openclonk/engine/src/C4ObjectCom.cpp

1030 lines
33 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* 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.
*/
/* Lots of handler functions for object action */
#include <C4Include.h>
#include <C4ObjectCom.h>
#ifndef BIG_C4INCLUDE
#include <C4Object.h>
#include <C4Physics.h>
#include <C4Command.h>
#include <C4Random.h>
#include <C4Game.h>
#include <C4Wrappers.h>
#include <C4ObjectMenu.h>
#include <C4Player.h>
#endif
BOOL SimFlightHitsLiquid(FIXED fcx, FIXED fcy, FIXED xdir, FIXED ydir);
BOOL CreateConstructionSite(int32_t ctx, int32_t bty, C4ID strid, int32_t owner, C4Object *pByObj);
BOOL ObjectActionWalk(C4Object *cObj)
{
if (!cObj->SetActionByName("Walk")) return FALSE;
cObj->xdir=cObj->ydir=0;
return TRUE;
}
BOOL ObjectActionStand(C4Object *cObj)
{
cObj->Action.ComDir=COMD_Stop;
if (!ObjectActionWalk(cObj)) return FALSE;
return TRUE;
}
BOOL ObjectActionJump(C4Object *cObj, FIXED xdir, FIXED ydir, bool fByCom)
{
// scripted jump?
assert(cObj);
C4AulParSet pars(C4VInt(fixtoi(xdir, 100)), C4VInt(fixtoi(ydir, 100)), C4VBool(fByCom));
if (!!cObj->Call(PSF_OnActionJump, &pars)) return TRUE;
// hardcoded jump by action
if (!cObj->SetActionByName("Jump")) return FALSE;
cObj->xdir=xdir; cObj->ydir=ydir;
cObj->Mobile=1;
// unstick from ground, because jump command may be issued in an Action-callback,
// where attach-values have already been determined for that frame
cObj->Action.t_attach&=~CNAT_Bottom;
return TRUE;
}
BOOL ObjectActionDive(C4Object *cObj, FIXED xdir, FIXED ydir)
{
if (!cObj->SetActionByName("Dive")) return FALSE;
cObj->xdir=xdir; cObj->ydir=ydir;
cObj->Mobile=1;
// unstick from ground, because jump command may be issued in an Action-callback,
// where attach-values have already been determined for that frame
cObj->Action.t_attach&=~CNAT_Bottom;
return TRUE;
}
BOOL ObjectActionTumble(C4Object *cObj, int32_t dir, FIXED xdir, FIXED ydir)
{
if (!cObj->SetActionByName("Tumble")) return FALSE;
cObj->SetDir(dir);
cObj->xdir=xdir; cObj->ydir=ydir;
return TRUE;
}
BOOL ObjectActionGetPunched(C4Object *cObj, FIXED xdir, FIXED ydir)
{
if (!cObj->SetActionByName("GetPunched")) return FALSE;
cObj->xdir=xdir; cObj->ydir=ydir;
return TRUE;
}
BOOL ObjectActionKneel(C4Object *cObj)
{
if (!cObj->SetActionByName("KneelDown")) return FALSE;
cObj->xdir=cObj->ydir=0;
return TRUE;
}
BOOL ObjectActionFlat(C4Object *cObj, int32_t dir)
{
if (!cObj->SetActionByName("FlatUp")) return FALSE;
cObj->xdir=cObj->ydir=0;
cObj->SetDir(dir);
return TRUE;
}
BOOL ObjectActionScale(C4Object *cObj, int32_t dir)
{
if (!cObj->SetActionByName("Scale")) return FALSE;
cObj->xdir=cObj->ydir=0;
cObj->SetDir(dir);
return TRUE;
}
BOOL ObjectActionHangle(C4Object *cObj, int32_t dir)
{
if (!cObj->SetActionByName("Hangle")) return FALSE;
cObj->xdir=cObj->ydir=0;
cObj->SetDir(dir);
return TRUE;
}
BOOL ObjectActionThrow(C4Object *cObj, C4Object *pThing)
{
// No object specified, first from contents
if (!pThing) pThing = cObj->Contents.GetObject();
// Nothing to throw
if (!pThing) return FALSE;
// Force and direction
FIXED pthrow=ValByPhysical(400, cObj->GetPhysical()->Throw);
int32_t iDir=1; if (cObj->Action.Dir==DIR_Left) iDir=-1;
// Set action
if (!cObj->SetActionByName("Throw")) return FALSE;
// Exit object
pThing->Exit(cObj->GetX(),
cObj->GetY()+cObj->Shape.y-1,
Random(360),
pthrow*iDir,-pthrow,pthrow*iDir);
// Success
return TRUE;
}
BOOL ObjectActionDig(C4Object *cObj)
{
if (!cObj->SetActionByName("Dig")) return FALSE;
cObj->Action.Data=0; // Material Dig2Object request
return TRUE;
}
BOOL ObjectActionBuild(C4Object *cObj, C4Object *target)
{
return cObj->SetActionByName("Build",target);
}
BOOL ObjectActionPush(C4Object *cObj, C4Object *target)
{
return cObj->SetActionByName("Push",target);
}
BOOL ObjectActionFight(C4Object *cObj, C4Object *target)
{
return cObj->SetActionByName("Fight",target);
}
