/* * OpenClonk, http://www.openclonk.org * * Copyright (c) 1998-2000, Matthes Bender * Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/ * Copyright (c) 2010-2016, The OpenClonk Team and contributors * * Distributed under the terms of the ISC license; see accompanying file * "COPYING" for details. * * "Clonk" is a registered trademark of Matthes Bender, used with permission. * See accompanying file "TRADEMARK" for details. * * To redistribute this file separately, substitute the full license texts * for the above references. */ /* Functions mapped by C4Script */ #ifndef INC_C4GameScript #define INC_C4GameScript #include "script/C4Value.h" // add functions to engine void InitGameFunctionMap(C4AulScriptEngine *pEngine); void InitObjectFunctionMap(C4AulScriptEngine *pEngine); bool C4ValueToMatrix(C4Value& value, StdMeshMatrix* matrix); bool C4ValueToMatrix(const C4ValueArray& array, StdMeshMatrix* matrix); /* Engine-Calls */ #define PSF_Initialize "~Initialize" #define PSF_InitializeAmbience "~InitializeAmbience" #define PSF_Construction "~Construction" #define PSF_Destruction "~Destruction" #define PSF_ContentsDestruction "~ContentsDestruction" // C4Object *pContents #define PSF_InitializePlayer "~InitializePlayer" // iPlayer, iX, iY, pBase, iTeam, idExtra #define PSF_InitializeScriptPlayer "~InitializeScriptPlayer" // iPlayer, idTeam #define PSF_PreInitializePlayer "~PreInitializePlayer" // iPlayer #define PSF_InitializePlayerControl "~InitializePlayerControl" // iPlayer, szControlSet, hasKeyboard, hasMouse, hasGamepad #define PSF_InitializeMap "~InitializeMap" // map #define PSF_InitializeObjects "~InitializeObjects" #define PSF_RemovePlayer "~RemovePlayer" // iPlayer #define PSF_RelaunchPlayer "~RelaunchPlayer" // iPlayer, iKilledBy #define PSF_Time1 "~Time1" #define PSF_Hit "~Hit" #define PSF_Hit2 "~Hit2" #define PSF_Hit3 "~Hit3" #define PSF_Grab "~Grab" // pObject, fGrab #define PSF_Grabbed "~Grabbed" #define PSF_Get "~Get" #define PSF_Put "~Put" #define PSF_Collection "~Collection" // pObject, fPut #define PSF_Collection2 "~Collection2" // pObject #define PSF_Ejection "~Ejection" // pObject #define PSF_Entrance "~Entrance" // pContainer #define PSF_Departure "~Departure" // pContainer #define PSF_Purchase "~Purchase" // iPlayer, pBuyObj #define PSF_Sale "~Sale" // iPlayer #define PSF_Damage "~Damage" // iChange, iCausedBy #define PSF_Incineration "~Incineration" // iCausedBy #define PSF_IncinerationEx "~IncinerationEx" // iCausedBy #define PSF_Death "~Death" // iCausedBy #define PSF_ActivateEntrance "~ActivateEntrance" // pByObject #define PSF_LiftTop "~LiftTop" #define PSF_Contact "~Contact%s" #define PSF_ControlCommand "~ControlCommand" // szCommand, pTarget, iTx, iTy #define PSF_ControlCommandFinished "~ControlCommandFinished" // szCommand, pTarget, iTx, iTy, pTarget2, iData #define PSF_CatchBlow "~CatchBlow" // iLevel, pByObject #define PSF_QueryCatchBlow "~QueryCatchBlow" // pByObject #define PSF_Stuck "~Stuck" #define PSF_GrabLost "~GrabLost" #define PSF_OnLineBreak "~OnLineBreak" // iCause #define PSF_OnLineChange "~OnLineChange" // current_length #define PSF_BuildNeedsMaterial "~BuildNeedsMaterial" // idMat1, iAmount1, idMat2, iAmount2... #define PSF_ControlTransfer "~ControlTransfer" // C4Object* pObj, int iTx, int iTy #define PSF_OnSynchronized "~OnSynchronized" #define PSF_CalcValue "~CalcValue" // C4Object *pInBase, int iForPlayer #define PSF_CalcDefValue "~CalcDefValue" // C4Object *pInBase, int iForPlayer #define PSF_InputCallback "InputCallback" // const char *szText #define PSF_MenuQueryCancel "~MenuQueryCancel" // int iSelection #define PSF_IsFulfilled "~IsFulfilled" // int for_plr #define PSF_AttachTargetLost "~AttachTargetLost" #define PSF_CrewSelection "~CrewSelection" // bool fDeselect #define PSF_GetObject2Drop "~GetObject2Drop" // C4Object *pForCollectionOfObj #define PSF_LeagueGetResult "~LeagueGetResult" // int iForPlr #define PSF_FireMode "~FireMode" #define PSF_FrameDecoration "~FrameDecoration%s" #define PSF_CalcBuyValue "~CalcBuyValue" // C4ID idItem, int iDefValue #define PSF_CalcSellValue "~CalcSellValue" // C4Object *pObj, int iObjValue #define PSF_OnJoinCrew "~Recruitment" // int Player #define PSF_OnRemoveCrew "~DeRecruitment" // int Player #define PSF_OnInIncendiaryMaterial "OnInIncendiaryMaterial" #define