acquire";
		case C4CMD_Retry: return "Retry";
		case C4CMD_Home: return "Home";
		case C4CMD_Call: return "Call";
		case C4CMD_Take: return "Take";
		case C4CMD_Take2: return "Take2";
		default: return "None";
	}
}

const char* CommandNameID(int32_t iCommand)
{
	switch (iCommand)
	{
		case C4CMD_None: return "IDS_COMM_NONE";
		case C4CMD_Follow: return "IDS_COMM_FOLLOW";
		case C4CMD_MoveTo: return "IDS_COMM_MOVETO";
		case C4CMD_Enter: return "IDS_COMM_ENTER";
		case C4CMD_Exit: return "IDS_COMM_EXIT";
		case C4CMD_Grab: return "IDS_COMM_GRAB";
		case C4CMD_Throw: return "IDS_COMM_THROW";
		case C4CMD_UnGrab: return "IDS_COMM_UNGRAB";
		case C4CMD_Jump: return "IDS_COMM_JUMP";
		case C4CMD_Wait: return "IDS_COMM_WAIT";
		case C4CMD_Get: return "IDS_COMM_GET";
		case C4CMD_Put: return "IDS_COMM_PUT";
		case C4CMD_Drop: return "IDS_COMM_DROP";
		case C4CMD_Dig: return "IDS_COMM_DIG";
		case C4CMD_Activate: return "IDS_COMM_ACTIVATE";
		case C4CMD_PushTo: return "IDS_COMM_PUSHTO";
		case C4CMD_Transfer: return "IDS_COMM_TRANSFER";
		case C4CMD_Attack: return "IDS_COMM_ATTACK";
		case C4CMD_Buy: return "IDS_COMM_BUY";
		case C4CMD_Sell: return "IDS_COMM_SELL";
		case C4CMD_Acquire: return "IDS_COMM_ACQUIRE";
		case C4CMD_Retry: return "IDS_COMM_RETRY";
		case C4CMD_Home: return "IDS_CON_HOME";
		case C4CMD_Call: return "IDS_COMM_CALL";
		case C4CMD_Take: return "IDS_COMM_TAKE";
		case C4CMD_Take2: return "IDS_COMM_TAKE2";
		default: return "IDS_COMM_NONE";
	}
}

bool InitEnumAdaptCommandEntries()
{
	for (int32_t i = C4CMD_First; i <= C4CMD_Last; i++)
	{
		EnumAdaptCommandEntries[i - C4CMD_First].Name = CommandName(i);
		EnumAdaptCommandEntries[i - C4CMD_First].Val = i;
	}
	EnumAdaptCommandEntries[C4CMD_Last - C4CMD_First + 1].Name = NULL;
	return true;
}
const bool InitEnumAdaptCommandEntriesDummy = InitEnumAdaptCommandEntries();

int32_t CommandByName(const char *szCommand)
{
	for (int32_t cnt=C4CMD_First; cnt<=C4CMD_Last; cnt++)
		if (SEqual(szCommand,CommandName(cnt)))
			return cnt;
	return C4CMD_None;
}

void AdjustMoveToTarget(int32_t &rX, int32_t &rY, bool fFreeMove, int32_t iShapeHgt)
{
	// Above solid (always)
	int32_t iY;
	for (iY=rY; (iY>=0) && GBackSolid(rX,iY); iY--) {}
	if (iY>=0) rY=iY;
	// No-free-move adjustments (i.e. if walking)
	if (!fFreeMove)
	{
		// Drop down to bottom of free space
		if (!GBackSemiSolid(rX,rY))
		{
			for (iY=rY; (iY<GBackHgt) && !GBackSemiSolid(rX,iY+1); iY++) {}
			if (iY<GBackHgt) rY=iY;
		}
		// Vertical shape offset above solid
		if (GBackSolid(rX,rY+1) || GBackSolid(rX,rY+5))
			if (!GBackSemiSolid(rX,rY-iShapeHgt/2))
				rY-=iShapeHgt/2;
	}

}

bool AdjustSolidOffset(int32_t &rX, int32_t &rY, int32_t iXOff, int32_t iYOff)
{
	// In solid: fail
	if (GBackSolid(rX,rY)) return false;
	// Y Offset
	int32_t cnt;
	for (cnt=1; cnt<iYOff; cnt++)
	{
		if (GBackSolid(rX,rY+cnt) && !GBackSolid(rX,rY-cnt)) rY--;
		if (GBackSolid(rX,rY-cnt) && !GBackSolid(rX,rY+cnt)) rY++;
	}
	// X Offset
	for (cnt=1; cnt<iXOff; cnt++)
	{
		if (GBackSolid(rX+cnt,rY) && !GBackSolid(rX-cnt,rY)) rX--;
		if (GBackSolid(rX-cnt,rY) && !GBackSolid(rX+cnt,rY)) rX++;
	}
	// Done
	return true;
}

int32_t SolidOnWhichSide(int32_t iX, int32_t iY)
{
	for (int32_t cx=1; cx<10; cx++)
		for (int32_t cy=0; cy<10; cy++)
		{
			if (GBackSolid(iX-cx,iY-cy) || GBackSolid(iX-cx,iY+cy)) return -1;
			if (GBackSolid(iX+cx,iY-cy) || GBackSolid(iX+cx,iY+cy)) return +1;
		}
	return 0;
}

C4Command::C4Command()
{
	Default();
}

C4Command::~C4Command()
{
	Clear();
}

void C4Command::Default()
{
	Command=C4CMD_None;
	cObj=NULL;
	Evaluated=false;
	PathChecked=false;
	Finished=false;
	Tx=C4VNull;
	Ty=0;
	Target=Target2=NULL;
	Data.Set0();
	UpdateInterval=0;
	Failures=0;
	Retries=0;
	Permit=0;
	Text=NULL;
	Next=NULL;
	iExec=0;
	BaseMode=C4CMD_Mode_SilentSub;
}

static bool ObjectAddWaypoint(int32_t iX, int32_t iY, intptr_t iTransferTarget, intptr_t ipObject)
{
	C4Object *cObj = (C4Object*) ipObject; if (!cObj) return false;

	// Transfer waypoint
	if (iTransferTarget)
		return cObj->AddCommand(C4CMD_Transfer,(C4Object*)iTransferTarget,iX,iY,0,NULL,false);

	// Solid offset
	AdjustSolidOffset(iX,iY,cObj->Shape.Wdt/2,cObj->Shape.Hgt/2);

	// Standard movement waypoint update interval
	int32_t iUpdate = 25;
	// Waypoints before transfer zones are not updated (enforce move to that waypoint)
	if (cObj->Command && (cObj->Command->Command==C4CMD_Transfer)) iUpdate=0;
	// Add waypoint
	//AddCommand(iCommand,pTarget,iTx,iTy,iUpdateInterval,pTarget2,fInitEvaluation,iData,fAppend,iRetries,szText,iBaseMode)
	assert(cObj->Command);
	if (!cObj->AddCommand(C4CMD_MoveTo,NULL,iX,iY,iUpdate,NULL,false,cObj->Command->Data)) return false;

	return true;
}

void C4Command::MoveTo()
{
	// Determine move-to range
	int32_t iMoveToRange = MoveToRange;
	if (cObj->Def->MoveToRange > 0) iMoveToRange = cObj->Def->MoveToRange;

	// Current object position
	int32_t cx,cy; cx=cObj->GetX(); cy=cObj->GetY();
	bool fWaypoint=false;
	if (Next && (Next->Command==C4CMD_MoveTo)) fWaypoint=true;

	// Contained: exit
	if (cObj->Contained)
		{ cObj->AddCommand(C4CMD_Exit,NULL,0,0,50); return; }

	// Check path (crew members or specific only)
	if ((cObj->OCF & OCF_CrewMember) || cObj->Def->Pathfinder)
		if (!PathChecked)
			// Not too far
			if (Distance(cx,cy,Tx._getInt(),Ty)<MaxPathRange)
				// Not too close
				if (!(Inside(cx-Tx._getInt(),-PathRange,+PathRange) && Inside(cy-Ty,-PathRange,+PathRange)))
				{
					// Path not free: find path
					if (!PathFree(cx,cy,Tx._getInt(),Ty))
					{
						Game.PathFinder.EnableTransferZones(!cObj->Def->NoTransferZones);
						Game.PathFinder.SetLevel(cObj->Def->Pathfinder);
						if (!Game.PathFinder.Find( cObj->GetX(),cObj->GetY(),
						                           Tx._getInt(),Ty,
						                           &ObjectAddWaypoint,
						                           (intptr_t)cObj)) // intptr for 64bit?
							{ /* Path not found: react? */ PathChecked=true; /* recheck delay */ }
						return;
					}
					// Path free: recheck delay
					else
						PathChecked=true;
				}
	// Path recheck
	if (!::Game.iTick35) PathChecked=false;

