Convert CRLF line endings to LF

Now all files are LF again.
install-platforms
Lukas Werling 2017-11-24 14:23:33 +01:00
parent 06cd643d15
commit 3d1caffcf6
2 changed files with 261 additions and 261 deletions

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@ -1,46 +1,46 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<!DOCTYPE funcs
SYSTEM '../../../clonk.dtd'>
<?xml-stylesheet type="text/xsl" href="../../../clonk.xsl"?>
<funcs>
<func>
<title>CanInsertMaterial</title>
<category>Landscape</category>
<subcat>Material</subcat>
<version>5.4 OC</version>
<syntax>
<rtype>bool</rtype>
<params>
<param>
<type>int</type>
<name>material_index</name>
<desc>Material to test to be inserted (see <funclink>Material</funclink>()).</desc>
</param>
<param>
<type>int</type>
<name>x</name>
<desc>X insert position or offset</desc>
<optional />
</param>
<param>
<type>int</type>
<name>y</name>
<desc>Y insert position or offset</desc>
<optional />
</param>
<param>
<type>proplist</type>
<name>out_insertpos</name>
<desc>If a writeable proplist is passed, members x and y are filled with the position at which the material would be inserted.</desc>
<optional />
</param>
</params>
</syntax>
<desc>Tests if a material pixel at the given position can be inserted.</desc>
<remark>If the target position already contains material of the same density as the inserted material, the engine will search upwards for a proper insertion position.</remark>
<related>
<funclink>Material</funclink>
</related>
</func>
<author>Sven2</author><date>2001-11</date>
</funcs>
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<!DOCTYPE funcs
SYSTEM '../../../clonk.dtd'>
<?xml-stylesheet type="text/xsl" href="../../../clonk.xsl"?>
<funcs>
<func>
<title>CanInsertMaterial</title>
<category>Landscape</category>
<subcat>Material</subcat>
<version>5.4 OC</version>
<syntax>
<rtype>bool</rtype>
<params>
<param>
<type>int</type>
<name>material_index</name>
<desc>Material to test to be inserted (see <funclink>Material</funclink>()).</desc>
</param>
<param>
<type>int</type>
<name>x</name>
<desc>X insert position or offset</desc>
<optional />
</param>
<param>
<type>int</type>
<name>y</name>
<desc>Y insert position or offset</desc>
<optional />
</param>
<param>
<type>proplist</type>
<name>out_insertpos</name>
<desc>If a writeable proplist is passed, members x and y are filled with the position at which the material would be inserted.</desc>
<optional />
</param>
</params>
</syntax>
<desc>Tests if a material pixel at the given position can be inserted.</desc>
<remark>If the target position already contains material of the same density as the inserted material, the engine will search upwards for a proper insertion position.</remark>
<related>
<funclink>Material</funclink>
</related>
</func>
<author>Sven2</author><date>2001-11</date>
</funcs>

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@ -1,215 +1,215 @@
#include AI
public func SetEnemyData(object clonk, proplist data)
{
var fx = clonk->~GetAI();
if (fx)
{
if (data.Siege)
fx.is_siege = true;
return true;
}
return false;
}
public func FindTarget(effect fx)
{
// Attack doors and statue unless an enemy clonk is closer than these objectives
var objective;
if (g_doorleft && fx.Target->GetX() <= g_doorleft->GetX() + 5)
objective = g_doorleft.dummy_target;
else if (g_doorright && fx.Target->GetX() >= g_doorright->GetX()-5)
objective = g_doorright.dummy_target;
else
objective = g_statue;
var target = inherited(fx, ...);
if (objective)
if (fx.is_siege || !target || fx.Target->ObjectDistance(target) > fx.Target->ObjectDistance(objective))
target = objective;
return target;
}
private func CheckVehicleAmmo(effect fx, object catapult)
{
// Ammo is auto-refilled
return true;
}
private func ExecuteBomber(effect fx)
{
// Still carrying the bomb?
if (fx.weapon->Contained() != fx.Target)
{
fx.weapon=nil;
return false;
}
// Are we in range?
if (fx.Target->ObjectDistance(fx.target) < 20)
{
// Suicide!
fx.weapon->GoBoom();
fx.Target->Kill();
}
else
{
// Not in range. Walk there.
