forked from Mirrors/openclonk
410 lines
19 KiB
C++
410 lines
19 KiB
C++
/*
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* OpenClonk, http://www.openclonk.org
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*
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* Copyright (c) 1998-2000, Matthes Bender
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* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
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* Copyright (c) 2009-2013, The OpenClonk Team and contributors
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*
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* Distributed under the terms of the ISC license; see accompanying file
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* "COPYING" for details.
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*
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* "Clonk" is a registered trademark of Matthes Bender, used with permission.
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* See accompanying file "TRADEMARK" for details.
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*
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* To redistribute this file separately, substitute the full license texts
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* for the above references.
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*/
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/* That which fills the world with life */
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#ifndef INC_C4Object
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#define INC_C4Object
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#include "C4Facet.h"
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#include "C4Id.h"
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#include "C4Def.h"
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#include "C4Sector.h"
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#include "C4Value.h"
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#include "C4Particles.h"
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#include "C4PropList.h"
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#include "C4ObjectPtr.h"
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#include "StdMesh.h"
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/* Object status */
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#define C4OS_DELETED 0
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#define C4OS_NORMAL 1
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#define C4OS_INACTIVE 2
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/* Action.Dir is the direction the object is actually facing. */
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#define DIR_None 0
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#define DIR_Left 0
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#define DIR_Right 1
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/* Action.ComDir tells an active object which way it ought to be going.
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If you set the ComDir to COMD_Stop, the object won't sit still immediately
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but will try to slow down according to it's current Action. ComDir values
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circle clockwise from COMD_Up 1 through COMD_UpLeft 8. */
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#define COMD_None -1
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#define COMD_Stop 0
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#define COMD_Up 1
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#define COMD_UpRight 2
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#define COMD_Right 3
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#define COMD_DownRight 4
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#define COMD_Down 5
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#define COMD_DownLeft 6
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#define COMD_Left 7
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#define COMD_UpLeft 8
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/* Visibility values tell conditions for an object's visibility */
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#define VIS_All 0
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#define VIS_None 1
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#define VIS_Owner 2
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#define VIS_Allies 4
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#define VIS_Enemies 8
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#define VIS_Select 16
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#define VIS_God 32
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#define VIS_LayerToggle 64
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#define VIS_OverlayOnly 128
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// Helper struct to serialize an object's mesh instance with other object's mesh instances attached
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class C4MeshDenumerator: public StdMeshInstance::AttachedMesh::Denumerator
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{
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private:
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C4Def* Def; // Set if a definition mesh was attached
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C4ObjectPtr Object; // Set if an instance mesh was attached
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public:
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C4MeshDenumerator(): Def(NULL), Object(NULL) {}
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C4MeshDenumerator(C4Def* def): Def(def), Object(NULL) {}
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C4MeshDenumerator(C4Object* object): Def(NULL), Object(object) {}
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virtual void CompileFunc(StdCompiler* pComp, StdMeshInstance::AttachedMesh* attach);
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virtual void DenumeratePointers(StdMeshInstance::AttachedMesh* attach);
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virtual bool ClearPointers(C4Object* pObj);
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};
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class C4Action
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{
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public:
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C4Action();
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~C4Action();
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public:
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//C4PropList * pActionDef;
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int32_t Dir;
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int32_t DrawDir; // NoSave // - needs to be calculated for old-style objects.txt anyway
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int32_t ComDir;
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int32_t Time;
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int32_t Data;
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int32_t Phase,PhaseDelay;
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int32_t t_attach; // SyncClearance-NoSave //
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C4ObjectPtr Target,Target2;
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C4Facet Facet; // NoSave //
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int32_t FacetX,FacetY; // NoSave //
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StdMeshInstance::AnimationNode* Animation; // NoSave //
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public:
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void Default();
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void CompileFunc(StdCompiler *pComp);
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// BRIDGE procedure: data mask
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void SetBridgeData(int32_t iBridgeTime, bool fMoveClonk, bool fWall, int32_t iBridgeMaterial);
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void GetBridgeData(int32_t &riBridgeTime, bool &rfMoveClonk, bool &rfWall, int32_t &riBridgeMaterial);
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};
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class C4Object: public C4PropListNumbered
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{
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private:
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void UpdateInMat();
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public:
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C4Object();
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~C4Object();
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C4ID id;
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int32_t RemovalDelay; // NoSave //
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int32_t Owner;
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int32_t Controller;
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int32_t LastEnergyLossCausePlayer; // last player that caused an energy loss to this Clonk (used to trace kills when player tumbles off a cliff, etc.)