BOOL ObjectActionChop(C4Object *cObj, C4Object *target)
{
return cObj->SetActionByName("Chop",target);
}
BOOL CornerScaleOkay(C4Object *cObj, int32_t iRangeX, int32_t iRangeY)
{
int32_t ctx,cty;
cty=cObj->GetY()-iRangeY;
if (cObj->Action.Dir==DIR_Left) ctx=cObj->GetX()-iRangeX;
else ctx=cObj->GetX()+iRangeX;
cObj->ContactCheck(ctx,cty); // (resets VtxContact & t_contact)
if (!(cObj->t_contact & CNAT_Top))
if (!(cObj->t_contact & CNAT_Left))
if (!(cObj->t_contact & CNAT_Right))
if (!(cObj->t_contact & CNAT_Bottom))
return TRUE;
return FALSE;
}
BOOL CheckCornerScale(C4Object *cObj, int32_t &iRangeX, int32_t &iRangeY)
{
for (iRangeX=CornerRange; iRangeX>=1; iRangeX--)
for (iRangeY=CornerRange; iRangeY>=1; iRangeY--)
if (CornerScaleOkay(cObj,iRangeX,iRangeY))
return TRUE;
return FALSE;
}
BOOL ObjectActionCornerScale(C4Object *cObj)
{
int32_t iRangeX,iRangeY;
// Scaling: check range max to min
if (cObj->GetProcedure()==DFA_SCALE)
{
if (!CheckCornerScale(cObj,iRangeX,iRangeY)) return FALSE;
}
// Swimming: check range min to max
else
{
iRangeY=2;
while (!CornerScaleOkay(cObj,iRangeY,iRangeY))
{ iRangeY++; if (iRangeY>CornerRange) return FALSE; }
iRangeX=iRangeY;
}
// Do corner scale
if (!cObj->SetActionByName("KneelUp"))
cObj->SetActionByName("Walk");
cObj->xdir=cObj->ydir=0;
//if (cObj->Action.Dir==DIR_Left) cObj->Action.ComDir=COMD_Left; else cObj->Action.ComDir=COMD_Right;
if (cObj->Action.Dir==DIR_Left) cObj->fix_x-=itofix(iRangeX);
else cObj->fix_x+=itofix(iRangeX);
cObj->fix_y-=itofix(iRangeY);
return TRUE;
}
BOOL ObjectComMovement(C4Object *cObj, int32_t comdir)
{
cObj->Action.ComDir=comdir;
PlayerObjectCommand(cObj->Owner,C4CMD_Follow,cObj);
// direkt turnaround if standing still
if (!cObj->xdir && (cObj->GetProcedure() == DFA_WALK || cObj->GetProcedure() == DFA_HANGLE))
switch (comdir)
{
case COMD_Left: case COMD_UpLeft: case COMD_DownLeft:
cObj->SetDir(DIR_Left);
break;
case COMD_Right: case COMD_UpRight: case COMD_DownRight:
cObj->SetDir(DIR_Right);
break;
}
return TRUE;
}
BOOL ObjectComTurn(C4Object *cObj)
{
// turn around, if standing still
if (!cObj->xdir && cObj->GetProcedure() == DFA_WALK)
{
cObj->SetDir(1-cObj->Action.Dir);
return TRUE;
}
return FALSE;
}
BOOL ObjectComStop(C4Object *cObj)
{
// Cease current action
cObj->SetActionByName("Idle");
// Action walk if possible
return ObjectActionStand(cObj);
}
BOOL ObjectComGrab(C4Object *cObj, C4Object *pTarget)
{
if (!pTarget) return FALSE;
if (cObj->GetProcedure()!=DFA_WALK) return FALSE;
if (!ObjectActionPush(cObj,pTarget)) return FALSE;
cObj->Call(PSF_Grab, &C4AulParSet(C4VObj(pTarget), C4VBool(true)));
if (pTarget->Status && cObj->Status)
pTarget->Call(PSF_Grabbed, &C4AulParSet(C4VObj(cObj), C4VBool(true)));
return TRUE;
}
BOOL ObjectComUnGrab(C4Object *cObj)
{
// Only if pushing, -> stand
if (cObj->GetProcedure() == DFA_PUSH)
{
C4Object *pTarget = cObj->Action.Target;
if (ObjectActionStand(cObj))
{
if (!cObj->CloseMenu(false)) return FALSE;
cObj->Call(PSF_Grab, &C4AulParSet(C4VObj(pTarget), C4VBool(false)));
if (pTarget && pTarget->Status && cObj->Status)
pTarget->Call(PSF_Grabbed, &C4AulParSet(C4VObj(cObj), C4VBool(false)));
return TRUE;
}
}
return FALSE;
}
BOOL ObjectComJump(C4Object *cObj) // by ObjectComUp, ExecCMDFMoveTo, FnJump
{
// Only if walking
if (cObj->GetProcedure()!=DFA_WALK) return FALSE;
// Calculate direction & forces
FIXED TXDir=Fix0;
C4PhysicalInfo *pPhysical=cObj->GetPhysical();
FIXED iPhysicalWalk = ValByPhysical(280, pPhysical->Walk) * itofix(cObj->GetCon(), FullCon);
FIXED iPhysicalJump = ValByPhysical(1000, pPhysical->Jump) * itofix(cObj->GetCon(), FullCon);
if (cObj->Action.ComDir==COMD_Left || cObj->Action.ComDir==COMD_UpLeft) TXDir=-iPhysicalWalk;
else if (cObj->Action.ComDir==COMD_Right || cObj->Action.ComDir==COMD_UpRight) TXDir=+iPhysicalWalk;
else
{
if (cObj->Action.Dir==DIR_Left) TXDir=-iPhysicalWalk;
if (cObj->Action.Dir==DIR_Right) TXDir=+iPhysicalWalk;