if (!fx.Target->GetCommand() || !Random(10))
fx.Target->SetCommand("MoveTo", fx.target);
}
return true;
}
func Execute(effect fx, int time)
{
// Execution: No defensive AI. All enemies move towards target
var target = fx.target ?? g_statue;
if (!Random(10) && target)
{
var tx = target->GetX();
if (Abs(tx-fx.Target->GetX())>30)
{
fx.Target->SetCommand("MoveTo", nil, BoundBy(fx.Target->GetX(), tx - 30, tx + 30), target->GetY());
return true;
}
}
return inherited(fx, time, ...);
}
func ExecuteIdle(effect fx)
{
// Idle execution overridden by Execute
return true;
}
//======================================================================
/* Enemy creation */
func Departure_WeaponRespawn(object container)
{
// Weapon used? Schedule to respawn a new one!
if (container->GetAlive() || container->GetID()==Catapult) container->ScheduleCall(container, CustomAI.DoWeaponRespawn, 5, 1, GetID());
this.Departure = nil;
}
func DoWeaponRespawn(id_weapon)
{
if (GetAlive() || GetID()==Catapult)
{
var re_weapon = CreateContents(id_weapon);
if (re_weapon) re_weapon.Departure = CustomAI.Departure_WeaponRespawn;
return re_weapon;
}
}
func Inventory_GetCarryTransform()
{
if (GetID().GetCarryTransform)
return Trans_Mul(Call(GetID().GetCarryTransform, ...), this.ExtraTransform);
else
return this.ExtraTransform;
}
func LaunchEnemy(proplist enemy, int xmin, int xrange, int y)
{
// Create enemy (usually a Clonk)
var x = xmin+Random(xrange);
var obj = CreateObjectAbove(enemy.Type ?? Clonk, x,y, ENEMY), clonk;
if (!obj) return nil;
obj->SetController(ENEMY);
obj->MakeCrewMember(ENEMY);
// Enemy visuals
if (enemy.Skin)
{
if (GetType(enemy.Skin) == C4V_Array)
{
obj->SetSkin(enemy.Skin[0]);
obj->SetMeshMaterial(enemy.Skin[1]);
}
else
obj->SetSkin(enemy.Skin);
}
if (GetType(enemy.Backpack)) obj->~RemoveBackpack();
if (enemy.Scale) obj->SetMeshTransformation(Trans_Scale(enemy.Scale[0], enemy.Scale[1], enemy.Scale[2]), CLONK_MESH_TRANSFORM_SLOT_Scale);
if (enemy.Name) obj->SetName(enemy.Name);
obj->SetColor(enemy.Color);
// Physical properties
obj.MaxEnergy = (enemy.Energy ?? 50) * 1000;
obj->DoEnergy(10000);
if (enemy.Speed)
{
// Speed: Modify Speed in all ActMap entries
if (obj.ActMap == obj.Prototype.ActMap) obj.ActMap = new obj.ActMap {};
for (var action in /*obj.ActMap->GetProperties()*/ ["Walk", "Scale", "Dig", "Swim", "Hangle", "Jump", "WallJump", "Dive", "Push"]) // obj.ActMap->GetProperties() doesn't work :(
{
if (action == "Prototype") continue;
if (obj.ActMap[action] == obj.Prototype.ActMap[action]) obj.ActMap[action] = new obj.ActMap[action] {};
obj.ActMap[action].Speed = obj.ActMap[action].Speed * enemy.Speed / 100;
}
obj.JumpSpeed = obj.JumpSpeed * enemy.Speed / 100;
obj.FlySpeed = obj.FlySpeed * enemy.Speed / 100;
}
obj.MaxContentsCount = 1;
// Reward for killing enemy
obj.Bounty = enemy.Bounty;
// Vehicles
var vehicle;
if (enemy.Vehicle)
{
vehicle = CreateObjectAbove(enemy.Vehicle, x,y);
obj->SetAction("Push", vehicle);
}
// Enemy inventory
if (enemy.Inventory) for (var inv in ForceVal2Array(enemy.Inventory))
{
var inv_type = inv.InvType;
if (!inv_type) inv_type = inv;
var inv_obj = obj->CreateContents(inv_type);
if (inv_obj)
{
// Marker for custom weapon behaviour
inv_obj.IsAIWeapon = true;
// Infinite ammo
inv_obj->~SetInfiniteStackCount();
if (GetIndexOf(g_respawning_weapons, inv_type) >= 0) inv_obj.Departure = CustomAI.Departure_WeaponRespawn;
// Extra settings?