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int32_t Category;
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int32_t old_x, old_y; C4LArea Area; // position as currently seen by Game.Objecets.Sectors. UpdatePos to sync.
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int32_t NoCollectDelay;
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int32_t Mass, OwnMass;
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int32_t Damage;
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int32_t Energy;
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int32_t Breath;
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int32_t InMat; // SyncClearance-NoSave //
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uint32_t Color;
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int32_t Audible, AudiblePan; // NoSave //
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int32_t PlrViewRange;
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C4Real fix_x,fix_y,fix_r; // SyncClearance-Fix //
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C4Real xdir,ydir,rdir;
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int32_t iLastAttachMovementFrame; // last frame in which Attach-movement by a SolidMask was done
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bool Mobile;
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bool Unsorted; // NoSave //
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bool Initializing; // NoSave //
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bool InLiquid;
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bool EntranceStatus;
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uint32_t t_contact; // SyncClearance-NoSave //
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uint32_t OCF;
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uint32_t Marker; // state var used by Objects::CrossCheck and C4FindObject - NoSave
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C4ObjectPtr Layer;
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C4DrawTransform *pDrawTransform; // assigned drawing transformation
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// Menu
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class C4ObjectMenu *Menu; // SyncClearance-NoSave //
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C4Facet TopFace; // NoSave //
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C4Def *Def;
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C4ObjectPtr Contained;
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C4ObjectInfo *Info;
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C4Action Action;
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C4Shape Shape;
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bool fOwnVertices; // if set, vertices aren't restored from def but from end of own vtx list
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C4TargetRect SolidMask;
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C4IDList Component;
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C4Rect PictureRect;
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C4NotifyingObjectList Contents;
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C4MaterialList *MaterialContents; // SyncClearance-NoSave //
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C4DefGraphics *pGraphics; // currently set object graphics
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StdMeshInstance* pMeshInstance; // Instance for mesh-type objects
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C4Effect *pEffects; // linked list of effects
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// particle lists that are bound to this object (either in front of behind it)
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C4ParticleList *FrontParticles, *BackParticles;
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void ClearParticleLists();
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uint32_t ColorMod; // color by which the object-drawing is modulated
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uint32_t BlitMode; // extra blitting flags (like additive, ClrMod2, etc.)