}
FIXED x = cObj->fix_x, y = cObj->fix_y;
// find bottom-most vertex, correct starting position for simulation
int32_t iBtmVtx = cObj->Shape.GetBottomVertex();
if(iBtmVtx != -1) { x += cObj->Shape.GetVertexX(iBtmVtx); y += cObj->Shape.GetVertexY(iBtmVtx); }
// Try dive
if(cObj->Shape.ContactDensity > C4M_Liquid)
if (SimFlightHitsLiquid(x,y,TXDir,-iPhysicalJump))
if (ObjectActionDive(cObj,TXDir,-iPhysicalJump))
return TRUE;
// Regular jump
return ObjectActionJump(cObj,TXDir,-iPhysicalJump,true);
}
BOOL ObjectComLetGo(C4Object *cObj, int32_t xdirf)
{ // by ACTSCALE, ACTHANGLE or ExecCMDFMoveTo
return ObjectActionJump(cObj,itofix(xdirf),Fix0,true);
}
BOOL ObjectComEnter(C4Object *cObj) // by pusher
{
if (!cObj) return FALSE;
// NoPushEnter
if (cObj->Def->NoPushEnter) return FALSE;
// Check object entrance, try command enter
C4Object *pTarget;
DWORD ocf=OCF_Entrance;
if ((pTarget=Game.Objects.AtObject(cObj->GetX(),cObj->GetY(),ocf,cObj)))
if (ocf & OCF_Entrance)
{ cObj->SetCommand(C4CMD_Enter,pTarget); return TRUE; }
return FALSE;
}
BOOL ObjectComUp(C4Object *cObj) // by DFA_WALK or DFA_SWIM
{
if (!cObj) return FALSE;
// Check object entrance, try command enter
C4Object *pTarget;
DWORD ocf=OCF_Entrance;
if ((pTarget=Game.Objects.AtObject(cObj->GetX(),cObj->GetY(),ocf,cObj)))
if (ocf & OCF_Entrance)
return PlayerObjectCommand(cObj->Owner,C4CMD_Enter,pTarget);
// Try jump
if (cObj->GetProcedure()==DFA_WALK)
return PlayerObjectCommand(cObj->Owner,C4CMD_Jump);
return FALSE;
}
BOOL ObjectComDig(C4Object *cObj) // by DFA_WALK
{
C4PhysicalInfo *phys=cObj->GetPhysical();
if (!phys->CanDig || !ObjectActionDig(cObj))
{
GameMsgObject(FormatString(LoadResStr("IDS_OBJ_NODIG"),cObj->GetName()).getData(),cObj);
return FALSE;
}
return TRUE;
}
C4Object *CreateLine(C4ID idType, int32_t iOwner, C4Object *pFrom, C4Object *pTo)
{
C4Object *pLine;
if (!pFrom || !pTo) return NULL;
if (!(pLine=Game.CreateObject(idType,pFrom,iOwner,0,0))) return NULL;
pLine->Shape.VtxNum=2;
pLine->Shape.VtxX[0]=pFrom->GetX();
pLine->Shape.VtxY[0]=pFrom->GetY()+pFrom->Shape.Hgt/4;
pLine->Shape.VtxX[1]=pTo->GetX();
pLine->Shape.VtxY[1]=pTo->GetY()+pTo->Shape.Hgt/4;
pLine->Action.Target=pFrom;
pLine->Action.Target2=pTo;
return pLine;
}
BOOL ObjectComLineConstruction(C4Object *cObj)
{
C4Object *linekit,*tstruct,*cline;
DWORD ocf;
ObjectActionStand(cObj);
// Check physical
if (!cObj->GetPhysical()->CanConstruct)
{
GameMsgObject(FormatString(LoadResStr("IDS_OBJ_NOLINECONSTRUCT"),cObj->GetName()).getData(),cObj); return FALSE;
}
// - - - - - - - - - - - - - - - - - - Line pickup - - - - - - - - - - - - - - - - -
// Check for linekit
if (!(linekit=cObj->Contents.Find(C4ID_Linekit)))
{
// Check for collection limit
if (cObj->Def->CollectionLimit && (cObj->Contents.ObjectCount()>=cObj->Def->CollectionLimit) ) return FALSE;
// Check line pickup
ocf=OCF_LineConstruct;
tstruct=Game.Objects.AtObject(cObj->GetX(),cObj->GetY(),ocf,cObj);
if (!tstruct || !(ocf & OCF_LineConstruct)) return FALSE;
if (!(cline=Game.FindObject(C4ID_None,0,0,0,0,OCF_All,"Connect",tstruct))) return FALSE;
// Check line connected to linekit at other end
if ( (cline->Action.Target && (cline->Action.Target->Def->id==C4ID_Linekit))
|| (cline->Action.Target2 && (cline->Action.Target2->Def->id==C4ID_Linekit)) )
{
StartSoundEffect("Error",false,100,cObj);
GameMsgObject(FormatString(LoadResStr("IDS_OBJ_NODOUBLEKIT"),cline->GetName()).getData(),cObj); return FALSE;
}
// Create new linekit
if (!(linekit=Game.CreateObject(C4ID_Linekit,cObj,cline->Owner))) return FALSE;
// Enter linekit into clonk
bool fRejectCollect;
if (!linekit->Enter(cObj, TRUE, true, &fRejectCollect))
{
// Enter failed: abort operation
linekit->AssignRemoval(); return FALSE;
}
// Attach line to collected linekit
StartSoundEffect("Connect",false,100,cObj);
if (cline->Action.Target==tstruct) cline->Action.Target=linekit;
