openclonk/src/object/C4Object.cpp

4931 lines
146 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 1998-2000, Matthes Bender
* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
* Copyright (c) 2009-2016, 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.
*/
/* That which fills the world with life */
#include "C4Include.h"
#include "C4ForbidLibraryCompilation.h"
#include "object/C4Object.h"
#include "control/C4Record.h"
#include "game/C4Application.h"
#include "game/C4GraphicsSystem.h"
#include "game/C4Physics.h"
#include "game/C4Viewport.h"
#include "graphics/C4Draw.h"
#include "graphics/C4GraphicsResource.h"
#include "gui/C4GameMessage.h"
#include "landscape/C4MaterialList.h"
#include "landscape/C4PXS.h"
#include "landscape/C4Particles.h"
#include "landscape/C4SolidMask.h"
#include "landscape/fow/C4FoW.h"
#include "lib/C4Random.h"
#include "object/C4Command.h"
#include "object/C4Def.h"
#include "object/C4DefList.h"
#include "object/C4GameObjects.h"
#include "object/C4MeshAnimation.h"
#include "object/C4MeshDenumerator.h"
#include "object/C4ObjectCom.h"
#include "object/C4ObjectInfo.h"
#include "object/C4ObjectMenu.h"
#include "platform/C4SoundSystem.h"
#include "player/C4Player.h"
#include "player/C4PlayerList.h"
#include "player/C4RankSystem.h"
#include "script/C4AulExec.h"
#include "script/C4Effect.h"
static void DrawVertex(C4Facet &cgo, float tx, float ty, int32_t col, int32_t contact)
{
if (Inside<int32_t>(tx,cgo.X,cgo.X+cgo.Wdt) && Inside<int32_t>(ty,cgo.Y,cgo.Y+cgo.Hgt))
{
pDraw->DrawLineDw(cgo.Surface, tx - 1, ty, tx + 1, ty, col, 0.5f);
pDraw->DrawLineDw(cgo.Surface, tx, ty - 1, tx, ty + 1, col, 0.5f);
if (contact) pDraw->DrawFrameDw(cgo.Surface,tx-1.5,ty-1.5,tx+1.5,ty+1.5,C4RGB(0xff, 0xff, 0xff));
}
}
void C4Action::SetBridgeData(int32_t iBridgeTime, bool fMoveClonk, bool fWall, int32_t iBridgeMaterial)
{
// validity
iBridgeMaterial = std::min(iBridgeMaterial, ::MaterialMap.Num-1);
if (iBridgeMaterial < 0) iBridgeMaterial = 0xff;
iBridgeTime = Clamp<int32_t>(iBridgeTime, 0, 0xffff);
// mask in this->Data
Data = (uint32_t(iBridgeTime) << 16) + (uint32_t(fMoveClonk) << 8) + (uint32_t(fWall) << 9) + iBridgeMaterial;
}
void C4Action::GetBridgeData(int32_t &riBridgeTime, bool &rfMoveClonk, bool &rfWall, int32_t &riBridgeMaterial)
{
// mask from this->Data
uint32_t uiData = Data;
riBridgeTime = (uint32_t(uiData) >> 16);
rfMoveClonk = !!(uiData & 0x100);
rfWall = !!(uiData & 0x200);
riBridgeMaterial = (uiData & 0xff);
if (riBridgeMaterial == 0xff) riBridgeMaterial = -1;
}
C4Object::C4Object()
{
FrontParticles = BackParticles = nullptr;
Default();
}
void C4Object::Default()
{
id=C4ID::None;
nInfo.Clear();
RemovalDelay=0;
Owner=NO_OWNER;
Controller=NO_OWNER;
LastEnergyLossCausePlayer=NO_OWNER;
Category=0;
Con=0;
Mass=OwnMass=0;
Damage=0;
Energy=0;
Alive=false;
Breath=0;
InMat=MNone;
Color=0;
lightRange=0;
lightFadeoutRange=0;
lightColor=0xffffffff;
fix_x=fix_y=fix_r=0;
xdir=ydir=rdir=0;
Mobile=false;
Unsorted=false;
Initializing=false;
OnFire=false;
InLiquid=false;
EntranceStatus=false;
Audible=AudiblePan=0;
AudiblePlayer = NO_OWNER;
t_contact=0;
OCF=0;
Action.Default();
Shape.Default();
fOwnVertices=false;
Contents.Default();
SolidMask.Default();
HalfVehicleSolidMask=false;
PictureRect.Default();
Def=nullptr;
Info=nullptr;
Command=nullptr;
Contained=nullptr;
TopFace.Default();
Menu=nullptr;
MaterialContents=nullptr;
Marker=0;
ColorMod=0xffffffff;
BlitMode=0;
CrewDisabled=false;
Layer=nullptr;
pSolidMaskData=nullptr;
pGraphics=nullptr;
pMeshInstance=nullptr;
pDrawTransform=nullptr;
pEffects=nullptr;
pGfxOverlay=nullptr;
iLastAttachMovementFrame=-1;
ClearParticleLists();
}
bool C4Object::Init(C4PropList *pDef, C4Object *pCreator,
int32_t iOwner, C4ObjectInfo *pInfo,