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bool CrewDisabled; // CrewMember-functionality currently disabled
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// Commands
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C4Command *Command;
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StdCopyStrBuf nInfo;
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class C4GraphicsOverlay *pGfxOverlay; // singly linked list of overlay graphics
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protected:
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bool OnFire;
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int32_t Con;
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int32_t Plane;
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bool Alive;
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C4SolidMask *pSolidMaskData; // NoSave //
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public:
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void Resort();
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void SetPlane(int32_t z) { if (z) Plane = z; Resort(); }
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int32_t GetPlane() const { return Plane; }
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int32_t GetAudible() const;
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void SetCommand(int32_t iCommand, C4Object *pTarget, C4Value iTx, int32_t iTy=0, C4Object *pTarget2=NULL, bool fControl=false, C4Value iData=C4VNull, int32_t iRetries=0, C4String *szText=NULL);
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void SetCommand(int32_t iCommand, C4Object *pTarget=NULL, int32_t iTx=0, int32_t iTy=0, C4Object *pTarget2=NULL, bool fControl=false, C4Value iData=C4VNull, int32_t iRetries=0, C4String *szText=NULL)
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{ SetCommand(iCommand, pTarget, C4VInt(iTx), iTy, pTarget2, fControl, iData, iRetries, szText); }
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bool AddCommand(int32_t iCommand, C4Object *pTarget, C4Value iTx, int32_t iTy=0, int32_t iUpdateInterval=0, C4Object *pTarget2=NULL, bool fInitEvaluation=true, C4Value iData=C4VNull, bool fAppend=false, int32_t iRetries=0, C4String *szText=NULL, int32_t iBaseMode=0);
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bool AddCommand(int32_t iCommand, C4Object *pTarget=NULL, int32_t iTx=0, int32_t iTy=0, int32_t iUpdateInterval=0, C4Object *pTarget2=NULL, bool fInitEvaluation=true, C4Value iData=C4VNull, bool fAppend=false, int32_t iRetries=0, C4String *szText=NULL, int32_t iBaseMode=0)
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{ return AddCommand(iCommand, pTarget, C4VInt(iTx), iTy, iUpdateInterval, pTarget2, fInitEvaluation, iData, fAppend, iRetries, szText, iBaseMode); }
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C4Command *FindCommand(int32_t iCommandType) const; // find a command of the given type
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void ClearCommand(C4Command *pUntil);
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void ClearCommands();
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void DrawSelectMark(C4TargetFacet &cgo) const;
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void UpdateActionFace();
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void SyncClearance();
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void SetSolidMask(int32_t iX, int32_t iY, int32_t iWdt, int32_t iHgt, int32_t iTX, int32_t iTY);
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bool CheckSolidMaskRect(); // clip bounds of SolidMask in graphics - return whether the solidmask still exists
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C4Object *ComposeContents(C4ID id);
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bool MenuCommand(const char *szCommand);
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bool ContainedControl(BYTE byCom);
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void Clear();
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void ClearInfo(C4ObjectInfo *pInfo);
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bool AssignInfo();
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bool ValidateOwner();
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bool AssignPlrViewRange();
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void DrawPicture(C4Facet &cgo, bool fSelected=false, C4DrawTransform* transform=NULL);
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void Picture2Facet(C4FacetSurface &cgo); // set picture to facet, or create facet in current size and draw if specific states are being needed
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void Default();
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bool Init(C4PropList *ndef, C4Object *pCreator,
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int32_t owner, C4ObjectInfo *info,
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int32_t nx, int32_t ny, int32_t nr,
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C4Real nxdir, C4Real nydir, C4Real nrdir, int32_t iController);
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void CompileFunc(StdCompiler *pComp, C4ValueNumbers *);
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virtual void Denumerate(C4ValueNumbers *);
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void DrawLine(C4TargetFacet &cgo);
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bool SetPhase(int32_t iPhase);
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void AssignRemoval(bool fExitContents=false);