if (cline->Action.Target2==tstruct) cline->Action.Target2=linekit;
// Message
GameMsgObject(FormatString(LoadResStr("IDS_OBJ_DISCONNECT"),cline->GetName(),tstruct->GetName()).getData(),tstruct);
return TRUE;
}
// - - - - - - - - - - - - - - - Active construction - - - - - - - - - - - - - - - - -
// Active line construction
if (cline=Game.FindObject(C4ID_None,0,0,0,0,OCF_All,"Connect",linekit))
{
// Check for structure connection
ocf=OCF_LineConstruct;
tstruct=Game.Objects.AtObject(cObj->GetX(),cObj->GetY(),ocf,cObj);
// No structure
if (!tstruct || !(ocf & OCF_LineConstruct))
{
// No connect
StartSoundEffect("Error",false,100,cObj);
GameMsgObject(FormatString(LoadResStr("IDS_OBJ_NOCONNECT")).getData(),cObj); return FALSE;
}
// Check short circuit -> removal
if ((cline->Action.Target==tstruct)
|| (cline->Action.Target2==tstruct))
{
StartSoundEffect("Connect",false,100,cObj);
GameMsgObject(FormatString(LoadResStr("IDS_OBJ_LINEREMOVAL"),cline->GetName()).getData(),tstruct);
cline->AssignRemoval();
return TRUE;
}
// Check for correct connection type
BOOL connect_okay=FALSE;
switch (cline->Def->Line)
{
case C4D_Line_Power:
if (tstruct->Def->LineConnect & C4D_Power_Input) connect_okay=TRUE;
if (tstruct->Def->LineConnect & C4D_Power_Output) connect_okay=TRUE;
break;
case C4D_Line_Source:
if (tstruct->Def->LineConnect & C4D_Liquid_Output) connect_okay=TRUE; break;
case C4D_Line_Drain:
if (tstruct->Def->LineConnect & C4D_Liquid_Input) connect_okay=TRUE; break;
default: return FALSE; // Undefined line type
}
if (!connect_okay)
{
StartSoundEffect("Error",false,100,cObj);
GameMsgObject(FormatString(LoadResStr("IDS_OBJ_NOCONNECTTYPE"),cline->GetName(),tstruct->GetName()).getData(),tstruct);
return FALSE;
}
// Connect line to structure
StartSoundEffect("Connect",false,100,cObj);
if (cline->Action.Target==linekit) cline->Action.Target=tstruct;
if (cline->Action.Target2==linekit) cline->Action.Target2=tstruct;
linekit->Exit();
linekit->AssignRemoval();
GameMsgObject(FormatString(LoadResStr("IDS_OBJ_CONNECT"),cline->GetName(),tstruct->GetName()).getData(),tstruct);
return TRUE;
}
// - - - - - - - - - - - - - - - - New line - - - - - - - - - - - - - - - - - - - - -
// Check for new structure connection
ocf=OCF_LineConstruct;
tstruct=Game.Objects.AtObject(cObj->GetX(),cObj->GetY(),ocf,cObj);
if (!tstruct || !(ocf & OCF_LineConstruct))
{
StartSoundEffect("Error",false,100,cObj);
GameMsgObject(FormatString(LoadResStr("IDS_OBJ_NONEWLINE")).getData(),cObj); return FALSE;
}
// Determine new line type
C4ID linetype=C4ID_None;
// Check source pipe
if (linetype==C4ID_None)
if (tstruct->Def->LineConnect & C4D_Liquid_Pump)
if (!Game.FindObject(C4ID_SourcePipe,0,0,0,0,OCF_All,"Connect",tstruct))
linetype = C4ID_SourcePipe;
// Check drain pipe
if (linetype==C4ID_None)
if (tstruct->Def->LineConnect & C4D_Liquid_Output)
if (!Game.FindObject(C4ID_DrainPipe,0,0,0,0,OCF_All,"Connect",tstruct))
linetype = C4ID_DrainPipe;
// Check power
if (linetype==C4ID_None)
if (tstruct->Def->LineConnect & C4D_Power_Output)
linetype = C4ID_PowerLine;
// No good
if (linetype==C4ID_None)
{
StartSoundEffect("Error",false,100,cObj);
GameMsgObject(FormatString(LoadResStr("IDS_OBJ_NONEWLINE")).getData(),cObj); return FALSE;
}
// Create new line
C4Object *newline=CreateLine(linetype,cObj->Owner,
tstruct,linekit);
if (!newline) return FALSE;
StartSoundEffect("Connect",false,100,cObj);
GameMsgObject(FormatString(LoadResStr("IDS_OBJ_NEWLINE"),newline->GetName()).getData(),tstruct);
return TRUE;
}
void ObjectComDigDouble(C4Object *cObj) // "Activation" by DFA_WALK, DFA_DIG, DFA_SWIM
{
C4Object *pTarget;
DWORD ocf;
C4PhysicalInfo *phys=cObj->GetPhysical();
// Contents activation (first contents object only)
if (cObj->Contents.GetObject())
if (!! cObj->Contents.GetObject()->Call(PSF_Activate,&C4AulParSet(C4VObj(cObj))))
return;
// Linekit: Line construction (move to linekit script...)