if (inv.InvType)
{
// Visuals
if (inv.Scale) { inv_obj.GetCarryTransform = CustomAI.Inventory_GetCarryTransform; inv_obj.ExtraTransform = Trans_Scale(inv.Scale, inv.Scale, inv.Scale); }
if (inv.Material) inv_obj->SetMeshMaterial(inv.Material);
// Strength
if (inv.Strength) inv_obj->SetStrength(inv.Strength);
}
}
}
// Flying AI
if (obj->~HasNoNeedForAI())
{
// Flying enemies all init themselves to fly at the statue at the moment
}
else
{
// Init AI: Run towards statue
CustomAI->AddAI(obj);
CustomAI->SetMaxAggroDistance(obj, LandscapeWidth());
var fx = obj.ai;
if (fx) fx.vehicle = vehicle;
if (g_statue)
{
CustomAI->SetHome(obj, g_statue->GetX(), g_statue->GetY(), Random(2));
CustomAI->SetGuardRange(obj, 0,0,LandscapeWidth(),LandscapeHeight()); // nowhere to run!
CustomAI->SetEnemyData(obj, enemy);
// CustomAI->SetGuardRange(obj, g_statue->GetX()-200, g_statue->GetY()-50, 400, 100);
}
}
// Remember this clonk to end wave when all enemies have been killed
g_spawned_enemies[GetLength(g_spawned_enemies)] = obj;
return obj;
}
// helper: put single elements into array
//
global func ForceVal2Array(v) { if (GetType(v) != C4V_Array) return [v]; else return v; }
#include AI
public func SetEnemyData(object clonk, proplist data)
{
var fx = clonk->~GetAI();
if (fx)
{
if (data.Siege)
fx.is_siege = true;
return true;
}
return false;
}
public func FindTarget(effect fx)
{
// Attack doors and statue unless an enemy clonk is closer than these objectives
var objective;
if (g_doorleft && fx.Target->GetX() <= g_doorleft->GetX() + 5)
objective = g_doorleft.dummy_target;
else if (g_doorright && fx.Target->GetX() >= g_doorright->GetX()-5)
objective = g_doorright.dummy_target;
else
objective = g_statue;
var target = inherited(fx, ...);
if (objective)
if (fx.is_siege || !target || fx.Target->ObjectDistance(target) > fx.Target->ObjectDistance(objective))
target = objective;
return target;
}
private func CheckVehicleAmmo(effect fx, object catapult)
{
// Ammo is auto-refilled
return true;
}
private func ExecuteBomber(effect fx)
{
// Still carrying the bomb?
if (fx.weapon->Contained() != fx.Target)
{
fx.weapon=nil;
return false;
}
// Are we in range?
if (fx.Target->ObjectDistance(fx.target) < 20)
{
// Suicide!
fx.weapon->GoBoom();
fx.Target->Kill();
}
else
{
// Not in range. Walk there.
if (!fx.Target->GetCommand() || !Random(10))
fx.Target->SetCommand("MoveTo", fx.target);
}
return true;
}
func Execute(effect fx, int time)
{
// Execution: No defensive AI. All enemies move towards target
var target = fx.target ?? g_statue;
if (!Random(10) && target)
{
var tx = target->GetX();
if (Abs(tx-fx.Target->GetX())>30)
{
fx.Target->SetCommand("MoveTo", nil, BoundBy(fx.Target->GetX(), tx - 30, tx + 30), target->GetY());
return true;
}
}
return inherited(fx, time, ...);
}
func ExecuteIdle(effect fx)
{
// Idle execution overridden by Execute
return true;
}
//======================================================================
/* Enemy creation */
func Departure_WeaponRespawn(object container)
{
// Weapon used? Schedule to respawn a new one!