int32_t nx, int32_t ny, int32_t nr,
C4Real nxdir, C4Real nydir, C4Real nrdir, int32_t iController)
{
C4PropListNumbered::AcquireNumber();
// currently initializing
Initializing=true;
// Def & basics
Owner=iOwner;
if (iController > NO_OWNER) Controller = iController; else Controller=iOwner;
LastEnergyLossCausePlayer=NO_OWNER;
Info=pInfo;
Def=pDef->GetDef(); assert(Def);
SetProperty(P_Prototype, C4VPropList(pDef));
id=Def->id;
if (Info) SetName(pInfo->Name);
Category=Def->Category;
Plane = Def->GetPlane(); assert(Plane);
Def->Count++;
if (pCreator) Layer=pCreator->Layer;
// graphics
pGraphics = &Def->Graphics;
if (pGraphics->Type == C4DefGraphics::TYPE_Mesh)
{
pMeshInstance = new StdMeshInstance(*pGraphics->Mesh, Def->GrowthType ? 1.0f : static_cast<float>(Con)/static_cast<float>(FullCon));
pMeshInstance->SetFaceOrderingForClrModulation(ColorMod);
}
else
{
pMeshInstance = nullptr;
}
BlitMode = Def->BlitMode;
// Position
if (!Def->Rotateable) { nr=0; nrdir=0; }
fix_x=itofix(nx);
fix_y=itofix(ny);
fix_r=itofix(nr);
xdir=nxdir; ydir=nydir; rdir=nrdir;
// Initial mobility
if (!!xdir || !!ydir || !!rdir)
Mobile=true;
// Mass
Mass=std::max<int32_t>(Def->Mass*Con/FullCon,1);
// Life, energy, breath
if (Category & C4D_Living) Alive=true;
if (Alive) Energy=GetPropertyInt(P_MaxEnergy);
Breath=GetPropertyInt(P_MaxBreath);
// Color
if (Def->ColorByOwner)
{
if (ValidPlr(Owner))
Color=::Players.Get(Owner)->ColorDw;
else
Color=0xff; // no-owner color: blue
}
// Shape & face
Shape=Def->Shape;
SolidMask=Def->SolidMask;
CheckSolidMaskRect();
UpdateGraphics(false);
UpdateFace(true);
// Initial audibility
Audible=::Viewports.GetAudibility(GetX(), GetY(), &AudiblePan, 0, &AudiblePlayer);
// Initial OCF
SetOCF();
// finished initializing
Initializing=false;
return true;
}
C4Object::~C4Object()
{
Clear();
#if defined(_DEBUG)
// debug: mustn't be listed in any list now
::Objects.Sectors.AssertObjectNotInList(this);
#endif
}
void C4Object::ClearParticleLists()
{
if (FrontParticles != nullptr)
Particles.ReleaseParticleList(FrontParticles);
if (BackParticles != nullptr)
Particles.ReleaseParticleList(BackParticles);
FrontParticles = BackParticles = nullptr;
}
void C4Object::AssignRemoval(bool fExitContents)
{
// check status
if (!Status) return;
if (Config.General.DebugRec)
{
C4RCCreateObj rc;
memset(&rc, '\0', sizeof(rc));
rc.oei=Number;
if (Def && Def->GetName()) strncpy(rc.id, Def->GetName(), 32+1);
rc.x=GetX(); rc.y=GetY(); rc.ownr=Owner;
AddDbgRec(RCT_DsObj, &rc, sizeof(rc));
}
// Destruction call in container
if (Contained)
{
C4AulParSet pars(this);
Contained->Call(PSF_ContentsDestruction, &pars);
if (!Status) return;
}
// Destruction call
Call(PSF_Destruction);
// Destruction-callback might have deleted the object already
if (!Status) return;
// remove all effects (extinguishes as well)
if (pEffects)
{
pEffects->ClearAll(C4FxCall_RemoveClear);
// Effect-callback might actually have deleted the object already
if (!Status) return;
}
// remove particles
ClearParticleLists();
// Action idle
SetAction(nullptr);
// Object system operation
if (Status == C4OS_INACTIVE)
{
// object was inactive: activate first, then delete
::Objects.InactiveObjects.Remove(this);
Status = C4OS_NORMAL;
::Objects.Add(this);
}
Status=0;
// count decrease
Def->Count--;
// get container for next actions
C4Object *pCont = Contained;
// remove or exit contents
for (C4Object *cobj : Contents)
{
if (fExitContents)
{
// move objects to parent container or exit them completely
bool fRejectCollect;
if (!pCont || !cobj->Enter(pCont, true, false, &fRejectCollect))
cobj->Exit(GetX(), GetY());
}
else
{
Contents.Remove(cobj);
cobj->Contained = nullptr;
cobj->AssignRemoval();
}
}
// remove this object from container *after* its contents have been removed!