if (cObj->Contents.GetObject() && (cObj->Contents.GetObject()->id==C4ID_Linekit))
{
ObjectComLineConstruction(cObj);
return;
}
// Chop
ocf=OCF_Chop;
if (phys->CanChop)
if (cObj->GetProcedure()!=DFA_SWIM)
if ((pTarget=Game.Objects.AtObject(cObj->GetX(),cObj->GetY(),ocf,cObj)))
if (ocf & OCF_Chop)
{
PlayerObjectCommand(cObj->Owner,C4CMD_Chop,pTarget);
return;
}
// Line construction pick up
ocf=OCF_LineConstruct;
if (phys->CanConstruct)
if (!cObj->Contents.GetObject())
if ((pTarget=Game.Objects.AtObject(cObj->GetX(),cObj->GetY(),ocf,cObj)))
if (ocf & OCF_LineConstruct)
if (ObjectComLineConstruction(cObj))
return;
// Own activation call
if (!! cObj->Call(PSF_Activate, &C4AulParSet(C4VObj(cObj)))) return;
}
BOOL ObjectComDownDouble(C4Object *cObj) // by DFA_WALK
{
C4Object *pTarget;
DWORD ocf= OCF_Construct | OCF_Grab;
if ((pTarget=Game.Objects.AtObject(cObj->GetX(),cObj->GetY(),ocf,cObj)))
{
if (ocf & OCF_Construct)
{ PlayerObjectCommand(cObj->Owner,C4CMD_Build,pTarget); return TRUE; }
if (ocf & OCF_Grab)
{ PlayerObjectCommand(cObj->Owner,C4CMD_Grab,pTarget); return TRUE; }
}
return FALSE;
}
BOOL ObjectComPut(C4Object *cObj, C4Object *pTarget, C4Object *pThing)
{
// No object specified, first from contents
if (!pThing) pThing = cObj->Contents.GetObject();
// Nothing to put
if (!pThing) return FALSE;
// No target
if (!pTarget) return FALSE;
// Grabbing: check C4D_Grab_Put
if (pTarget!=cObj->Contained)
if (!(pTarget->Def->GrabPutGet & C4D_Grab_Put))
{
// Was meant to be a drop anyway - probably obsolete as controls are being revised
//if (ValidPlr(cObj->Owner))
// if (Game.Players.Get(cObj->Owner)->LastComDownDouble)
// return ObjectComDrop(cObj, pThing);
// No grab put: fail
return FALSE;
}
// Target no fullcon
if (!(pTarget->OCF & OCF_FullCon)) return FALSE;
// Check target collection limit
if (pTarget->Def->CollectionLimit && (pTarget->Contents.ObjectCount()>=pTarget->Def->CollectionLimit)) return FALSE;
// Transfer thing
bool fRejectCollect;
if (!pThing->Enter(pTarget, TRUE, true, &fRejectCollect)) return FALSE;
// Put call to object script
cObj->Call(PSF_Put);
// Target collection call
pTarget->Call(PSF_Collection,&C4AulParSet(C4VObj(pThing), C4VBool(TRUE)));
// Success
return TRUE;
}
BOOL ObjectComThrow(C4Object *cObj, C4Object *pThing)
{
// No object specified, first from contents
if (!pThing) pThing = cObj->Contents.GetObject();
// Nothing to throw
if (!pThing) return FALSE;
// Throw com
switch (cObj->GetProcedure())
{
case DFA_WALK: return ObjectActionThrow(cObj,pThing);
}
// Failure
return FALSE;
}
BOOL ObjectComDrop(C4Object *cObj, C4Object *pThing)
{
// No object specified, first from contents
if (!pThing) pThing = cObj->Contents.GetObject();
// Nothing to throw
if (!pThing) return FALSE;
// Force and direction
// When dropping diagonally, drop from edge of shape
// When doing a diagonal forward drop during flight, exit a bit closer to the Clonk to allow planned tumbling
// Except when hangling, so you can mine effectively form the ceiling, and when swimming because you cannot tumble then
FIXED pthrow=ValByPhysical(400, cObj->GetPhysical()->Throw);
int32_t tdir=0; int right=0;
bool isHanglingOrSwimming = false;
int32_t iProc = DFA_NONE;
if (cObj->Action.Act >= 0)
{
iProc = cObj->Def->ActMap[cObj->Action.Act].Procedure;
if (iProc == DFA_HANGLE || iProc == DFA_SWIM) isHanglingOrSwimming = true;
}
int32_t iOutposReduction = 1; // don't exit object too far forward during jump
if (iProc != DFA_SCALE) // never diagonal during scaling (can have com into wall during scaling!)