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enum DrawMode { ODM_Normal=0, ODM_Overlay=1, ODM_BaseOnly=2 };
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void Draw(C4TargetFacet &cgo, int32_t iByPlayer = -1, DrawMode eDrawMode=ODM_Normal, float offX=0, float offY=0);
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void DrawTopFace(C4TargetFacet &cgo, int32_t iByPlayer = -1, DrawMode eDrawMode=ODM_Normal, float offX=0, float offY=0);
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void DrawActionFace(C4TargetFacet &cgo, float offX, float offY) const;
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void DrawFace(C4TargetFacet &cgo, float offX, float offY, int32_t iPhaseX=0, int32_t iPhaseY=0) const;
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void DrawFaceImpl(C4TargetFacet &cgo, bool action, float fx, float fy, float fwdt, float fhgt, float tx, float ty, float twdt, float thgt, C4DrawTransform* transform) const;
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void Execute();
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void ClearPointers(C4Object *ptr);
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bool ExecMovement();
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void ExecAction();
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bool ExecLife();
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bool ExecuteCommand();
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void AssignDeath(bool fForced); // assigns death - if forced, it's killed even if an effect stopped this
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void ContactAction();
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void NoAttachAction();
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void DoMovement();
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void Stabilize();
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void SetOCF();
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void UpdateOCF(); // Update fluctuant OCF
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void UpdateShape(bool bUpdateVertices=true);
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void UpdatePos(); // pos/shape changed
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void UpdateSolidMask(bool fRestoreAttachedObjects);
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void UpdateMass();
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void ComponentConCutoff();
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void ComponentConGain();
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bool ChangeDef(C4ID idNew);
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void UpdateFace(bool bUpdateShape, bool fTemp=false);
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void UpdateGraphics(bool fGraphicsChanged, bool fTemp=false); // recreates solidmasks (if fGraphicsChanged), validates Color
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void UpdateFlipDir(); // applies new flipdir to draw transform matrix; creates/deletes it if necessary
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bool At(int32_t ctx, int32_t cty) const;
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bool At(int32_t ctx, int32_t cty, DWORD &ocf) const;
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void GetOCFForPos(int32_t ctx, int32_t cty, DWORD &ocf) const;
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bool CloseMenu(bool fForce);
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bool ActivateMenu(int32_t iMenu, int32_t iMenuSelect=0, int32_t iMenuData=0, int32_t iMenuPosition=0, C4Object *pTarget=NULL);
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int32_t ContactCheck(int32_t atx, int32_t aty, uint32_t *border_hack_contacts=0);
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bool Contact(int32_t cnat);
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void TargetBounds(C4Real &ctco, int32_t limit_low, int32_t limit_hi, int32_t cnat_low, int32_t cnat_hi);
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enum { SAC_StartCall = 1, SAC_EndCall = 2, SAC_AbortCall = 4 };
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C4PropList* GetAction() const;
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bool SetAction(C4PropList * Act, C4Object *pTarget=NULL, C4Object *pTarget2=NULL, int32_t iCalls = SAC_StartCall | SAC_AbortCall, bool fForce = false);
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bool SetActionByName(C4String * ActName, C4Object *pTarget=NULL, C4Object *pTarget2=NULL, int32_t iCalls = SAC_StartCall | SAC_AbortCall, bool fForce = false);
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bool SetActionByName(const char * szActName, C4Object *pTarget=NULL, C4Object *pTarget2=NULL, int32_t iCalls = SAC_StartCall | SAC_AbortCall, bool fForce = false);
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void SetDir(int32_t tdir);
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void SetCategory(int32_t Category) { this->Category = Category; Resort(); SetOCF(); }
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int32_t GetProcedure() const;
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bool Enter(C4Object *pTarget, bool fCalls=true, bool fCopyMotion=true, bool *pfRejectCollect=NULL);
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bool Exit(int32_t iX=0, int32_t iY=0, int32_t iR=0, C4Real iXDir=Fix0, C4Real iYDir=Fix0, C4Real iRDir=Fix0, bool fCalls=true);
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void CopyMotion(C4Object *from);
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void ForcePosition(C4Real tx, C4Real ty);