if (pCont)
{
pCont->Contents.Remove(this);
pCont->UpdateMass();
pCont->SetOCF();
Contained=nullptr;
}
// Object info
if (Info) Info->Retire();
Info = nullptr;
// Object system operation
ClearRefs();
Game.ClearPointers(this);
ClearCommands();
if (pSolidMaskData)
{
delete pSolidMaskData;
pSolidMaskData = nullptr;
}
SolidMask.Wdt = 0;
RemovalDelay=2;
}
void C4Object::UpdateShape(bool bUpdateVertices)
{
// Line shape independent
if (Def->Line) return;
// Copy shape from def
Shape.CopyFrom(Def->Shape, bUpdateVertices, !!fOwnVertices);
// Construction zoom
if (Con!=FullCon)
{
if (Def->GrowthType)
Shape.Stretch(Con, bUpdateVertices);
else
Shape.Jolt(Con, bUpdateVertices);
}
// Rotation
if (Def->Rotateable)
if (fix_r != Fix0)
Shape.Rotate(fix_r, bUpdateVertices);
// covered area changed? to be on the save side, update pos
UpdatePos();
}
void C4Object::UpdatePos()
{
// get new area covered
// do *NOT* do this while initializing, because object cannot be sorted by main list
if (!Initializing && Status == C4OS_NORMAL)
::Objects.UpdatePos(this);
}
void C4Object::UpdateFace(bool bUpdateShape, bool fTemp)
{
// Update shape - NOT for temp call, because temnp calls are done in drawing routine
// must not change sync relevant data here (although the shape and pos *should* be updated at that time anyway,
// because a runtime join would desync otherwise)
if (!fTemp) { if (bUpdateShape) UpdateShape(); else UpdatePos(); }
// SolidMask
if (!fTemp) UpdateSolidMask(false);
// Null defaults
TopFace.Default();
// newgfx: TopFace only
if (Con>=FullCon || Def->GrowthType)
if (!Def->Rotateable || (fix_r == Fix0))
if (Def->TopFace.Wdt>0) // Fullcon & no rotation
TopFace.Set(GetGraphics()->GetBitmap(Color),
Def->TopFace.x,Def->TopFace.y,
Def->TopFace.Wdt,Def->TopFace.Hgt);
// Active face
UpdateActionFace();
}
void C4Object::UpdateGraphics(bool fGraphicsChanged, bool fTemp)
{
// check color
if (!fTemp) if (!pGraphics->IsColorByOwner()) Color=0;
// new grafics: update face
if (fGraphicsChanged)
{
// Keep mesh instance if it uses the same underlying mesh
if(!pMeshInstance || pGraphics->Type != C4DefGraphics::TYPE_Mesh ||
&pMeshInstance->GetMesh() != pGraphics->Mesh)
{
// If this mesh is attached somewhere, detach it before deletion
if(pMeshInstance && pMeshInstance->GetAttachParent() != nullptr)
{
// TODO: If the new mesh has a bone with the same name, we could try updating...