{
if (ComDirLike(cObj->Action.ComDir, COMD_Left)) { tdir=-1; right = 0; if (cObj->xdir < FIXED10(15) && !isHanglingOrSwimming) --iOutposReduction; }
if (ComDirLike(cObj->Action.ComDir, COMD_Right)) { tdir=+1; right = 1; if (cObj->xdir > FIXED10(-15) && !isHanglingOrSwimming) --iOutposReduction; }
}
// Exit object
pThing->Exit(cObj->GetX() + (cObj->Shape.x + cObj->Shape.Wdt * right) * !!tdir * iOutposReduction,
cObj->GetY()+cObj->Shape.y+cObj->Shape.Hgt-(pThing->Shape.y+pThing->Shape.Hgt),0,pthrow*tdir,Fix0,Fix0);
// NoCollectDelay
cObj->NoCollectDelay=2;
// Update OCF
cObj->SetOCF();
// Ungrab
ObjectComUnGrab(cObj);
// Done
return TRUE;
}
BOOL ObjectComChop(C4Object *cObj, C4Object *pTarget)
{
if (!pTarget) return FALSE;
if (!cObj->GetPhysical()->CanChop)
{
GameMsgObject(FormatString(LoadResStr("IDS_OBJ_NOCHOP"),cObj->GetName()).getData(),cObj);
return FALSE;
}
if (cObj->GetProcedure()!=DFA_WALK) return FALSE;
return ObjectActionChop(cObj,pTarget);
}
BOOL ObjectComBuild(C4Object *cObj, C4Object *pTarget)
{
if (!pTarget) return FALSE;
// Needs to be idle or walking
if (cObj->Action.Act!=ActIdle)
if (cObj->GetProcedure()!=DFA_WALK)
return FALSE;
return ObjectActionBuild(cObj,pTarget);
}
BOOL ObjectComPutTake(C4Object *cObj, C4Object *pTarget, C4Object *pThing) // by C4CMD_Throw
{ // by C4CMD_Drop
// Valid checks
if (!pTarget) return FALSE;
// No object specified, first from contents
if (!pThing) pThing = cObj->Contents.GetObject();
// Has thing, put to target
if (pThing)
return ObjectComPut(cObj,pTarget,pThing);
// If target is own container, activate activation menu
if (pTarget==cObj->Contained)
return ObjectComTake(cObj); // carlo
// Assuming target is grabbed, check for grab get
if (pTarget->Def->GrabPutGet & C4D_Grab_Get)
{
// Activate get menu
return cObj->ActivateMenu(C4MN_Get,0,0,0,pTarget);
}
// Failure
return FALSE;
}
// carlo
BOOL ObjectComTake(C4Object *cObj) // by C4CMD_Take
{
return cObj->ActivateMenu(C4MN_Activate);
}
// carlo
BOOL ObjectComTake2(C4Object *cObj) // by C4CMD_Take2
{
return cObj->ActivateMenu(C4MN_Get,0,0,0,cObj->Contained);
}
BOOL ObjectComPunch(C4Object *cObj, C4Object *pTarget, int32_t punch)
{
if (!cObj || !pTarget) return FALSE;
if (!punch)
if (pTarget->GetPhysical()->Fight)
punch=BoundBy<int32_t>(5*cObj->GetPhysical()->Fight/pTarget->GetPhysical()->Fight,0,10);
if (!punch) return TRUE;
bool fBlowStopped = !!pTarget->Call(PSF_QueryCatchBlow,&C4AulParSet(C4VObj(cObj)));
if (fBlowStopped && punch>1) punch=punch/2; // half damage for caught blow, so shield+armor help in fistfight and vs monsters
pTarget->DoEnergy(-punch, false, C4FxCall_EngGetPunched, cObj->Controller);
int32_t tdir=+1; if (cObj->Action.Dir==DIR_Left) tdir=-1;
pTarget->Action.ComDir=COMD_Stop;
// No tumbles when blow was caught
if (fBlowStopped) return FALSE;
// Hard punch
if (punch>=10)
if (ObjectActionTumble(pTarget,pTarget->Action.Dir,FIXED100(150)*tdir,itofix(-2)))
{ pTarget->Call(PSF_CatchBlow,&C4AulParSet(C4VInt(punch),
C4VObj(cObj)));
return TRUE; }
// Regular punch
if (ObjectActionGetPunched(pTarget,FIXED100(250)*tdir,Fix0))
{ pTarget->Call(PSF_CatchBlow,&C4AulParSet(C4VInt(punch),
C4VObj(cObj)));
return TRUE; }
return FALSE;
}
BOOL ObjectComCancelAttach(C4Object *cObj)
{
if (cObj->GetProcedure()==DFA_ATTACH)
return cObj->SetAction(ActIdle);
return FALSE;
}
void ObjectComStopDig(C4Object *cObj)
{
// Stand
ObjectActionStand(cObj);
// Clear digging command
if (cObj->Command)
if (cObj->Command->Command == C4CMD_Dig)
cObj->ClearCommand(cObj->Command);
}
int32_t ComOrder(int32_t iIndex)
{
static BYTE bComOrder[ComOrderNum] =
{
COM_Left, COM_Right, COM_Up, COM_Down, COM_Throw, COM_Dig, COM_Special, COM_Special2,
COM_Left_S, COM_Right_S, COM_Up_S, COM_Down_S, COM_Throw_S, COM_Dig_S, COM_Special_S, COM_Special2_S,
COM_Left_D, COM_Right_D, COM_Up_D, COM_Down_D, COM_Throw_D, COM_Dig_D, COM_Special_D, COM_Special2_D
};
if (Inside<int32_t>(iIndex,0,ComOrderNum-1)) return bComOrder[iIndex];