	// Pushing grab only or not desired: let go (pulling, too?)
	if (cObj->GetProcedure()==DFA_PUSH)
		if (cObj->Action.Target)
			if (cObj->Action.Target->GetPropertyInt(P_Touchable) == 2 || !(Data.getInt() & C4CMD_MoveTo_PushTarget))
			{
				// Re-evaluate this command because vehicle control might have blocked evaluation
				Evaluated=false;
				cObj->AddCommand(C4CMD_UnGrab,NULL,0,0,50); return;
			}

	// Special by procedure
	switch (cObj->GetProcedure())
	{
		// Push/pull
	case DFA_PUSH: case DFA_PULL:
		// Use target object's position if on final waypoint
		if (!fWaypoint)
			if (cObj->Action.Target)
				{ cx=cObj->Action.Target->GetX(); cy=cObj->Action.Target->GetY(); }
		break;
		// dig, bridge: stop
	case DFA_DIG: case DFA_BRIDGE:
		ObjectComStop(cObj);
		break;
	}

	// Target range
	int32_t iTargetRange = iMoveToRange;
	int32_t iRangeFactorTop=1, iRangeFactorBottom=1, iRangeFactorSide=1;

	// Crew members/pathfinder specific target range
	if (cObj->OCF & OCF_CrewMember) // || cObj->Def->Pathfinder ? (Sven2)
	{
		// Range by size
		iTargetRange=cObj->Shape.Wdt/2;
		// Easier range if waypoint
		if (fWaypoint)
			if (cObj->GetProcedure()!=DFA_SCALE)
				{ iRangeFactorTop=3; iRangeFactorSide=3; iRangeFactorBottom=2; }
	}

	// Target reached (success)
	if (Inside(cx-Tx._getInt(),-iRangeFactorSide*iTargetRange,+iRangeFactorSide*iTargetRange)
	    && Inside(cy-Ty,-iRangeFactorBottom*iTargetRange,+iRangeFactorTop*iTargetRange))
	{
		cObj->Action.ComDir=COMD_Stop;
		Finish(true); return;
	}

	// Idles can't move to
	if (!cObj->GetAction())
		{ Finish(); return; }

	// Action
	switch (cObj->GetProcedure())
	{
		// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
	case DFA_WALK:
		// Head to target
		if (cx<Tx._getInt()-iTargetRange) cObj->Action.ComDir=COMD_Right;
		if (cx>Tx._getInt()+iTargetRange) cObj->Action.ComDir=COMD_Left;
		// Flight control
		if (FlightControl()) return;
		// Jump control
		if (JumpControl()) return;
		break;
		// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
	case DFA_PUSH: case DFA_PULL:
		// Head to target
		if (cx<Tx._getInt()-iTargetRange) cObj->Action.ComDir=COMD_Right;
		if (cx>Tx._getInt()+iTargetRange) cObj->Action.ComDir=COMD_Left;
		break;
		// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
	case DFA_SCALE:
		// Head to target
		if (cy>Ty+iTargetRange) cObj->Action.ComDir=COMD_Up;
		if (cy<Ty-iTargetRange) cObj->Action.ComDir=COMD_Down;
		// Let-Go Control
		if (cObj->Action.Dir==DIR_Left)
		{
			// Target direction
			if ((Tx._getInt()>cx+LetGoRange1) && (Inside(cy-Ty,-LetGoRange2,+LetGoRange2)))
				{ ObjectComLetGo(cObj,+1); return; }
			// Contact (not if just started)
			if (cObj->Action.Time>2)
				if (cObj->t_contact/* & CNAT_Left*/)
					{ ObjectComLetGo(cObj,+1); return; }
		}
		if (cObj->Action.Dir==DIR_Right)
		{
			// Target direction
			if ((Tx._getInt()<cx-LetGoRange1) && (Inside(cy-Ty,-LetGoRange2,+LetGoRange2)))
				{ ObjectComLetGo(cObj,-1); return; }
			// Contact (not if just started)
			if (cObj->Action.Time>2)
				if (cObj->t_contact/* & CNAT_Right*/)
					{ ObjectComLetGo(cObj,-1); return; }
		}
		break;
		// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
	case DFA_SWIM:
		// Head to target
		if (::Game.iTick2)
		{
			if (cx<Tx._getInt()-iTargetRange) cObj->Action.ComDir=COMD_Right;
			if (cx>Tx._getInt()+iTargetRange) cObj->Action.ComDir=COMD_Left;
		}
		else
		{
			if (cy<Ty) cObj->Action.ComDir=COMD_Down;
			if (cy>Ty) cObj->Action.ComDir=COMD_Up;
		}
		break;
		// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
	case DFA_HANGLE:
		// Head to target
		if (cx<Tx._getInt()-iTargetRange) cObj->Action.ComDir=COMD_Right;
		if (cx>Tx._getInt()+iTargetRange) cObj->Action.ComDir=COMD_Left;
		// Let-Go Control
		if (Abs(Angle(cx,cy,Tx._getInt(),Ty))>LetGoHangleAngle)
			ObjectComLetGo(cObj,0);
		break;
		// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
	case DFA_FLOAT:
	{
		C4Real dx = itofix(Tx._getInt()) - cObj->fix_x, dy = itofix(Ty) - cObj->fix_y;
		// normalize
		C4Real dScale = C4REAL100(cObj->GetAction()->GetPropertyInt(P_Speed)) / Max(Abs(dx), Abs(dy));
		dx *= dScale; dy *= dScale;
		// difference to momentum
		dx -= cObj->xdir; dy -= cObj->ydir;
		// steer
		if (Abs(dx)+Abs(dy) < C4REAL100(20)) cObj->Action.ComDir = COMD_None;
		else if (Abs(dy) * 3 <  dx) cObj->Action.ComDir = COMD_Right;
		else if (Abs(dy) * 3 < -dx) cObj->Action.ComDir = COMD_Left;
		else if (Abs(dx) * 3 <  dy) cObj->Action.ComDir = COMD_Down;
		else if (Abs(dx) * 3 < -dy) cObj->Action.ComDir = COMD_Up;
		else if (dx > 0 && dy > 0)   cObj->Action.ComDir = COMD_DownRight;
		else if (dx < 0 && dy > 0)   cObj->Action.ComDir = COMD_DownLeft;
		else if (dx > 0 && dy < 0)   cObj->Action.ComDir = COMD_UpRight;
		else                        cObj->Action.ComDir = COMD_UpLeft;
	}
	break;
	// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
	case DFA_FLIGHT:
		// Flight control
		if (FlightControl()) return;
		break;
		// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
	}

}

void C4Command::Dig()
{
	// Current object and target coordinates
	int32_t cx,cy,tx,ty;
	cx=cObj->GetX(); cy=cObj->GetY();
	tx=Tx._getInt(); ty=Ty+cObj->Shape.GetY() + 3; // Target coordinates are bottom center
	bool fDigOutMaterial=Data.getBool();

	// Grabbing: let go
	if (cObj->GetProcedure()==DFA_PUSH)
		{ cObj->AddCommand(C4CMD_UnGrab,NULL,0,0,50); return; }

	// If contained: exit
	if (cObj->Contained)
		{ cObj->AddCommand(C4CMD_Exit,NULL,0,0,50); return; }

	// Scaling or hangling: let go
	if ((cObj->GetProcedure()==DFA_SCALE) || (cObj->GetProcedure()==DFA_HANGLE))
		ObjectComLetGo(cObj,(cObj->Action.Dir==DIR_Left) ? +1 : -1);

	// Determine move-to range
	int32_t iMoveToRange = MoveToRange;
	if (cObj->Def->MoveToRange > 0) iMoveToRange = cObj->Def->MoveToRange;

	// Target reached: success
	if (Inside(cx - tx, -iMoveToRange, +iMoveToRange)
	    && Inside(cy - ty, -iMoveToRange, +iMoveToRange))
	{
		ObjectComStop(cObj);
		Finish(true); return;
	}

	// Can start digging only from walk
	if (cObj->GetProcedure()!=DFA_DIG)
		if (cObj->GetProcedure()!=DFA_WALK)
			// Continue trying (assume currently in flight)
			return;

	// Start digging
	if (cObj->GetProcedure()!=DFA_DIG)
		if (!ObjectComDig(cObj))
			{ Finish(); return; }