StdMeshInstance::AttachedMesh* attach_parent = pMeshInstance->GetAttachParent();
attach_parent->Parent->DetachMesh(attach_parent->Number);
}
delete pMeshInstance;
if (pGraphics->Type == C4DefGraphics::TYPE_Mesh)
{
pMeshInstance = new StdMeshInstance(*pGraphics->Mesh, Def->GrowthType ? 1.0f : static_cast<float>(Con)/static_cast<float>(FullCon));
pMeshInstance->SetFaceOrderingForClrModulation(ColorMod);
}
else
{
pMeshInstance = nullptr;
}
}
// update face - this also puts any SolidMask
UpdateFace(false);
}
}
void C4Object::UpdateFlipDir()
{
int32_t iFlipDir;
// We're active
C4PropList* pActionDef = GetAction();
if (pActionDef)
// Get flipdir value from action
if ((iFlipDir = pActionDef->GetPropertyInt(P_FlipDir)))
// Action dir is in flipdir range
if (Action.Dir >= iFlipDir)
{
// Calculate flipped drawing dir (from the flipdir direction going backwards)
Action.DrawDir = (iFlipDir - 1 - (Action.Dir - iFlipDir));
// Set draw transform, creating one if necessary
if (pDrawTransform)
pDrawTransform->SetFlipDir(-1);
else
pDrawTransform = new C4DrawTransform(-1);
// Done setting flipdir
return;
}
// No flipdir necessary
Action.DrawDir = Action.Dir;
// Draw transform present?
if (pDrawTransform)
{
// reset flip dir
pDrawTransform->SetFlipDir(1);
// if it's identity now, remove the matrix
if (pDrawTransform->IsIdentity())
{
delete pDrawTransform;
pDrawTransform=nullptr;
}
}
}
void C4Object::DrawFaceImpl(C4TargetFacet &cgo, bool action, float fx, float fy, float fwdt, float fhgt, float tx, float ty, float twdt, float thgt, C4DrawTransform* transform) const
{
C4Surface* sfc;
switch (GetGraphics()->Type)
{
case C4DefGraphics::TYPE_None:
// no graphics.
break;
case C4DefGraphics::TYPE_Bitmap:
sfc = action ? Action.Facet.Surface : GetGraphics()->GetBitmap(Color);
pDraw->Blit(sfc,
fx, fy, fwdt, fhgt,
cgo.Surface, tx, ty, twdt, thgt,
true, transform);
break;
case C4DefGraphics::TYPE_Mesh:
C4Value value;
GetProperty(P_MeshTransformation, &value);
StdMeshMatrix matrix;
if (!C4ValueToMatrix(value, &matrix))
matrix = StdMeshMatrix::Identity();
if (fix_r != Fix0)
{
// Rotation should happen around the mesh center after application of any mesh transformation
// So translate back by the transformed mesh center before rotation
auto mesh_center = pMeshInstance->GetMesh().GetBoundingBox().GetCenter();
mesh_center = matrix * mesh_center;
matrix = StdMeshMatrix::Translate(-mesh_center.x, -mesh_center.y, -mesh_center.z) * matrix;
matrix = StdMeshMatrix::Rotate(fixtof(fix_r) * (M_PI / 180.0f), 0.0f, 0.0f, 1.0f) * matrix;
matrix = StdMeshMatrix::Translate(mesh_center.x, mesh_center.y, mesh_center.z) * matrix;
}
if(twdt != fwdt || thgt != fhgt)
{
// Also scale Z so that the mesh is not totally distorted and
// so that normals halfway keep pointing into sensible directions.
// We don't have a better guess so use the geometric mean for Z scale.
matrix = StdMeshMatrix::Scale(twdt/fwdt,thgt/fhgt,std::sqrt(twdt*thgt/(fwdt*fhgt))) * matrix;
}
pDraw->SetMeshTransform(&matrix);
pDraw->RenderMesh(*pMeshInstance, cgo.Surface, tx, ty, twdt, thgt, Color, transform);
pDraw->SetMeshTransform(nullptr);
break;
}
}
void C4Object::DrawFace(C4TargetFacet &cgo, float offX, float offY, int32_t iPhaseX, int32_t iPhaseY) const
{
const auto swdt = float(Def->Shape.Wdt);
const auto shgt = float(Def->Shape.Hgt);
// Grow Type Display
auto fx = float(swdt * iPhaseX);
auto fy = float(shgt * iPhaseY);
auto fwdt = float(swdt);
auto fhgt = float(shgt);
float stretch_factor = static_cast<float>(Con) / FullCon;
float tx = offX + Def->Shape.GetX() * stretch_factor;
float ty = offY + Def->Shape.GetY() * stretch_factor;
float twdt = swdt * stretch_factor;
float thgt = shgt * stretch_factor;
// Construction Type Display
if (!Def->GrowthType)
{
tx = offX + Def->Shape.GetX();
twdt = swdt;
fy += fhgt - thgt;
fhgt = thgt;
}
C4DrawTransform transform;
bool transform_active = false;
if (pDrawTransform)
{
transform.SetTransformAt(*pDrawTransform, offX, offY);
transform_active = true;
}
// Meshes aren't rotated via DrawTransform to ensure lighting is applied correctly.