return COM_None;
}
const char *ComName(int32_t iCom)
{
switch (iCom)
{
case COM_Up: return "Up";
case COM_Up_S: return "UpSingle";
case COM_Up_D: return "UpDouble";
case COM_Up_R: return "UpReleased";
case COM_Down: return "Down";
case COM_Down_S: return "DownSingle";
case COM_Down_D: return "DownDouble";
case COM_Down_R: return "DownReleased";
case COM_Left: return "Left";
case COM_Left_S: return "LeftSingle";
case COM_Left_D: return "LeftDouble";
case COM_Left_R: return "LeftReleased";
case COM_Right: return "Right";
case COM_Right_S: return "RightSingle";
case COM_Right_D: return "RightDouble";
case COM_Right_R: return "RightReleased";
case COM_Dig: return "Dig";
case COM_Dig_S: return "DigSingle";
case COM_Dig_D: return "DigDouble";
case COM_Dig_R: return "DigReleased";
case COM_Throw: return "Throw";
case COM_Throw_S: return "ThrowSingle";
case COM_Throw_D: return "ThrowDouble";
case COM_Throw_R: return "ThrowReleased";
case COM_Special: return "Special";
case COM_Special_S: return "SpecialSingle";
case COM_Special_D: return "SpecialDouble";
case COM_Special_R: return "SpecialReleased";
case COM_Special2: return "Special2";
case COM_Special2_S: return "Special2Single";
case COM_Special2_D: return "Special2Double";
case COM_Special2_R: return "Special2Released";
case COM_WheelUp: return "WheelUp";
case COM_WheelDown: return "WheelDown";
}
return "Undefined";
}
int32_t Com2Control(int32_t iCom)
{
iCom = iCom & ~(COM_Double | COM_Single);
switch (iCom)
{
case COM_CursorLeft: return CON_CursorLeft;
case COM_CursorToggle: return CON_CursorToggle;
case COM_CursorRight: return CON_CursorRight;
case COM_Throw: return CON_Throw;
case COM_Up: return CON_Up;
case COM_Dig: return CON_Dig;
case COM_Left: return CON_Left;
case COM_Down: return CON_Down;
case COM_Right: return CON_Right;
case COM_Special: return CON_Special;
case COM_Special2: return CON_Special2;
}
return CON_Menu;
}
int32_t Control2Com(int32_t iControl, bool fUp)
{
static const char con2com[C4MaxKey]=
{
COM_CursorLeft, COM_CursorToggle, COM_CursorRight,
COM_Throw, COM_Up, COM_Dig,
COM_Left, COM_Down, COM_Right,
COM_PlayerMenu, COM_Special, COM_Special2
};
static const char con2com_r[C4MaxKey]=
{
COM_None, COM_None, COM_None,
COM_Throw_R, COM_Up_R, COM_Dig_R,
COM_Left_R, COM_Down_R, COM_Right_R,
COM_None, COM_Special_R, COM_Special2_R
};
if (fUp) {
if (Inside<int32_t>(iControl,0,C4MaxKey-1))
return con2com_r[iControl];
} else {
if (Inside<int32_t>(iControl,0,C4MaxKey-1))
return con2com[iControl];
}
return COM_None;
}
int32_t Coms2ComDir(int32_t iComs)
{
// This is possible because COM_Left - COM_Down are < 32
static int32_t DirComs = (1 << COM_Left) | (1 << COM_Right) | (1 << COM_Up) | (1 << COM_Down);
switch (iComs & DirComs)
{
case (1 << COM_Up): return COMD_Up;
case (1 << COM_Up) | (1 << COM_Right): return COMD_UpRight;
case (1 << COM_Right): return COMD_Right;
case (1 << COM_Down) | (1 << COM_Right): return COMD_DownRight;
case (1 << COM_Down): return COMD_Down;
case (1 << COM_Down) | (1 << COM_Left): return COMD_DownLeft;
case (1 << COM_Left): return COMD_Left;
case (1 << COM_Up) | (1 << COM_Left): return COMD_UpLeft;
// up, right and left could be interpreted as COMD_Up etc., but that's too complicated for now
default: return COMD_Stop;
}
}
bool ComDirLike(int32_t iComDir, int32_t iSample)
{
if (iComDir == iSample) return true;
if (iComDir % 8 + 1 == iSample) return true;
if (iComDir == iSample % 8 + 1 ) return true;
return false;
}
void DrawCommandKey(C4Facet &cgo, int32_t iCom, BOOL fPressed, const char *szText)
{
// Draw key
Game.GraphicsResource.fctKey.Draw(cgo,FALSE,fPressed);
// Draw control symbol
if (iCom == COM_PlayerMenu)
Game.GraphicsResource.fctOKCancel.Draw(cgo,TRUE,1,1);
else
Game.GraphicsResource.fctCommand.Draw(cgo,TRUE,Com2Control(iCom),((iCom & COM_Double)!=0));
// Use smaller font on smaller buttons
CStdFont &rFont = (cgo.Hgt <= C4MN_SymbolSize) ? Game.GraphicsResource.FontTiny : Game.GraphicsResource.FontRegular;