	// Dig2Object
	if (fDigOutMaterial) cObj->Action.Data=1;

	// Head to target
	if (cx<tx-DigRange) cObj->Action.ComDir=COMD_Right;
	if (cx>tx+DigRange) cObj->Action.ComDir=COMD_Left;
	if (cy<ty-DigRange) cObj->Action.ComDir=COMD_Down;
	if (cx<tx-DigRange) if (cy<ty-DigRange) cObj->Action.ComDir=COMD_DownRight;
	if (cx>tx-DigRange) if (cy<ty-DigRange) cObj->Action.ComDir=COMD_DownLeft;
	if (cx<tx-DigRange) if (cy>ty+DigRange) cObj->Action.ComDir=COMD_UpRight;
	if (cx>tx+DigRange) if (cy>ty+DigRange) cObj->Action.ComDir=COMD_UpLeft;

}


void C4Command::Follow()
{
	// No-one to follow
	if (!Target) { Finish(); return; }

	// Follow containment
	if (cObj->Contained!=Target->Contained)
	{
		// Only crew members can follow containment
		if (!cObj->Def->CrewMember)
			{ Finish(); return; }
		// Exit/enter
		if (cObj->Contained) cObj->AddCommand(C4CMD_Exit,NULL,0,0,50);
		else cObj->AddCommand(C4CMD_Enter,Target->Contained,0,0,50);
		return;
	}

	// Follow target grabbing
	if (Target->GetProcedure()==DFA_PUSH)
	{
		// Grabbing same: copy ComDir
		if (cObj->GetProcedure()==DFA_PUSH)
			if (cObj->Action.Target==Target->Action.Target)
			{
				cObj->Action.ComDir=Target->Action.ComDir;
				return;
			}
		// Else, grab target's grab
		cObj->AddCommand(C4CMD_Grab,Target->Action.Target);
		return;
	}
	else if (cObj->GetProcedure()==DFA_PUSH)
	{
		// Follow ungrabbing
		cObj->AddCommand(C4CMD_UnGrab);
		return;
	}

	// If in following range
	if (Inside<int32_t>(cObj->GetX()-Target->GetX(),-FollowRange,+FollowRange)
	    && Inside<int32_t>(cObj->GetY()-Target->GetY(),-FollowRange,+FollowRange))
	{
		// Copy target's Action.ComDir
		cObj->Action.ComDir=Target->Action.ComDir;
	}
	else // Else, move to target
	{
		cObj->AddCommand(C4CMD_MoveTo,NULL,Target->GetX(),Target->GetY(),10);
	}

}

void C4Command::Enter()
{
	DWORD ocf;

	// No object to enter or can't enter by def
	if (!Target || cObj->Def->NoPushEnter) { Finish(); return; }

	// Already in target object
	if (cObj->Contained==Target) { Finish(true); return; }

	// Digging: stop
	if (cObj->GetProcedure()==DFA_DIG) ObjectComStop(cObj);

	// Pushing grab only or pushing not desired: let go
	if (cObj->GetProcedure()==DFA_PUSH)
		if (cObj->Action.Target)
			if (cObj->Action.Target->GetPropertyInt(P_Touchable) == 2 || !(Data.getInt() & C4CMD_Enter_PushTarget))
				{ cObj->AddCommand(C4CMD_UnGrab,NULL,0,0,50); return; }

	// Pushing target: let go
	if (cObj->GetProcedure()==DFA_PUSH)
		if (cObj->Action.Target==Target)
			{ cObj->AddCommand(C4CMD_UnGrab,NULL,0,0,50); return; }

	// Grabbing overrides position for target
	int32_t cx,cy;
	cx=cObj->GetX(); cy=cObj->GetY();
	if (cObj->GetProcedure()==DFA_PUSH)
		if (cObj->Action.Target)
			{ cx=cObj->Action.Target->GetX(); cy=cObj->Action.Target->GetY(); }

	// If in entrance range
	ocf=OCF_Entrance;
	if (!cObj->Contained && Target->At(cx,cy,ocf) && (ocf & OCF_Entrance))
	{
		// Stop
		cObj->Action.ComDir=COMD_Stop;
		// Pushing: push target into entrance, then stop
		if ((cObj->GetProcedure()==DFA_PUSH) && cObj->Action.Target)
		{
			cObj->Action.Target->SetCommand(C4CMD_Enter,Target);
			Finish(true); return;
		}
		// Else, enter self
		else
		{
			// If entrance open, enter object
			if (Target->EntranceStatus!=0)
			{
				cObj->Enter(Target);
				Finish(true); return;
			}
			else // Else, activate entrance
				Target->ActivateEntrance(cObj->Controller,cObj);
		}

	}
	else // Else, move to object's entrance
	{
		int32_t ex,ey,ewdt,ehgt;
		if (Target->GetEntranceArea(ex,ey,ewdt,ehgt))
			cObj->AddCommand(C4CMD_MoveTo,NULL,ex+ewdt/2,ey+ehgt/2,50, NULL, true, C4VInt((Data.getInt() & C4CMD_Enter_PushTarget) ? C4CMD_MoveTo_PushTarget : 0));
	}

}

void C4Command::Exit()
{

	// Outside: done
	if (!cObj->Contained) { Finish(true); return; }

	// Entrance open, leave object
	if (cObj->Contained->EntranceStatus)
	{
		// Exit to container's container
		if (cObj->Contained->Contained)
			{ cObj->Enter(cObj->Contained->Contained); Finish(true); return; }
		// Exit to entrance area
		int32_t ex,ey,ewdt,ehgt;
		if (cObj->Contained->OCF & OCF_Entrance)
			if (cObj->Contained->GetEntranceArea(ex,ey,ewdt,ehgt))
				{ cObj->Exit(ex+ewdt/2,ey+ehgt+cObj->Shape.GetY()-1); Finish(true); return; }
		// Exit jump out of collection area
		if (cObj->GetPropertyInt(P_Collectible))
			if (cObj->Contained->Def->Collection.Wdt)
			{
				cObj->Exit(cObj->Contained->GetX(),cObj->Contained->GetY()+cObj->Contained->Def->Collection.y-1);
				ObjectComJump(cObj);
				Finish(true); return;
			}
		// Plain exit
		cObj->Exit(cObj->GetX(),cObj->GetY());
		Finish(true); return;
	}

	// Entrance closed, activate entrance
	else
	{
		if (!cObj->Contained->ActivateEntrance(cObj->Controller,cObj))
			// Entrance activation failed: fail
			{ Finish(); return; }
	}
}

void C4Command::Grab()
{
	DWORD ocf;
	// Command fulfilled
	if (cObj->GetProcedure()==DFA_PUSH)
		if (cObj->Action.Target==Target)
			{ Finish(true); return; }
	// Digging: stop
	if (cObj->GetProcedure()==DFA_DIG) ObjectComStop(cObj);
	// Grabbing: let go
	if (cObj->GetProcedure()==DFA_PUSH)
		{ cObj->AddCommand(C4CMD_UnGrab,NULL,0,0,50); return; }
	// No target
	if (!Target) { Finish(); return; }
	// At target object: grab
	ocf=OCF_All;
	if (!cObj->Contained && Target->At(cObj->GetX(),cObj->GetY(),ocf))
	{
		// Scaling or hangling: let go
		if ((cObj->GetProcedure()==DFA_SCALE) || (cObj->GetProcedure()==DFA_HANGLE))
			ObjectComLetGo(cObj,(cObj->Action.Dir==DIR_Left) ? +1 : -1);
		// Grab
		cObj->Action.ComDir=COMD_Stop;
		ObjectComGrab(cObj,Target);
	}
	// Else, move to object
	else
	{
		cObj->AddCommand(C4CMD_MoveTo,NULL,Target->GetX()+Tx._getInt(),Target->GetY()+Ty,50);
	}
}

void C4Command::PushTo()
{
	// Target check
	if (!Target) { Finish(); return; }

	// Target is target self: fail
	if (Target==Target2) { Finish(); return; }

	// Command fulfilled
	if (Target2)
	{
		// Object in correct target container: success
		if (Target->Contained==Target2)
			{ Finish(true); return; }
	}
	else
	{
		// Object at target position: success
		if (Inside(Target->GetX()-Tx._getInt(),-PushToRange,+PushToRange))
			if (Inside(Target->GetY()-Ty,-PushToRange,+PushToRange))
			{
				cObj->Action.ComDir=COMD_Stop;
				cObj->AddCommand(C4CMD_UnGrab);
				cObj->AddCommand(C4CMD_Wait,NULL,0,0,10);
				Finish(true); return;
			}
	}