if (GetGraphics()->Type != C4DefGraphics::TYPE_Mesh && Def->Rotateable && fix_r != Fix0)
{
if (pDrawTransform)
transform.Rotate(fixtof(fix_r), offX, offY);
else
transform.SetRotate(fixtof(fix_r), offX, offY);
transform_active = true;
}
DrawFaceImpl(cgo, false, fx, fy, fwdt, fhgt, tx, ty, twdt, thgt, transform_active ? &transform : nullptr);
}
void C4Object::DrawActionFace(C4TargetFacet &cgo, float offX, float offY) const
{
// This should not be called for meshes since Facet has no meaning
// for them. Only use DrawFace() with meshes!
assert(GetGraphics()->Type == C4DefGraphics::TYPE_Bitmap);
C4PropList* pActionDef = GetAction();
// Regular action facet
const auto swdt = float(Action.Facet.Wdt);
const auto shgt = float(Action.Facet.Hgt);
int32_t iPhase = Action.Phase;
if (pActionDef->GetPropertyInt(P_Reverse)) iPhase = pActionDef->GetPropertyInt(P_Length) - 1 - Action.Phase;
// Grow Type Display
auto fx = float(Action.Facet.X + swdt * iPhase);
auto fy = float(Action.Facet.Y + shgt * Action.DrawDir);
auto fwdt = float(swdt);
auto fhgt = float(shgt);
// draw stretched towards shape center with transform
float stretch_factor = static_cast<float>(Con) / FullCon;
float tx = (Def->Shape.GetX() + Action.FacetX) * stretch_factor + offX;
float ty = (Def->Shape.GetY() + Action.FacetY) * stretch_factor + offY;
float twdt = swdt * stretch_factor;
float thgt = shgt * stretch_factor;
// Construction Type Display
if (!Def->GrowthType)
{
// FIXME
if (Con != FullCon)
{
// incomplete constructions do not show actions
DrawFace(cgo, offX, offY);
return;
}
tx = Def->Shape.GetX() + Action.FacetX + offX;
twdt = swdt;
float offset_from_top = shgt * std::max(FullCon - Con, 0) / FullCon;
fy += offset_from_top;
fhgt -= offset_from_top;
}
C4DrawTransform transform;
bool transform_active = false;
if (pDrawTransform)
{
transform.SetTransformAt(*pDrawTransform, offX, offY);
transform_active = true;
}
// Meshes aren't rotated via DrawTransform to ensure lighting is applied correctly.
if (GetGraphics()->Type != C4DefGraphics::TYPE_Mesh && Def->Rotateable && fix_r != Fix0)
{
if (pDrawTransform)
transform.Rotate(fixtof(fix_r), offX, offY);
else
transform.SetRotate(fixtof(fix_r), offX, offY);
transform_active = true;
}
DrawFaceImpl(cgo, true, fx, fy, fwdt, fhgt, tx, ty, twdt, thgt, transform_active ? &transform : nullptr);
}
void C4Object::UpdateMass()
{
Mass=std::max<int32_t>((Def->Mass+OwnMass)*Con/FullCon,1);
if (!Def->NoMassFromContents) Mass+=Contents.Mass;
if (Contained)
{
Contained->Contents.MassCount();
Contained->UpdateMass();
}
}
void C4Object::UpdateInMat()
{
// get new mat
int32_t newmat;
if (Contained)
newmat = Contained->Def->ClosedContainer ? MNone : Contained->InMat;
else
newmat = GBackMat(GetX(), GetY());
// mat changed?