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void MovePosition(int32_t dx, int32_t dy);
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void MovePosition(C4Real dx, C4Real dy);
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void DoMotion(int32_t mx, int32_t my);
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bool ActivateEntrance(int32_t by_plr, C4Object *by_obj);
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bool Incinerate(int32_t iCausedBy, bool fBlasted=false, C4Object *pIncineratingObject=NULL);
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void DoDamage(int32_t iLevel, int32_t iCausedByPlr, int32_t iCause);
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void DoEnergy(int32_t iChange, bool fExact, int32_t iCause, int32_t iCausedByPlr);
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void UpdatLastEnergyLossCause(int32_t iNewCausePlr);
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void DoBreath(int32_t iChange);
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void DoCon(int32_t iChange);
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int32_t GetCon() const { return Con; }
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void DoExperience(int32_t change);
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bool Promote(int32_t torank, bool exception, bool fForceRankName);
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bool Push(C4Real txdir, C4Real dforce, bool fStraighten);
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bool Lift(C4Real tydir, C4Real dforce);
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void Fling(C4Real txdir, C4Real tydir, bool fAddSpeed); // set/add given speed to current, setting jump/tumble-actions
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C4Object* CreateContents(C4PropList *);
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bool CreateContentsByList(C4IDList &idlist);
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BYTE GetArea(int32_t &aX, int32_t &aY, int32_t &aWdt, int32_t &aHgt) const;
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inline int32_t addtop() const { return Max<int32_t>(18-Shape.Hgt,0); } // Minimum top action size for build check
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inline int32_t Left() const { return GetX()+Shape.x; } // left border of shape
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inline int32_t Top() const { return GetY()+Shape.y-addtop(); } // top border of shape (+build-top)
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inline int32_t Width() const { return Shape.Wdt; } // width of shape
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inline int32_t Height() const { return Shape.Hgt+addtop(); } // height of shape (+build-top)
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inline int32_t GetX() const { return fixtoi(fix_x); }
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inline int32_t GetY() const { return fixtoi(fix_y); }
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inline int32_t GetR() const { return fixtoi(fix_r); }
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inline C4Real GetFixedX() const { return fix_x; }
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inline C4Real GetFixedY() const { return fix_y; }
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inline C4Real GetFixedR() const { return fix_r; }
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BYTE GetEntranceArea(int32_t &aX, int32_t &aY, int32_t &aWdt, int32_t &aHgt) const;
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BYTE GetMomentum(C4Real &rxdir, C4Real &rydir) const;
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C4Real GetSpeed() const;
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StdStrBuf GetDataString();
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void SetName (const char *NewName = 0);
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int32_t GetValue(C4Object *pInBase, int32_t iForPlayer);
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bool SetOwner(int32_t iOwner);
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bool SetPlrViewRange(int32_t iToRange);
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void SetOnFire(bool OnFire) { this->OnFire = OnFire; SetOCF(); }
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bool GetOnFire() const { return OnFire; }
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void SetAlive(bool Alive) { this->Alive = Alive; SetOCF(); }
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bool GetAlive() const { return Alive; }
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void PlrFoWActualize();
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void SetAudibilityAt(C4TargetFacet &cgo, int32_t iX, int32_t iY);
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bool IsVisible(int32_t iForPlr, bool fAsOverlay) const; // return whether an object is visible for the given player
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void SetRotation(int32_t nr);
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void PrepareDrawing() const; // set blit modulation and/or additive blitting
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void FinishedDrawing() const; // reset any modulation
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void DrawSolidMask(C4TargetFacet &cgo) const; // draw topface image only
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bool Collect(C4Object *pObj); // add object to contents if it can be carried - no OCF and range checks are done!