	// Digging: stop
	if (cObj->GetProcedure()==DFA_DIG) ObjectComStop(cObj);

	// Target contained: activate
	if (Target->Contained)
		{ cObj->AddCommand(C4CMD_Activate,Target,0,0,40); return; }

	// Grab target
	if (!((cObj->GetProcedure()==DFA_PUSH) && (cObj->Action.Target==Target)))
		{ cObj->AddCommand(C4CMD_Grab,Target,0,0,40); return; }

	// Move to target position / enter target object
	if (Target2)
		{ cObj->AddCommand(C4CMD_Enter,Target2,0,0,40, NULL, true, C4Value(C4CMD_Enter_PushTarget)); return; }
	else
		{ cObj->AddCommand(C4CMD_MoveTo,NULL,Tx,Ty,40, NULL, true, C4Value(C4CMD_MoveTo_PushTarget)); return; }

}

void C4Command::UnGrab()
{
	ObjectComUnGrab(cObj);
	cObj->Action.ComDir=COMD_Stop;
	Finish(true);
}

void C4Command::Throw()
{

	// Digging: stop
	if (cObj->GetProcedure()==DFA_DIG) ObjectComStop(cObj);

	// Throw specific object not in contents: get object
	if (Target)
		if (!cObj->Contents.GetLink(Target))
		{
			cObj->AddCommand(C4CMD_Get,Target,0,0,40);
			return;
		}

	// Determine move-to range
	int32_t iMoveToRange = MoveToRange;
	if (cObj->Def->MoveToRange > 0) iMoveToRange = cObj->Def->MoveToRange;

	// Target coordinates are not default 0/0: targeted throw
	if ((Tx._getInt()!=0) || (Ty!=0))
	{

		// Grabbing: let go
		if (cObj->GetProcedure()==DFA_PUSH)
			{ cObj->AddCommand(C4CMD_UnGrab,NULL,0,0,50); return; }

		// Preferred throwing direction
		int32_t iDir=+1; if (cObj->GetX() > Tx._getInt()) iDir=-1;

		// Find throwing position
		int32_t iTx,iTy;
		C4Real pthrow=C4REAL100(cObj->GetPropertyInt(P_ThrowSpeed));
		int32_t iHeight = cObj->Shape.Hgt;
		if (!FindThrowingPosition(Tx._getInt(),Ty,pthrow*iDir,-pthrow,iHeight,iTx,iTy))
			if (!FindThrowingPosition(Tx._getInt(),Ty,pthrow*iDir*-1,-pthrow,iHeight,iTx,iTy))
				// No throwing position: fail
				{ Finish(); return; }

		// At throwing position: face target and throw
		if (Inside<int32_t>(cObj->GetX() - iTx, -iMoveToRange, +iMoveToRange) && Inside<int32_t>(cObj->GetY()-iTy,-15,+15))
		{
			if (cObj->GetX() < Tx._getInt()) cObj->SetDir(DIR_Right); else cObj->SetDir(DIR_Left);
			cObj->Action.ComDir=COMD_Stop;
			if (ObjectComThrow(cObj,Target))
				Finish(true); // Throw successfull: done, else continue
			return;
		}

		// Move to target position
		cObj->AddCommand(C4CMD_MoveTo,NULL,iTx,iTy,20);

		return;
	}

	// Contained: put or take
	if (cObj->Contained)
	{
		ObjectComPutTake(cObj,cObj->Contained,Target);
		Finish(true); return;
	}

	// Pushing: put or take
	if (cObj->GetProcedure()==DFA_PUSH)
	{
		if (cObj->Action.Target)
			ObjectComPutTake(cObj,cObj->Action.Target,Target);
		Finish(true); return;
	}

	// Outside: Throw
	ObjectComThrow(cObj,Target);
	Finish(true);
}

void C4Command::Take()
{
	ObjectComTake(cObj);
	Finish(true);
}

void C4Command::Take2()
{
	ObjectComTake2(cObj);
	Finish(true);
}

void C4Command::Drop()
{

	// Digging: stop
	if (cObj->GetProcedure()==DFA_DIG) ObjectComStop(cObj);

	// Drop specific object not in contents: get object
	if (Target)
		if (!cObj->Contents.GetLink(Target))
		{
			cObj->AddCommand(C4CMD_Get,Target,0,0,40);
			return;
		}

	// Determine move-to range
	int32_t iMoveToRange = MoveToRange;
	if (cObj->Def->MoveToRange > 0) iMoveToRange = cObj->Def->MoveToRange;

	// Target coordinates are not default 0/0: targeted drop
	if ((Tx._getInt()!=0) || (Ty!=0))
	{
		// Grabbing: let go
		if (cObj->GetProcedure()==DFA_PUSH)
			{ cObj->AddCommand(C4CMD_UnGrab,NULL,0,0,50); return; }
		// At target position: drop
		if (Inside<int32_t>(cObj->GetX() - Tx._getInt(), -iMoveToRange, +iMoveToRange) && Inside<int32_t>(cObj->GetY()-Ty,-15,+15))
		{
			cObj->Action.ComDir=COMD_Stop;
			ObjectComDrop(cObj,Target);
			Finish(true);
			return;
		}
		// Move to target position
		cObj->AddCommand(C4CMD_MoveTo,NULL,Tx._getInt(),Ty,20);
		return;
	}

	// Contained: put
	if (cObj->Contained)
	{
		ObjectComPutTake(cObj,cObj->Contained,Target);
		Finish(true); return;
	}

	// Pushing: put
	if (cObj->GetProcedure()==DFA_PUSH)
	{
		if (cObj->Action.Target)
			ObjectComPutTake(cObj,cObj->Action.Target,Target);
		Finish(true); return;
	}

	// Outside: Drop
	ObjectComDrop(cObj,Target);
	Finish(true);
}

void C4Command::Jump()
{
	// Tx not default 0: adjust jump direction
	if (Tx._getInt())
	{
		if (Tx._getInt()<cObj->GetX()) cObj->SetDir(DIR_Left);
		if (Tx._getInt()>cObj->GetX()) cObj->SetDir(DIR_Right);
	}
	// Jump
	ObjectComJump(cObj);
	// Done
	Finish(true);
}

void C4Command::Wait()
{
	// Digging: stop
	if (cObj->GetProcedure()==DFA_DIG) ObjectComStop(cObj);
}

bool C4Command::GetTryEnter()
{
	// Target contained and container has RejectContents: fail
	if (Target->Contained && !!Target->Contained->Call(PSF_RejectContents)) { Finish(); return false; }
	// FIXME: Drop stuff if full here
	bool fWasContained = !!Target->Contained;
	// Grab target object
	bool fRejectCollect = false;
	bool fSuccess = !!Target->Enter(cObj, true, true, &fRejectCollect);
	// target is void?
	// well...most likely the new container has done something with it
	// so count it as success
	if (!Target) { Finish(true); return true; }
	// collection rejected by target: make room for more contents
	if (fRejectCollect)
	{
		if (cObj->PutAwayUnusedObject(Target)) return false;
		// Can't get due to RejectCollect: fail
		Finish();
		return false;
	}
	// if not successfully entered for any other reason, fail
	if (!fSuccess) { Finish(); return false; }
	// get-callback for getting out of containers
	if (fWasContained) cObj->Call(PSF_Get, &C4AulParSet(C4VObj(Target)));
	// entered
	return true;
}

void C4Command::Get()
{

	// Data set and target specified: open get menu & done (old style)
	if (((Data.getInt()==1) || (Data.getInt()==2)) && Target)
	{
		cObj->ActivateMenu((Data.getInt()==1) ? C4MN_Get : C4MN_Contents,0,0,0,Target);
		Finish(true); return;
	}

	// Get target specified by container and type
	if (!Target && Target2 && Data)
		if (!(Target = Target2->Contents.Find(Data.getC4ID())))
			{ Finish(); return; }

	// No target: failure
	if (!Target) { Finish(); return; }

	// Target not carryable: failure
	if (!(Target->OCF & OCF_Carryable))
		{ Finish(); return; }

	// Target collected
	if (Target->Contained == cObj)
	{
		// Get-count specified: decrease count and continue with next object
		if (Tx._getInt() > 1)
			{ Target = NULL; Tx--; return; }
		// We're done
		else
			{ cObj->Action.ComDir=COMD_Stop; Finish(true); return; }
	}