if (newmat != InMat)
{
Call(PSF_OnMaterialChanged,&C4AulParSet(newmat,InMat));
InMat = newmat;
}
}
void C4Object::SetOCF()
{
C4PropList* pActionDef = GetAction();
uint32_t dwOCFOld = OCF;
// Update the object character flag according to the object's current situation
C4Real cspeed=GetSpeed();
#ifdef _DEBUG
if (Contained && !C4PropListNumbered::CheckPropList(Contained))
{ LogF("Warning: contained in wild object %p!", static_cast<void*>(Contained)); }
else if (Contained && !Contained->Status)
{ LogF("Warning: contained in deleted object (#%d) (%s)!", Contained->Number, Contained->GetName()); }
#endif
// OCF_Normal: The OCF is never zero
OCF=OCF_Normal;
// OCF_Construct: Can be built outside
if (Def->Constructable && (Con<FullCon)
&& (fix_r==Fix0) && !OnFire)
OCF|=OCF_Construct;
// OCF_Grab: Can be pushed
if (GetPropertyInt(P_Touchable))
OCF|=OCF_Grab;
// OCF_Carryable: Can be picked up
if (GetPropertyInt(P_Collectible))
OCF|=OCF_Carryable;
// OCF_OnFire: Is burning
if (OnFire)
OCF|=OCF_OnFire;
// OCF_Inflammable: Is not burning and is inflammable
if (!OnFire && GetPropertyInt(P_ContactIncinerate) > 0)
OCF|=OCF_Inflammable;
// OCF_FullCon: Is fully completed/grown
if (Con>=FullCon)
OCF|=OCF_FullCon;
// OCF_Rotate: Can be rotated
if (Def->Rotateable)
// Don't rotate minimum (invisible) construction sites
if (Con>100)
OCF|=OCF_Rotate;
// OCF_Exclusive: No action through this, no construction in front of this
if (Def->Exclusive)
OCF|=OCF_Exclusive;
// OCF_Entrance: Can currently be entered/activated
if ((Def->Entrance.Wdt>0) && (Def->Entrance.Hgt>0))
if ((OCF & OCF_FullCon) && ((Def->RotatedEntrance == 1) || (GetR() <= Def->RotatedEntrance)))
OCF|=OCF_Entrance;
// HitSpeeds
if (cspeed>=HitSpeed1) OCF|=OCF_HitSpeed1;
if (cspeed>=HitSpeed2) OCF|=OCF_HitSpeed2;
if (cspeed>=HitSpeed3) OCF|=OCF_HitSpeed3;
if (cspeed>=HitSpeed4) OCF|=OCF_HitSpeed4;
// OCF_Collection
if ((OCF & OCF_FullCon) || Def->IncompleteActivity)
if ((Def->Collection.Wdt>0) && (Def->Collection.Hgt>0))
if (!pActionDef || (!pActionDef->GetPropertyInt(P_ObjectDisabled)))
OCF|=OCF_Collection;
// OCF_Alive
if (Alive) OCF|=OCF_Alive;
// OCF_CrewMember
if (Def->CrewMember)
if (Alive)
OCF|=OCF_CrewMember;
// OCF_NotContained
if (!Contained)
OCF|=OCF_NotContained;
// OCF_InLiquid
if (InLiquid)
if (!Contained)
OCF|=OCF_InLiquid;
// OCF_InSolid
if (!Contained)
if (GBackSolid(GetX(), GetY()))
OCF|=OCF_InSolid;
// OCF_InFree
if (!Contained)
if (!GBackSemiSolid(GetX(), GetY()-1))
OCF|=OCF_InFree;
// OCF_Available
if (!Contained || (Contained->Def->GrabPutGet & C4D_Grab_Get) || (Contained->OCF & OCF_Entrance))
if (!GBackSemiSolid(GetX(), GetY()-1) || (!GBackSolid(GetX(), GetY()-1) && !GBackSemiSolid(GetX(), GetY()-8)))
OCF|=OCF_Available;
// OCF_Container
if ((Def->GrabPutGet & C4D_Grab_Put) || (Def->GrabPutGet & C4D_Grab_Get) || (OCF & OCF_Entrance))
OCF|=OCF_Container;
if (DEBUGREC_OCF && Config.General.DebugRec)
{
C4RCOCF rc = { dwOCFOld, OCF, false };
AddDbgRec(RCT_OCF, &rc, sizeof(rc));
}
}
void C4Object::UpdateOCF()
{
C4PropList* pActionDef = GetAction();
uint32_t dwOCFOld = OCF;
// Update the object character flag according to the object's current situation
C4Real cspeed=GetSpeed();
#ifdef _DEBUG
if (Contained && !C4PropListNumbered::CheckPropList(Contained))
{ LogF("Warning: contained in wild object %p!", static_cast<void*>(Contained)); }
else if (Contained && !Contained->Status)
{ LogF("Warning: contained in deleted object %p (%s)!", static_cast<void*>(Contained), Contained->GetName()); }
#endif
// Keep the bits that only have to be updated with SetOCF (def, category, con, alive, onfire)
OCF=OCF & (OCF_Normal | OCF_Exclusive | OCF_FullCon | OCF_Rotate | OCF_OnFire
| OCF_Alive | OCF_CrewMember);
// OCF_inflammable: can catch fire and is not currently burning.