if (container->GetAlive() || container->GetID()==Catapult) container->ScheduleCall(container, CustomAI.DoWeaponRespawn, 5, 1, GetID());
this.Departure = nil;
}
func DoWeaponRespawn(id_weapon)
{
if (GetAlive() || GetID()==Catapult)
{
var re_weapon = CreateContents(id_weapon);
if (re_weapon) re_weapon.Departure = CustomAI.Departure_WeaponRespawn;
return re_weapon;
}
}
func Inventory_GetCarryTransform()
{
if (GetID().GetCarryTransform)
return Trans_Mul(Call(GetID().GetCarryTransform, ...), this.ExtraTransform);
else
return this.ExtraTransform;
}
func LaunchEnemy(proplist enemy, int xmin, int xrange, int y)
{
// Create enemy (usually a Clonk)
var x = xmin+Random(xrange);
var obj = CreateObjectAbove(enemy.Type ?? Clonk, x,y, ENEMY), clonk;
if (!obj) return nil;
obj->SetController(ENEMY);
obj->MakeCrewMember(ENEMY);
// Enemy visuals
if (enemy.Skin)
{
if (GetType(enemy.Skin) == C4V_Array)
{
obj->SetSkin(enemy.Skin[0]);
obj->SetMeshMaterial(enemy.Skin[1]);
}
else
obj->SetSkin(enemy.Skin);
}
if (GetType(enemy.Backpack)) obj->~RemoveBackpack();
if (enemy.Scale) obj->SetMeshTransformation(Trans_Scale(enemy.Scale[0], enemy.Scale[1], enemy.Scale[2]), CLONK_MESH_TRANSFORM_SLOT_Scale);
if (enemy.Name) obj->SetName(enemy.Name);
obj->SetColor(enemy.Color);
// Physical properties
obj.MaxEnergy = (enemy.Energy ?? 50) * 1000;
obj->DoEnergy(10000);
if (enemy.Speed)
{
// Speed: Modify Speed in all ActMap entries
if (obj.ActMap == obj.Prototype.ActMap) obj.ActMap = new obj.ActMap {};
for (var action in /*obj.ActMap->GetProperties()*/ ["Walk", "Scale", "Dig", "Swim", "Hangle", "Jump", "WallJump", "Dive", "Push"]) // obj.ActMap->GetProperties() doesn't work :(
{
if (action == "Prototype") continue;
if (obj.ActMap[action] == obj.Prototype.ActMap[action]) obj.ActMap[action] = new obj.ActMap[action] {};
obj.ActMap[action].Speed = obj.ActMap[action].Speed * enemy.Speed / 100;
}
obj.JumpSpeed = obj.JumpSpeed * enemy.Speed / 100;
obj.FlySpeed = obj.FlySpeed * enemy.Speed / 100;
}
obj.MaxContentsCount = 1;
// Reward for killing enemy
obj.Bounty = enemy.Bounty;
// Vehicles
var vehicle;
if (enemy.Vehicle)
{
vehicle = CreateObjectAbove(enemy.Vehicle, x,y);
obj->SetAction("Push", vehicle);
}
// Enemy inventory
if (enemy.Inventory) for (var inv in ForceVal2Array(enemy.Inventory))
{
var inv_type = inv.InvType;
if (!inv_type) inv_type = inv;
var inv_obj = obj->CreateContents(inv_type);
if (inv_obj)
{
// Marker for custom weapon behaviour
inv_obj.IsAIWeapon = true;
// Infinite ammo
inv_obj->~SetInfiniteStackCount();
if (GetIndexOf(g_respawning_weapons, inv_type) >= 0) inv_obj.Departure = CustomAI.Departure_WeaponRespawn;
// Extra settings?
if (inv.InvType)
{
// Visuals
if (inv.Scale) { inv_obj.GetCarryTransform = CustomAI.Inventory_GetCarryTransform; inv_obj.ExtraTransform = Trans_Scale(inv.Scale, inv.Scale, inv.Scale); }
if (inv.Material) inv_obj->SetMeshMaterial(inv.Material);
// Strength
if (inv.Strength) inv_obj->SetStrength(inv.Strength);
}
}
}
// Flying AI
if (obj->~HasNoNeedForAI())
{
// Flying enemies all init themselves to fly at the statue at the moment
}
else
{
// Init AI: Run towards statue
CustomAI->AddAI(obj);
CustomAI->SetMaxAggroDistance(obj, LandscapeWidth());
var fx = obj.ai;
if (fx) fx.vehicle = vehicle;
if (g_statue)
{
CustomAI->SetHome(obj, g_statue->GetX(), g_statue->GetY(), Random(2));
CustomAI->SetGuardRange(obj, 0,0,LandscapeWidth(),LandscapeHeight()); // nowhere to run!
CustomAI->SetEnemyData(obj, enemy);
// CustomAI->SetGuardRange(obj, g_statue->GetX()-200, g_statue->GetY()-50, 400, 100);
}
}
// Remember this clonk to end wave when all enemies have been killed
g_spawned_enemies[GetLength(g_spawned_enemies)] = obj;
return obj;
}
// helper: put single elements into array
//
global func ForceVal2Array(v) { if (GetType(v) != C4V_Array) return [v]; else return v; }