	// Grabbing other than target container: let go
	if (cObj->GetProcedure()==DFA_PUSH)
		if (cObj->Action.Target!=Target->Contained)
			{ cObj->AddCommand(C4CMD_UnGrab,NULL,0,0,50); return; }

	// Target in solid: dig out
	if (!Target->Contained && (Target->OCF & OCF_InSolid))
	{
		// Check for closest free position
		int32_t iX=Target->GetX(),iY=Target->GetY();
		// Find all-closest dig-out position
		if (!FindClosestFree(iX,iY,-120,+120,-1,-1))
			// None found
			{ Finish(); return; }
		// Check good-angle left/right dig-out position
		int32_t iX2=Target->GetX(),iY2=Target->GetY();
		if (FindClosestFree(iX2,iY2,-140,+140,-40,+40))
			// Use good-angle position if it's not way worse
			if ( Distance(Target->GetX(),Target->GetY(),iX2,iY2) < 10*Distance(Target->GetX(),Target->GetY(),iX,iY) )
				{ iX=iX2; iY=iY2; }
		// Move to closest free position (if not in dig-direct range)
		if (!Inside(cObj->GetX()-iX,-DigOutPositionRange,+DigOutPositionRange)
		    || !Inside(cObj->GetY()-iY,-DigOutPositionRange,+DigOutPositionRange))
			{ cObj->AddCommand(C4CMD_MoveTo,NULL,iX,iY,50); return; }
		// DigTo
		cObj->AddCommand(C4CMD_Dig,NULL,Target->GetX(),Target->GetY()+4,50); return;
	}

	// Digging: stop
	if (cObj->GetProcedure()==DFA_DIG) ObjectComStop(cObj);

	// Target contained
	if (Target->Contained)
	{
		// target can't be taken out of containers?
		if (Target->Def->NoGet) return;
		// In same container: grab target
		if (cObj->Contained==Target->Contained)
		{
			GetTryEnter();
			// Done
			return;
		}

		// Leave own container
		if (cObj->Contained)
			{ cObj->AddCommand(C4CMD_Exit,NULL,0,0,50); return; }

		// Target container has grab get: grab target container
		if (Target->Contained->Def->GrabPutGet & C4D_Grab_Get)
		{
			// Grabbing target container
			if ((cObj->GetProcedure()==DFA_PUSH) && (cObj->Action.Target==Target->Contained))
			{
				GetTryEnter();
				// Done
				return;
			}
			// Grab target container
			cObj->AddCommand(C4CMD_Grab,Target->Contained,0,0,50);
			return;
		}

		// Target container has entrance: enter target container
		if (Target->Contained->OCF & OCF_Entrance)
			{ cObj->AddCommand(C4CMD_Enter,Target->Contained,0,0,50); return; }

		// Can't get to target due to target container: fail
		Finish();
		return;
	}

	// Target outside

	// Leave own container
	if (cObj->Contained) { cObj->AddCommand(C4CMD_Exit,NULL,0,0,50); return; }

	// Outside
	if (!cObj->Contained)
	{

		// Target in collection range
		DWORD ocf = OCF_Normal | OCF_Collection;
		if (cObj->At(Target->GetX(),Target->GetY(),ocf))
		{
			// stop here
			cObj->Action.ComDir=COMD_Stop;
			// try getting the object
			if (GetTryEnter()) return;
		}

		// Target not in range
		else
		{
			// Target in jumping range above clonk: try side-move jump
			if (Inside<int32_t>(cObj->GetX()-Target->GetX(),-10,+10))
				if (Inside<int32_t>(cObj->GetY()-Target->GetY(),30,50))
				{
					int32_t iSideX=1; if (Random(2)) iSideX=-1;
					iSideX=cObj->GetX()+iSideX*(cObj->GetY()-Target->GetY());
					if (PathFree(iSideX,cObj->GetY(),Target->GetX(),Target->GetY()))
					{
						// Side-move jump
						cObj->AddCommand(C4CMD_Jump,NULL,Tx._getInt(),Ty);
						// FIXME: Drop stuff if full here
						// Need to kill NoCollectDelay after drop...!
						cObj->AddCommand(C4CMD_MoveTo,NULL,iSideX,cObj->GetY(),50);
					}
				}
			// Move to target (random offset for difficult pickups)
			// ...avoid offsets into solid which would lead to high above surface locations!
			cObj->AddCommand(C4CMD_MoveTo,NULL,Target->GetX()+Random(15)-7,Target->GetY(),25,NULL);
		}

	}

}

void C4Command::Activate()
{

	// Container specified, but no Target & no type: open activate menu for container
	if (Target2 && !Target && !Data)
	{
		cObj->ActivateMenu(C4MN_Activate,0,0,0,Target2);
		Finish(true);
		return;
	}

	// Target object specified & outside: success
	if (Target)
		if (!Target->Contained)
			{ Finish(true); return; }

	// No container specified: determine container by target object
	if (!Target2)
		if (Target)
			Target2=Target->Contained;

	// No container specified: fail
	if (!Target2) { Finish(); return; }

	// Digging: stop
	if (cObj->GetProcedure()==DFA_DIG) ObjectComStop(cObj);

	// In container
	if (cObj->Contained==Target2)
	{
		for (Tx.SetInt(Data ? Max<int32_t>(Tx._getInt(),1) : 1); Tx._getInt(); --Tx)
		{
			// If not specified get object from target contents by type
			// Find first object requested id that has no command exit yet
			C4Object *pObj; C4ObjectLink *cLnk;
			if (!Target)
				for (cLnk=Target2->Contents.First; cLnk && (pObj=cLnk->Obj); cLnk=cLnk->Next)
					if (pObj->Status && (pObj->Def->id==Data.getC4ID()))
						if (!pObj->Command || (pObj->Command->Command!=C4CMD_Exit))
							{ Target=pObj; break; }
			// No target
			if (!Target) { Finish(); return; }

			// Thing in own container (target2)
			if (Target->Contained!=Target2) { Finish(); return; }

			// Activate object to exit
			Target->Controller = cObj->Controller;
			Target->SetCommand(C4CMD_Exit);
			Target = 0;
		}

		Finish(true); return;
	}

	// Leave own container
	if (cObj->Contained)
		{ cObj->AddCommand(C4CMD_Exit,NULL,0,0,50); return; }

	// Target container has entrance: enter
	if (Target2->OCF & OCF_Entrance)
		{ cObj->AddCommand(C4CMD_Enter,Target2,0,0,50); return; }

	// Can't get to target due to target container: fail
	Finish();

}


void C4Command::Put() // Notice: Put command is currently using Ty as an internal reminder flag for letting go after putting...
{
	// No target container: failure
	if (!Target) { Finish(); return; }

	// Thing to put specified by type
	if (!Target2 && Data)
		if (!(Target2 = cObj->Contents.Find(Data.getC4ID())))
			{ Finish(); return; }

	// No thing to put specified
	if (!Target2)
		// Assume first contents object
		if (!(Target2 = cObj->Contents.GetObject()))
			// No contents object to put - most likely we did have a target but it was deleted,
			// e.g. by AutoSellContents in a base. New behaviour: if there is nothing to put, we
			// now consider the command succesfully completed.
			{ Finish(true); return; }

	// Thing is in target
	if (Target2->Contained == Target)
	{
		// Put-count specified: decrease count and continue with next object
		if (Tx._getInt() > 1)
			{ Target2 = NULL; Tx--; return; }
		// We're done
		else
			{ Finish(true); return; }
	}

	// Thing to put not in contents: get object
	if (!cObj->Contents.GetLink(Target2))
	{
		// Object is nearby and traveling: wait
		if (!Target2->Contained)
			if (Distance(cObj->GetX(),cObj->GetY(),Target2->GetX(),Target2->GetY())<80)
				if (Target2->OCF & OCF_HitSpeed1)
					return;
		// Go get it
		cObj->AddCommand(C4CMD_Get,Target2,0,0,40); return;
	}

	// Target is contained: can't do it
	if (Target->Contained)
		{ Finish(); return; }

	// Digging: stop
	if (cObj->GetProcedure()==DFA_DIG) ObjectComStop(cObj);

	// Grabbing other than target: let go
	C4Object *pGrabbing=NULL;
	if (cObj->GetProcedure()==DFA_PUSH)
		pGrabbing = cObj->Action.Target;
	if (pGrabbing && (pGrabbing!=Target))
		{ cObj->AddCommand(C4CMD_UnGrab,NULL,0,0,50); return; }

	// Inside target container
	if (cObj->Contained == Target)
	{
		// Try to put
		if (!ObjectComPut(cObj,Target,Target2))
			Finish(); // Putting failed
		return;
	}