if (!OnFire && GetPropertyInt(P_ContactIncinerate) > 0)
OCF |= OCF_Inflammable;
// OCF_Carryable: Can be picked up
if (GetPropertyInt(P_Collectible))
OCF|=OCF_Carryable;
// OCF_Grab: Can be grabbed.
if (GetPropertyInt(P_Touchable))
OCF |= OCF_Grab;
// OCF_Construct: Can be built outside
if (Def->Constructable && (Con<FullCon)
&& (fix_r == Fix0) && !OnFire)
OCF|=OCF_Construct;
// OCF_Entrance: Can currently be entered/activated
if ((Def->Entrance.Wdt>0) && (Def->Entrance.Hgt>0))
if ((OCF & OCF_FullCon) && ((Def->RotatedEntrance == 1) || (GetR() <= Def->RotatedEntrance)))
OCF|=OCF_Entrance;
// HitSpeeds
if (cspeed>=HitSpeed1) OCF|=OCF_HitSpeed1;
if (cspeed>=HitSpeed2) OCF|=OCF_HitSpeed2;
if (cspeed>=HitSpeed3) OCF|=OCF_HitSpeed3;
if (cspeed>=HitSpeed4) OCF|=OCF_HitSpeed4;
// OCF_Collection
if ((OCF & OCF_FullCon) || Def->IncompleteActivity)
if ((Def->Collection.Wdt>0) && (Def->Collection.Hgt>0))
if (!pActionDef || (!pActionDef->GetPropertyInt(P_ObjectDisabled)))
OCF|=OCF_Collection;
// OCF_NotContained
if (!Contained)
OCF|=OCF_NotContained;
// OCF_InLiquid
if (InLiquid)
if (!Contained)
OCF|=OCF_InLiquid;
// OCF_InSolid
if (!Contained)
if (GBackSolid(GetX(), GetY()))
OCF|=OCF_InSolid;
// OCF_InFree
if (!Contained)
if (!GBackSemiSolid(GetX(), GetY()-1))
OCF|=OCF_InFree;
// OCF_Available
if (!Contained || (Contained->Def->GrabPutGet & C4D_Grab_Get) || (Contained->OCF & OCF_Entrance))
if (!GBackSemiSolid(GetX(), GetY()-1) || (!GBackSolid(GetX(), GetY()-1) && !GBackSemiSolid(GetX(), GetY()-8)))
OCF|=OCF_Available;
// OCF_Container
if ((Def->GrabPutGet & C4D_Grab_Put) || (Def->GrabPutGet & C4D_Grab_Get) || (OCF & OCF_Entrance))
OCF|=OCF_Container;
if (DEBUGREC_OCF && Config.General.DebugRec)
{
C4RCOCF rc = { dwOCFOld, OCF, true };
AddDbgRec(RCT_OCF, &rc, sizeof(rc));
}
#ifdef _DEBUG
DEBUGREC_OFF
uint32_t updateOCF = OCF;
SetOCF();
assert (updateOCF == OCF);
DEBUGREC_ON
#endif
}
bool C4Object::ExecLife()
{
// Breathing
if (!::Game.iTick5)
if (Alive && !Def->NoBreath)
{
// Supply check
bool Breathe=false;
// Forcefields are breathable.