PSF_EditCursorSelection "~EditCursorSelection" #define PSF_EditCursorDeselection "~EditCursorDeselection" // new_selection #define PSF_EditCursorMoved "~EditCursorMoved" // int old_x, int old_y #define PSF_DigOutObject "~DigOutObject" // C4Object *obj #define PSF_OnDugOut "~DugOut" //C4Object *by_obj #define PSF_SaveScenarioObjects "~SaveScenarioObjects" // int file_handle #define PSF_CommandFailure "~CommandFailure" // string command, pTarget, iTx, iTy, pTarget2, iData // Effect callbacks #define PSF_FxStart "Fx%sStart" // C4Object *pTarget, int iEffectNumber, int iTemp, C4Value vVar1, C4Value vVar2, C4Value vVar3, C4Value vVar4 #define PSF_FxStop "Fx%sStop" // C4Object *pTarget, int iEffectNumber, int iReason, bool fTemp #define PSF_FxTimer "Fx%sTimer" // C4Object *pTarget, int iEffectNumber, int iEffectTime #define PSF_FxEffect "Fx%sEffect" // C4String *szNewEffect, C4Object *pTarget, int iEffectNumber, int iNewEffectNumber, C4Value vNewEffectVar1, C4Value vNewEffectVar2, C4Value vNewEffectVar3, C4Value vNewEffectVar4 #define PSF_FxDamage "Fx%sDamage" // C4Object *pTarget, int iEffectNumber, int iDamage, int iCause, int iCausePlayer #define PSF_FxCustom "Fx%s%s" // C4Object *pTarget, int iEffectNumber, C4Value vVar1, C4Value vVar2, C4Value vVar3, C4Value vVar4, C4Value vVar5, C4Value vVar6, C4Value vVar7 // Controls #define PSF_PlayerControl "PlayerControl" // int iPlr, int iControl, C4ID idControlExtraData, int x, int y, int iStrength, bool fRepeated, bool fReleased #define PSF_MouseSelection "~MouseSelection" // int iByPlr #define PSF_MouseSelectionAlt "~MouseSelectionAlt" // int iByPlr #define PSF_MouseDragDrop "~MouseDragDrop" // int iPlr, C4Object *source, C4Object *target #define PSF_MouseHover "~MouseHover" // int iPlr, C4Object* old, C4Object* new, C4Object* drag // Proplist #define PSF_Definition "~Definition" // proplist definition // Reject* Callbacks #define PSF_RejectHostilityChange "~RejectHostilityChange" // int iPlr1, int iPlr2, bool fNewHostility #define PSF_RejectTeamSwitch "~RejectTeamSwitch" // int iPlr, int idNewTeam #define PSF_RejectEntrance "~RejectEntrance" // C4Object *pIntoObj #define PSF_RejectCollection "~RejectCollect" // idObject, pObject #define PSF_RejectContents "~RejectContents" // blocks opening of activate/get/contents menus; no parameters // On* Callbacks #define PSF_OnGameOver "~OnGameOver" #define PSF_MenuSelection "~OnMenuSelection" // int iItemIndex, C4Object *pMenuObject #define PSF_OnActionJump "~OnActionJump" // int iXDir100, iYDir100 #define PSF_OnOwnerChanged "~OnOwnerChanged" // iNewOwner, iOldOwner #define PSF_EnergyChange "~OnEnergyChange" // int iChange, int iCause, int iCausedByPlayer #define PSF_BreathChange "~OnBreathChange" // int iChange #define PSF_OnHostilityChange "~OnHostilityChange" // int iPlr1, int iPlr2, bool fNewHostility, bool fOldHostility #define PSF_OnTeamSwitch "~OnTeamSwitch" // int iPlr1, int idNewTeam, int idOldTeam #define PSF_OnOwnerRemoved "~OnOwnerRemoved" #define PSF_Promotion "~OnPromotion" #define PSF_CrewEnabled "~OnCrewEnabled" #define PSF_CrewDisabled "~OnCrewDisabled" #define PSF_NameChange "~OnNameChanged" // bool inInfoSection #define PSF_OnWealthChanged "~OnWealthChanged" // int iPlr #define PSF_OnActionChanged "~OnActionChanged" // string oldaction #define PSF_OnMaterialChanged "~OnMaterialChanged" // int newmat, int oldmat // Fx%s is automatically prefixed #define PSFS_FxAdd "Add" // C4Object *pTarget, int iEffectNumber, C4String *szNewEffect, int iNewTimer, C4Value vNewEffectVar1, C4Value vNewEffectVar2, C4Value vNewEffectVar3, C4Value vNewEffectVar4 #define PSFS_FxInfo "Info" // C4Object *pTarget, int iEffectNumber // Construction is used instead of Construct intentionally, because this callback // is not performed in the beginning of the command; some checks are skipped. // If there will ever be more generic ControlCommand*-callbacks, there should be // an additional callback for Construct. #define PSF_ControlCommandAcquire "~ControlCommandAcquire" // C4Object *pTarget (unused), int iRangeX, int iRangeY, C4Object *pExcludeContainer, C4ID idAcquireDef #define PSF_ControlCommandConstruction "~ControlCommandConstruction" // C4Object *pTarget (unused), int iRangeX, int iRangeY, C4Object *pTarget2 (unused), C4ID idConstructDef #endif