	// Leave own container
	if (cObj->Contained)
		{ cObj->AddCommand(C4CMD_Exit,NULL,0,0,50); return; }

	// Target has collection: throw in if not fragile, not grabbing target and throwing position found
	if (Target->OCF & OCF_Collection)
		if (!Target2->Def->Fragile)
			if (pGrabbing!=Target)
			{
				int32_t iTx = Target->GetX() + Target->Def->Collection.x + Target->Def->Collection.Wdt/2;
				int32_t iTy = Target->GetY() + Target->Def->Collection.y + Target->Def->Collection.Hgt/2;
				C4Real pthrow=C4REAL100(cObj->GetPropertyInt(P_ThrowSpeed));
				int32_t iHeight = cObj->Shape.Hgt;
				int32_t iPosX,iPosY;
				int32_t iObjDist = Distance(cObj->GetX(),cObj->GetY(),Target->GetX(),Target->GetY());
				if ( (FindThrowingPosition(iTx,iTy,pthrow,-pthrow,iHeight,iPosX,iPosY) && (Distance(iPosX,iPosY,cObj->GetX(),cObj->GetY()) < iObjDist))
				     || (FindThrowingPosition(iTx,iTy,pthrow*-1,-pthrow,iHeight,iPosX,iPosY) && (Distance(iPosX,iPosY,cObj->GetX(),cObj->GetY()) < iObjDist)) )
				{
					// Throw
					cObj->AddCommand(C4CMD_Throw,Target2,iTx,iTy,5);
					return;
				}
			}

	// Target has C4D_Grab_Put: grab target and put
	if (Target->Def->GrabPutGet & C4D_Grab_Put)
	{
		// Grabbing target container
		if (pGrabbing==Target)
		{
			// Try to put
			if (!ObjectComPut(cObj,Target,Target2))
				// Putting failed
				{ Finish(); return; }
			// Let go (if we grabbed the target because of this command)
			if (Ty) cObj->AddCommand(C4CMD_UnGrab,NULL,0,0);
			return;
		}
		// Grab target and let go after putting
		cObj->AddCommand(C4CMD_Grab,Target,0,0,50);
		Ty = 1;
		return;
	}

	// Target can be entered: enter target
	if (Target->OCF & OCF_Entrance)
		{ cObj->AddCommand(C4CMD_Enter,Target,0,0,50); return; }

}

void C4Command::ClearPointers(C4Object *pObj)
{
	if (cObj==pObj) cObj=NULL;
	if (Target==pObj) Target=NULL;
	if (Target2==pObj) Target2=NULL;
}

void C4Command::Execute()
{

	// Finished?!
	if (Finished) return;

	// Parent object safety
	if (!cObj) { Finish(); return; }

	// Delegated command failed
	if (Failures)
	{
		// Retry
		if (Retries>0)
			{ Failures=0; Retries--; cObj->AddCommand(C4CMD_Retry,NULL,0,0,10); return; }
		// Too many failures
		else
			{ Finish(); return; }
	}

	// Command update
	if (UpdateInterval>0)
	{
		UpdateInterval--;
		if (UpdateInterval==0)
		{
			Finish(true); return;
		}
	}

	// Initial command evaluation
	if (InitEvaluation()) return;

	// from now on, we are executing this command... and nobody
	// should dare deleting us
	iExec = 1;

	// Execute
	switch (Command)
	{
	case C4CMD_Follow: Follow(); break;
	case C4CMD_MoveTo: MoveTo(); break;
	case C4CMD_Enter: Enter(); break;
	case C4CMD_Exit: Exit(); break;
	case C4CMD_Grab: Grab(); break;
	case C4CMD_UnGrab: UnGrab(); break;
	case C4CMD_Throw: Throw(); break;
	case C4CMD_Jump: Jump(); break;
	case C4CMD_Wait: Wait(); break;
	case C4CMD_Get: Get(); break;
	case C4CMD_Put: Put(); break;
	case C4CMD_Drop: Drop(); break;
	case C4CMD_Dig: Dig();  break;
	case C4CMD_Activate:  Activate(); break;
	case C4CMD_PushTo:  PushTo(); break;
	case C4CMD_Transfer: Transfer(); break;
	case C4CMD_Attack: Attack(); break;
	case C4CMD_Buy: Buy(); break;
	case C4CMD_Sell: Sell(); break;
	case C4CMD_Acquire: Acquire(); break;
	case C4CMD_Retry: Retry(); break;
	case C4CMD_Home: Home(); break;
	case C4CMD_Call: Call(); break;
	case C4CMD_Take: Take(); break; // carlo
	case C4CMD_Take2: Take2(); break; // carlo
	default: Finish(); break;
	}

	/*  // Remember this command might have already been deleted through calls
	  // made during execution. You must not do anything here... */

	// check: command must be deleted?
	if (iExec > 1)
		delete this;
	else
		iExec = 0;

}

void C4Command::Finish(bool fSuccess, const char *szFailMessage)
{
	// Mark finished
	Finished=true;
	// Failed
	if (!fSuccess)
		Fail(szFailMessage);
	else
	{
		// successful commands might gain EXP
		int32_t iExpGain = GetExpGain();
		if (iExpGain && cObj) if (cObj->Info)
				for (int32_t i=iExpGain; i; --i)
					if (!(++cObj->Info->ControlCount%5))
						cObj->DoExperience(1);
	}
}

bool C4Command::InitEvaluation()
{
	// Already evaluated
	if (Evaluated) return false;
	// Set evaluation flag
	Evaluated=true;
	// Evaluate
	switch (Command)
	{
		// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
	case C4CMD_MoveTo:
	{
		// Target coordinates by Target
		if (Target) { Tx+=Target->GetX(); Ty+=Target->GetY(); Target=NULL; }
		// Adjust coordinates
		int32_t iTx = Tx._getInt();
		if (~Data.getInt() & C4CMD_MoveTo_NoPosAdjust) AdjustMoveToTarget(iTx,Ty,true,cObj->Shape.Hgt);
		Tx.SetInt(iTx);
		return true;
	}
	// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
	case C4CMD_PushTo:
	{
		// Adjust coordinates
		int32_t iTx = Tx._getInt();
		AdjustMoveToTarget(iTx,Ty,true,cObj->Shape.Hgt);
		Tx.SetInt(iTx);
		return true;
	}
	// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
	case C4CMD_Exit:
		// Cancel attach
		ObjectComCancelAttach(cObj);
		return true;
		// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
	case C4CMD_Wait:
		// Update interval by Data
		if (!Data) UpdateInterval=Data.getInt();
		// Else update interval by Tx
		else if (Tx._getInt()) UpdateInterval=Tx._getInt();
		return true;
		// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
	case C4CMD_Acquire:
		// update default search range
		if (!Tx._getInt()) Tx.SetInt(500);
		if (!Ty) Ty=250;
		return true;
		// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
	}
	// Need not be evaluated
	return false;
}

void C4Command::Clear()
{
	Command=C4CMD_None;
	cObj=NULL;
	Evaluated=false;
	PathChecked=false;
	Tx=C4VNull;
	Ty=0;
	Target=Target2=NULL;
	UpdateInterval=0;
	if (Text) Text->DecRef(); Text=NULL;
	BaseMode=C4CMD_Mode_SilentSub;
}

bool C4Command::FlightControl() // Called by DFA_WALK, DFA_FLIGHT
{
	// Crew members or pathfinder objects only
	if (!((cObj->OCF & OCF_CrewMember) || cObj->Def->Pathfinder)) return false;

	// Not while in a disabled action
	C4PropList* pActionDef = cObj->GetAction();
	if (pActionDef)
	{
		if (pActionDef->GetPropertyInt(P_ObjectDisabled)) return false;
	}

	// Target angle
	int32_t cx=cObj->GetX(),cy=cObj->GetY();
	int32_t iAngle = Angle(cx,cy,Tx._getInt(),Ty); while (iAngle>180) iAngle-=360;

	// Target in flight angle (sector +/- from straight up), beyond minimum distance, and top free
	if (Inside(iAngle, -FlightAngleRange, +FlightAngleRange)
	    || Inside(iAngle, -FlightAngleRange, +FlightAngleRange))
		if (Distance(cx,cy,Tx._getInt(),Ty) > 30)
		{
			int32_t iTopFree;
			for (iTopFree=0; (iTopFree<50) && !GBackSolid(cx,cy+cObj->Shape.GetY()-iTopFree); ++iTopFree) {}
			if (iTopFree>=15)
			{
				// Take off
				return cObj->SetActionByName("Fly"); // This is a little primitive... we should have a ObjectActionFly or maybe a command for this...
			}
		}