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bool GrabInfo(C4Object *pFrom); // grab info object from other object
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bool ShiftContents(bool fShiftBack, bool fDoCalls); // rotate through contents
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void DirectComContents(C4Object *pTarget, bool fDoCalls); // direct com: scroll contents to given ID
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void GetParallaxity(int32_t *parX, int32_t *parY) const;
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bool GetDrawPosition(const C4TargetFacet & cgo, float & resultx, float & resulty, float & resultzoom) const; // converts the object's position into screen coordinates
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bool GetDrawPosition(const C4TargetFacet & cgo, float x, float y, float zoom, float & resultx, float & resulty, float & resultzoom) const; // converts object coordinates into screen coordinates
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bool IsInLiquidCheck() const; // returns whether the Clonk is within liquid material
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void UpdateInLiquid(); // makes splash when a liquid is entered
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void GrabContents(C4Object *pFrom); // grab all contents that don't reject it
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bool GetDragImage(C4Object **drag_object, C4Def **drag_id) const; // return true if object is draggable; assign drag_object/drag_id to gfx to be used for dragging
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protected:
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void SideBounds(C4Real &ctcox); // apply bounds at side; regarding bourder bound and pLayer
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void VerticalBounds(C4Real &ctcoy); // apply bounds at top and bottom; regarding border bound and pLayer
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public:
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void BoundsCheck(C4Real &ctcox, C4Real &ctcoy) // do bound checks, correcting target positions as necessary and doing contact-calls
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{ SideBounds(ctcox); VerticalBounds(ctcoy); }
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bool DoSelect(); // cursor callback if not disabled
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void UnSelect(); // unselect callback
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void GetViewPos(float &riX, float &riY, float tx, float ty, const C4Facet &fctViewport) const // get position this object is seen at (for given scroll)
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{ if (Category & C4D_Parallax) GetViewPosPar(riX, riY, tx, ty, fctViewport); else { riX=float(GetX()); riY=float(GetY()); } }
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void GetViewPosPar(float &riX, float &riY, float tx, float ty, const C4Facet &fctViewport) const; // get position this object is seen at, calculating parallaxity
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bool PutAwayUnusedObject(C4Object *pToMakeRoomForObject); // either directly put the least-needed object away, or add a command to do it - return whether successful
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C4DefGraphics *GetGraphics() const { return pGraphics; } // return current object graphics
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bool SetGraphics(const char *szGraphicsName=NULL, C4Def *pSourceDef=NULL); // set used graphics for object; if szGraphicsName or *szGraphicsName are NULL, the default graphics of the given def are used; pSourceDef defaults to own def
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bool SetGraphics(C4DefGraphics *pNewGfx, bool fUpdateData); // set used graphics for object
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class C4GraphicsOverlay *GetGraphicsOverlay(int32_t iForID) const; // get specified gfx overlay
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class C4GraphicsOverlay *GetGraphicsOverlay(int32_t iForID, bool fCreate); // get specified gfx overlay; create if not existant and specified
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bool RemoveGraphicsOverlay(int32_t iOverlayID); // remove specified overlay from the overlay list; return if found
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bool HasGraphicsOverlayRecursion(const C4Object *pCheckObj) const; // returns whether, at any overlay recursion depth, the given object appears as an MODE_Object-overlay
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void UpdateScriptPointers(); // update ptrs to C4AulScript *
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bool StatusActivate(); // put into active list
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bool StatusDeactivate(bool fClearPointers); // put into inactive list
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void ClearContentsAndContained(bool fDoCalls=true); // exit from container and eject contents (doing calbacks)
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bool AdjustWalkRotation(int32_t iRangeX, int32_t iRangeY, int32_t iSpeed);
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StdStrBuf GetInfoString(); // return def desc plus effects
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bool CanConcatPictureWith(C4Object *pOtherObject) const; // return whether this object should be grouped with the other in activation lists, contents list, etc.
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bool IsMoveableBySolidMask(int ComparisonPlane) const
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{
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//C4PropList* pActionDef = GetAction();
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return (Status == C4OS_NORMAL)
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&& !(Category & C4D_StaticBack)
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&& (ComparisonPlane < GetPlane())
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&& !Contained
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;
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}
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StdStrBuf GetNeededMatStr() const;
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// This function is used for:
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// -Objects to be removed when a player is removed
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// -Objects that are not to be saved in "SaveScenario"-mode
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bool IsPlayerObject(int32_t iPlayerNumber=NO_OWNER) const;// true for any object that belongs to any player (NO_OWNER) or a specified player
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// This function is used for:
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// -Objects that are not to be saved in "SaveScenario"-mode
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bool IsUserPlayerObject();// true for any object that belongs to any player (NO_OWNER) or a specified player
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// overloaded from C4PropList
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virtual C4Object * GetObject() { return this; }
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virtual void SetPropertyByS(C4String * k, const C4Value & to);
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virtual void ResetProperty(C4String * k);
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virtual bool GetPropertyByS(C4String *k, C4Value *pResult) const;
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virtual C4ValueArray * GetProperties() const;
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};
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#endif
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