// Draw text
if (szText && Config.Graphics.ShowCommandKeys)
Application.DDraw->TextOut(szText, rFont, 1.0, cgo.Surface,cgo.X+cgo.Wdt/2,cgo.Y+cgo.Hgt-rFont.iLineHgt-2,CStdDDraw::DEFAULT_MESSAGE_COLOR,ACenter);
}
void DrawControlKey(C4Facet &cgo, int32_t iControl, BOOL fPressed, const char *szText)
{
// Draw key
Game.GraphicsResource.fctKey.Draw(cgo,FALSE,fPressed);
// Draw control symbol
Game.GraphicsResource.fctCommand.Draw(cgo,TRUE,iControl);
// Use smaller font on smaller buttons
CStdFont &rFont = (cgo.Hgt <= C4MN_SymbolSize) ? Game.GraphicsResource.FontRegular : Game.GraphicsResource.FontTiny;
// Draw text
if (szText)
Application.DDraw->TextOut(szText, rFont, 1.0, cgo.Surface,cgo.X+cgo.Wdt/2,cgo.Y+cgo.Hgt-rFont.iLineHgt-2,CStdDDraw::DEFAULT_MESSAGE_COLOR,ACenter);
}
BOOL SellFromBase(int32_t iPlr, C4Object *pBaseObj, C4ID id, C4Object *pSellObj)
{
C4Object *pThing;
// Valid checks
if (!ValidPlr(iPlr)) return FALSE;
if (!pBaseObj || !ValidPlr(pBaseObj->Base)) return FALSE;
if (~Game.C4S.Game.Realism.BaseFunctionality & BASEFUNC_Sell) return FALSE;
// Base owner eliminated
if (Game.Players.Get(pBaseObj->Base)->Eliminated)
{
StartSoundEffect("Error",false,100,pBaseObj);
GameMsgPlayer(FormatString(LoadResStr("IDS_PLR_ELIMINATED"),Game.Players.Get(pBaseObj->Base)->GetName()).getData(),iPlr);
return FALSE;
}
// Base owner hostile
if (Hostile(iPlr,pBaseObj->Base))
{
StartSoundEffect("Error",false,100,pBaseObj);
GameMsgPlayer(FormatString(LoadResStr("IDS_PLR_HOSTILE"),Game.Players.Get(pBaseObj->Base)->GetName()).getData(),iPlr);
return FALSE;
}
// check validity of sell object, if specified
if (pThing = pSellObj)
if (!pThing->Status || pThing->Contained != pBaseObj)
pThing = NULL;
// Get object from home pBaseObj via selected id, if no or an anvalid thing has been specified
if (!pThing)
if (!(pThing=pBaseObj->Contents.Find(id))) return FALSE;
// check definition NoSell
if (pThing->Def->NoSell) return FALSE;
// Sell object (pBaseObj owner gets the money)
return Game.Players.Get(pBaseObj->Base)->Sell2Home(pThing);
}
BOOL Buy2Base(int32_t iPlr, C4Object *pBase, C4ID id, BOOL fShowErrors)
{
C4Object *pThing;
// Validity
if (!ValidPlr(iPlr)) return FALSE;
if (!pBase || !ValidPlr(pBase->Base)) return FALSE;
if (~Game.C4S.Game.Realism.BaseFunctionality & BASEFUNC_Buy) return FALSE;
// Base owner hostile
if (Hostile(iPlr,pBase->Base))
{
if (!fShowErrors) return FALSE;
StartSoundEffect("Error",false,100,pBase);
GameMsgPlayer(FormatString(LoadResStr("IDS_PLR_HOSTILE"),Game.Players.Get(pBase->Base)->GetName()).getData(),iPlr); return FALSE;
}
// buy
if (!(pThing=Game.Players.Get(pBase->Base)->Buy(id, fShowErrors, iPlr, pBase))) return FALSE;
// Object enter target object
pThing->Enter(pBase);
// Success
return TRUE;
}
BOOL PlayerObjectCommand(int32_t plr, int32_t cmdf, C4Object *pTarget, int32_t tx, int32_t ty)
{
C4Player *pPlr=Game.Players.Get(plr);
if (!pPlr) return FALSE;
int32_t iAddMode = C4P_Command_Set;
// Adjust for old-style keyboard throw/drop control: add & in range
if (cmdf==C4CMD_Throw || cmdf==C4CMD_Drop) iAddMode = C4P_Command_Add | C4P_Command_Range;
if (cmdf==C4CMD_Throw)
{
bool fConvertToDrop = false;
// Drop on down-down-throw (classic) - obsolete?
/*if (pPlr->LastComDownDouble)
{
fConvertToDrop = true;
// Dropping one object automatically reenables LastComDownDouble to
// allow easy dropping of multiple objects. Also set LastCom for
// script compatibility (custom scripted dropping) and to prevent
// unwanted ThrowDouble for mass dropping
pPlr->LastCom = COM_Down | COM_Double;
pPlr->LastComDownDouble = C4DoubleClick;
}
// Jump'n'Run: Drop on combined Down/Left/Right+Throw
if (pPlr->PrefControlStyle && (pPlr->PressedComs & (1 << COM_Down))) fConvertToDrop = true;*/
if (fConvertToDrop) return pPlr->ObjectCommand(C4CMD_Drop,pTarget,tx,ty,NULL,0,iAddMode);
}
// Route to player
return pPlr->ObjectCommand(cmdf,pTarget,tx,ty,NULL,0,iAddMode);
}