	// No flight control
	return false;
}

bool C4Command::JumpControl() // Called by DFA_WALK
{

	// Crew members or pathfinder objects only
	if (! ((cObj->OCF & OCF_CrewMember) || cObj->Def->Pathfinder) ) return false;

	// Target angle
	int32_t cx=cObj->GetX(),cy=cObj->GetY();
	int32_t iAngle = Angle(cx,cy,Tx._getInt(),Ty); while (iAngle>180) iAngle-=360;

	// Diagonal free jump (if in angle range, minimum distance, and top free)
	if (Inside(iAngle-JumpAngle,-JumpAngleRange,+JumpAngleRange)
	    || Inside(iAngle+JumpAngle,-JumpAngleRange,+JumpAngleRange))
		if (PathFree(cx,cy,Tx._getInt(),Ty))
			if (Distance(cx,cy,Tx._getInt(),Ty)>30)
			{
				int32_t iTopFree;
				for (iTopFree=0; (iTopFree<50) && !GBackSolid(cx,cy+cObj->Shape.GetY()-iTopFree); ++iTopFree) {}
				if (iTopFree>=15)
				{
					cObj->AddCommand(C4CMD_Jump,NULL,Tx,Ty); return true;
				}
			}

	// High angle side move - jump (2x range)
	if (Inside<int32_t>(iAngle-JumpHighAngle,-3*JumpAngleRange,+3*JumpAngleRange))
		// Vertical range
		if (Inside<int32_t>(cy-Ty,10,40))
		{
			int32_t iSide=SolidOnWhichSide(Tx._getInt(),Ty); // take jump height of side move position into consideration...!
			int32_t iDist=5*Abs(cy-Ty)/6;
			int32_t iSideX=cx-iDist*iSide,iSideY=cy; AdjustMoveToTarget(iSideX,iSideY,false,0);
			// Side move target in range
			if (Inside<int32_t>(iSideY-cy,-20,+20))
			{
				// Path free from side move target to jump target
				if (PathFree(iSideX,iSideY,Tx._getInt(),Ty))
				{
					//sprintf(OSTR,"High side move %d (%d,%d)",iAngle,iSideX-cx,iSideY-cy); GameMsgObject(OSTR,cObj);
					cObj->AddCommand(C4CMD_Jump,NULL,Tx,Ty);
					cObj->AddCommand(C4CMD_MoveTo,NULL,iSideX,iSideY,50);
					return true;
				}
			}
		}

	// Low side contact jump
	int32_t iLowSideRange=5;
	if (cObj->t_contact & CNAT_Right)
		if (Inside(iAngle-JumpLowAngle,-iLowSideRange*JumpAngleRange,+iLowSideRange*JumpAngleRange))
		{
			cObj->AddCommand(C4CMD_Jump,NULL,Tx,Ty); return true;
		}
	if (cObj->t_contact & CNAT_Left)
		if (Inside(iAngle+JumpLowAngle,-iLowSideRange*JumpAngleRange,+iLowSideRange*JumpAngleRange))
		{
			cObj->AddCommand(C4CMD_Jump,NULL,Tx,Ty); return true;
		}

	// No jump control
	return false;
}

void C4Command::Transfer()
{

	// No target: failure
	if (!Target) { Finish(); return; }

	// Find transfer zone
	C4TransferZone *pZone;
	int32_t iEntryX,iEntryY;
	if (!(pZone=Game.TransferZones.Find(Target))) { Finish(); return; }

	// Not at or in transfer zone: move to entry point
	if (!Inside<int32_t>(cObj->GetX()-pZone->X,-5,pZone->Wdt-1+5))
	{
		if (!pZone->GetEntryPoint(iEntryX,iEntryY,cObj->GetX(),cObj->GetY())) { Finish(); return; }
		cObj->AddCommand(C4CMD_MoveTo,NULL,iEntryX,iEntryY,25);
		return;
	}

	// Call target transfer script
	if (!::Game.iTick5)
	{
		if (!Target->Call(PSF_ControlTransfer, &C4AulParSet(C4VObj(cObj), Tx, C4VInt(Ty))).getBool())
			// Transfer not handled by target: done
			{ Finish(true); return; }
	}

}

void C4Command::Attack()
{

	// No target: failure
	if (!Target) { Finish(); return; }

	// Target is crew member
	if (Target->OCF & OCF_CrewMember)
	{

		C4Object *pProjectile=NULL;
		// Throw projectile at target
		for (C4ObjectLink *pLnk=cObj->Contents.First; pLnk && (pProjectile=pLnk->Obj); pLnk=pLnk->Next)
			if (pProjectile->Def->Projectile)
			{
				// Add throw command
				cObj->AddCommand(C4CMD_Throw,pProjectile,Target->GetX(),Target->GetY(),2);
				return;
			}

		// Follow containment
		if (cObj->Contained!=Target->Contained)
		{
			// Exit
			if (cObj->Contained) cObj->AddCommand(C4CMD_Exit,NULL,0,0,10);
			// Enter
			else cObj->AddCommand(C4CMD_Enter,Target->Contained,0,0,10);
			return;
		}

		// Move to target
		cObj->AddCommand(C4CMD_MoveTo,NULL,Target->GetX(),Target->GetY(),10);
		return;

	}

	// For now, attack crew members only
	else
	{
		// Success, target might be no crew member due to that is has been killed
		Finish(true);
		return;
	}

}

void C4Command::Buy()
{
	Finish();
}

void C4Command::Sell()
{
	Finish();
}

void C4Command::Acquire()
{

	// No type to acquire specified: fail
	if (!Data) { Finish(); return; }

	// Target material in inventory: done
	if (cObj->Contents.Find(Data.getC4ID()))
		{ Finish(true); return; }

	// script overload
	int32_t scriptresult = cObj->Call(PSF_ControlCommandAcquire, &C4AulParSet(C4VObj(Target), Tx, C4VInt(Ty), C4VObj(Target2), Data)).getInt ();

	// script call might have deleted object
	if (!cObj->Status) return;
	if (1 == scriptresult) return;
	if (2 == scriptresult)
		{ Finish(true); return; }
	if (3 == scriptresult)
		{ Finish(); return; }

	// Find available material
	C4Object *pMaterial=NULL;
	// Next closest
	while ((pMaterial = Game.FindObject(Data.getC4ID(),cObj->GetX(),cObj->GetY(),-1,-1,OCF_Available,pMaterial)))
		// Object is not in container to be ignored
		if (!Target2 || pMaterial->Contained!=Target2)
			// Object is near enough
			if (Inside(cObj->GetX()-pMaterial->GetX(),-Tx._getInt(),+Tx._getInt()))
				if (Inside(cObj->GetY()-pMaterial->GetY(),-Ty,+Ty))
					// Must be complete
					if (pMaterial->OCF & OCF_FullCon)
						// Doesn't burn
						if (!pMaterial->GetOnFire())
							// We found one
							break;

	// Available material found: get material
	if (pMaterial)
		{ cObj->AddCommand(C4CMD_Get,pMaterial,0,0,40); return; }

	// No available material found: buy material
	// This command will fail immediately if buying at bases is not possible
	// - but the command should be created anyway because it might be overloaded
	cObj->AddCommand(C4CMD_Buy,NULL,0,0,100,NULL,true,Data,false,0,0,C4CMD_Mode_Sub);

}

void C4Command::Fail(const char *szFailMessage)
{
	// Check for base command (next unfinished)
	C4Command *pBase;
	for (pBase=Next; pBase; pBase=pBase->Next)  if (!pBase->Finished) break;

	bool ExecFail = false;
	switch (BaseMode)
	{
		// silent subcommand
	case C4CMD_Mode_SilentSub:
	{
		// Just count failures in base command
		if (pBase) { pBase->Failures++; return; }
		else ExecFail = true;
		break;
	}
	// verbose subcommand
	case C4CMD_Mode_Sub:
	{
		// Count failures in base command
		if (pBase) { pBase->Failures++; }
		// Execute fail message, if base will fail
		if (!pBase || !pBase->Retries) ExecFail = true;
		break;
	}
	// base command
	case C4CMD_Mode_Base:
	{
		// Just execute fail notice
		ExecFail = true;
		break;
	}
	// silent base command: do nothing
	}

	char szCommandName[24 + 1];
	char szObjectName[C4MaxName + 1];
	StdStrBuf str;

	if (ExecFail && cObj && (cObj->OCF & OCF_CrewMember))
	{
		// Fail message
		if (szFailMessage)
			str = szFailMessage;
		C4Object * l_Obj = cObj;
		switch (Command)
		{
		case C4CMD_Call:
		{
			// Call fail-function in target object (no message if non-zero)
			int32_t l_Command = Command;
			if (CallFailed()) return;
			// Fail-function not available or returned zero: standard message
			SCopy(LoadResStr(CommandNameID(l_Command)),szCommandName);
			str.Format(LoadResStr("IDS_CON_FAILURE"),szCommandName);
			break;
		}
		case C4CMD_Exit:
			// No message
			break;
		case C4CMD_Dig:
			// No message
			break;
		case C4CMD_Acquire:
			// Already has a fail message
			if (szFailMessage) break;
			// Fail message with name of target type
			SCopy(LoadResStr(CommandNameID(Command)), szCommandName);
			C4Def *pDef; pDef = ::Definitions.ID2Def(Data.getC4ID());
			SCopy(pDef ? pDef->GetName() : LoadResStr("IDS_OBJ_UNKNOWN"), szObjectName);
			str.Format(LoadResStr("IDS_CON_FAILUREOF"), szCommandName, szObjectName);
			break;
		default:
			// Already has a fail message
			if (szFailMessage) break;
			// Standard no-can-do message
			SCopy(LoadResStr(CommandNameID(Command)), szCommandName);
			str.Format(LoadResStr("IDS_CON_FAILURE"), szCommandName);
			break;
		}
		if (l_Obj) if (l_Obj->Status && !l_Obj->Def->SilentCommands)
			{
				// Message (if not empty)
				if (!!str)
				{
					::Messages.Append(C4GM_Target, str.getData(), l_Obj, NO_OWNER, 0, 0, C4RGB(0xff, 0xff, 0xff), true);
				}
				// Fail sound
				StartSoundEffect("CommandFailure*",false,100,l_Obj);
				// Stop Clonk
				l_Obj->Action.ComDir = COMD_Stop;
			}
	}
}

void C4Command::Retry()
{

}

void C4Command::Home()
{
	Finish();
}

void C4Command::Set(int32_t iCommand, C4Object *pObj, C4Object *pTarget, C4Value nTx, int32_t iTy,
                    C4Object *pTarget2, C4Value iData, int32_t iUpdateInterval,
                    bool fEvaluated, int32_t iRetries, C4String * szText, int32_t iBaseMode)
{
	// Reset
	Clear(); Default();
	// Set
	Command=iCommand;
	cObj=pObj;
	Target=pTarget;
	Tx=nTx; Ty=iTy;
	if (Command != C4CMD_Call && !Tx.CheckConversion(C4V_Int))
		Tx.SetInt(0);
	Target2=pTarget2;
	Data=iData;
	UpdateInterval=iUpdateInterval;
	Evaluated=fEvaluated;
	Retries=iRetries;
	Text = szText;
	if (Text) Text->IncRef();
	BaseMode=iBaseMode;
}

void C4Command::Call()
{
	// No function name: fail
	if (!Text || !Text->GetCStr() || !Text->GetCStr()[0]) { Finish(); return; }
	// No target object: fail
	if (!Target) { Finish(); return; }
	// Done: success
	Finish(true);
	// Object call FIXME:use c4string-api
	Target->Call(Text->GetCStr(),&C4AulParSet(C4VObj(cObj), Tx, C4VInt(Ty), C4VObj(Target2)));
	// Extreme caution notice: the script call might do just about anything
	// including clearing all commands (including this) i.e. through a call
	// to SetCommand. Thus, we must not do anything in this command anymore
	// after the script call (even the Finish has to be called before).
	// The Finish call being misled to the freshly created Build command (by
	// chance, the this-pointer was simply crap at the time) was reason for
	// the latest sync losses in 4.62.
}

void C4Command::CompileFunc(StdCompiler *pComp, C4ValueNumbers * numbers)
{
	// Version
	int32_t iVersion = 0;
	if (pComp->Separator(StdCompiler::SEP_DOLLAR))
	{
		iVersion = 1;
		pComp->Value(mkIntPackAdapt(iVersion));
		pComp->Separator(StdCompiler::SEP_SEP);
	}
	else
		pComp->NoSeparator();
	// Command name
	pComp->Value(mkEnumAdaptT<uint8_t>(Command, EnumAdaptCommandEntries));
	pComp->Separator(StdCompiler::SEP_SEP);
	// Target X/Y
	pComp->Value(mkParAdapt(Tx, numbers)); pComp->Separator(StdCompiler::SEP_SEP);
	pComp->Value(mkIntPackAdapt(Ty)); pComp->Separator(StdCompiler::SEP_SEP);
	// Target
	pComp->Value(Target); pComp->Separator(StdCompiler::SEP_SEP);
	pComp->Value(Target2); pComp->Separator(StdCompiler::SEP_SEP);
	// Data
	pComp->Value(mkParAdapt(Data, numbers)); pComp->Separator(StdCompiler::SEP_SEP);
	// Update interval
	pComp->Value(mkIntPackAdapt(UpdateInterval)); pComp->Separator(StdCompiler::SEP_SEP);
	// Flags
	pComp->Value(mkIntPackAdapt(Evaluated)); pComp->Separator(StdCompiler::SEP_SEP);
	pComp->Value(mkIntPackAdapt(PathChecked)); pComp->Separator(StdCompiler::SEP_SEP);
	pComp->Value(mkIntPackAdapt(Finished)); pComp->Separator(StdCompiler::SEP_SEP);
	// Retries
	pComp->Value(mkIntPackAdapt(Failures)); pComp->Separator(StdCompiler::SEP_SEP);
	pComp->Value(mkIntPackAdapt(Retries)); pComp->Separator(StdCompiler::SEP_SEP);
	pComp->Value(mkIntPackAdapt(Permit)); pComp->Separator(StdCompiler::SEP_SEP);
	// Base mode
	if (iVersion > 0)
	{
		pComp->Value(mkIntPackAdapt(BaseMode)); pComp->Separator(StdCompiler::SEP_SEP);
	}
	// Text
	StdStrBuf TextBuf;
	if (pComp->isDecompiler())
	{
		if (Text)
			TextBuf.Ref(Text->GetData());
		else
			TextBuf.Ref("0");
	}
	pComp->Value(mkParAdapt(TextBuf, StdCompiler::RCT_All));
	if (pComp->isCompiler())
	{
		if (Text)
			Text->DecRef();
		if (TextBuf == "0")
			{ Text = NULL; }
		else
			{ Text = Strings.RegString(TextBuf); Text->IncRef(); }
	}
}

void C4Command::Denumerate(C4ValueNumbers * numbers)
{
	Target.DenumeratePointers();
	Target2.DenumeratePointers();
	Tx.Denumerate(numbers);
}

int32_t C4Command::CallFailed()
{
	// No function name or no target object: cannot call fail-function
	if (!Text || !Text->GetCStr() || !Text->GetCStr()[0] || !Target) return 0;
	// Compose fail-function name
	char szFunctionFailed[1024+1]; sprintf(szFunctionFailed,"~%sFailed",Text->GetCStr());
	// Call failed-function
	return Target->Call(szFunctionFailed,&C4AulParSet(C4VObj(cObj), Tx, C4VInt(Ty), C4VObj(Target2)))._getInt();
	// Extreme caution notice: the script call might do just about anything
	// including clearing all commands (including this) i.e. through a call
	// to SetCommand. Thus, we must not do anything in this command anymore
	// after the script call.
}

int32_t C4Command::GetExpGain()
{
	// return exp gained by this command
	switch (Command)
	{
		// internal
	case C4CMD_Wait:
	case C4CMD_Transfer:
	case C4CMD_Retry:
	case C4CMD_Call:
		return 0;

		// regular move commands
	case C4CMD_Follow:
	case C4CMD_MoveTo:
	case C4CMD_Enter:
	case C4CMD_Exit:
		return 1;

		// simple activities
	case C4CMD_Grab:
	case C4CMD_UnGrab:
	case C4CMD_Throw:
	case C4CMD_Jump:
	case C4CMD_Get:
	case C4CMD_Put:
	case C4CMD_Drop:
	case C4CMD_Activate:
	case C4CMD_PushTo:
	case C4CMD_Dig:
	case C4CMD_Buy:
	case C4CMD_Sell:
	case C4CMD_Take:
	case C4CMD_Take2:
		return 1;

		// not that simple
	case C4CMD_Acquire:
	case C4CMD_Home:
		return 2;

		// victory!
	case C4CMD_Attack:
		return 15;
	}
	// unknown command
	return 0;
}