if (GBackMat(GetX(), GetY()+Shape.GetY()/2)==MVehic)
{ Breathe=true; }
else if (GetPropertyInt(P_BreatheWater))
{ if (GBackMat(GetX(), GetY())==MWater) Breathe=true; }
else
{ if (!GBackSemiSolid(GetX(), GetY()+Shape.GetY()/2)) Breathe=true; }
if (Contained) Breathe=true;
// No supply
if (!Breathe)
{
// Reduce breath, then energy, bubble
if (Breath > 0) DoBreath(-5);
else DoEnergy(-1,false,C4FxCall_EngAsphyxiation, NO_OWNER);
}
// Supply
else
{
// Take breath
int32_t takebreath = GetPropertyInt(P_MaxBreath) - Breath;
if (takebreath > 0) DoBreath(takebreath);
}
}
// Corrosion energy loss
if (!::Game.iTick10)
if (Alive)
if (InMat!=MNone)
if (::MaterialMap.Map[InMat].Corrosive)
if (!GetPropertyInt(P_CorrosionResist))
DoEnergy(-::MaterialMap.Map[InMat].Corrosive/15,false,C4FxCall_EngCorrosion, NO_OWNER);
// InMat incineration
if (!::Game.iTick10)
if (InMat!=MNone)
if (::MaterialMap.Map[InMat].Incendiary)
if (GetPropertyInt(P_ContactIncinerate) > 0 || GetPropertyBool(P_MaterialIncinerate) > 0)
{
Call(PSF_OnInIncendiaryMaterial, &C4AulParSet());
}
// birthday
if (!::Game.iTick255)
if (Alive)
if (Info)
{
int32_t iPlayingTime = Info->TotalPlayingTime + (Game.Time - Info->InActionTime);
int32_t iNewAge = iPlayingTime / 3600 / 5;
if (Info->Age != iNewAge && Info->Age)
{
// message
GameMsgObject(FormatString(LoadResStr("IDS_OBJ_BIRTHDAY"),GetName (), Info->TotalPlayingTime / 3600 / 5).getData(),this);
StartSoundEffect("UI::Trumpet",false,100,this);
}
Info->Age = iNewAge;
}
return true;
}
void C4Object::Execute()
{
if (Config.General.DebugRec)
{
// record debug
C4RCExecObj rc;
rc.Number=Number;
rc.fx=fix_x;
rc.fy=fix_y;
rc.fr=fix_r;
AddDbgRec(RCT_ExecObj, &rc, sizeof(rc));
}
// OCF
UpdateOCF();
// Command
ExecuteCommand();
// Action
// need not check status, because dead objects have lost their action
ExecAction();
// commands and actions are likely to have removed the object, and movement
// *must not* be executed for dead objects (SolidMask-errors)
if (!Status) return;
// Movement
ExecMovement();
if (!Status) return;
// effects
if (pEffects)
{
C4Effect::Execute(&pEffects);
if (!Status) return;
}
// Life
ExecLife();
// Animation. If the mesh is attached, then don't execute animation here but let the parent object do it to make sure it is only executed once a frame.
if (pMeshInstance && !pMeshInstance->GetAttachParent())
pMeshInstance->ExecuteAnimation(1.0f/37.0f /* play smoothly at 37 FPS */);
// Menu
if (Menu) Menu->Execute();
}
bool C4Object::At(int32_t ctx, int32_t cty) const
{
if (Status) if (!Contained) if (Def)
if (Inside<int32_t>(cty - (GetY() + Shape.GetY() - addtop()), 0, Shape.Hgt - 1 + addtop()))
if (Inside<int32_t>(ctx - (GetX() + Shape.GetX()), 0, Shape.Wdt - 1))
return true;
return false;
}
bool C4Object::At(int32_t ctx, int32_t cty, DWORD &ocf) const
{
if (Status) if (!Contained) if (Def)
if (OCF & ocf)
if (Inside<int32_t>(cty - (GetY() + Shape.GetY() - addtop()), 0, Shape.Hgt - 1 + addtop()))
if (Inside<int32_t>(ctx - (GetX() + Shape.GetX()), 0, Shape.Wdt - 1))
{
// Set ocf return value
GetOCFForPos(ctx, cty, ocf);
return true;
}
return false;
}
void C4Object::GetOCFForPos(int32_t ctx, int32_t cty, DWORD &ocf) const
{
DWORD rocf=OCF;
// Verify entrance area OCF return
if (rocf & OCF_Entrance)
if (!Inside<int32_t>(cty - (GetY() + Def->Entrance.y), 0, Def->Entrance.Hgt - 1)
|| !Inside<int32_t>(ctx - (GetX() + Def->Entrance.x), 0, Def->Entrance.Wdt - 1))
rocf &= (~OCF_Entrance);
// Verify collection area OCF return
if (rocf & OCF_Collection)
if (!Inside<int32_t>(cty - (GetY() + Def->Collection.y), 0, Def->Collection.Hgt - 1)
|| !Inside<int32_t>(ctx - (GetX() + Def->Collection.x), 0, Def->Collection.Wdt - 1))
rocf &= (~OCF_Collection);
ocf=rocf;
}
void C4Object::AssignDeath(bool fForced)
{
C4Object *thing;
// Alive objects only
if (!Alive) return;
// clear all effects
// do not delete effects afterwards, because they might have denied removal
// set alive-flag before, so objects know what's up
// and prevent recursive death-calls this way
// get death causing player before doing effect calls, because those might meddle around with the flags
int32_t iDeathCausingPlayer = LastEnergyLossCausePlayer;
Alive=false;
if (pEffects) pEffects->ClearAll(C4FxCall_RemoveDeath);
// if the object is alive again, abort here if the kill is not forced
if (Alive && !fForced) return;
// Action
SetActionByName("Dead");
// Values
Alive=false;
ClearCommands();
C4ObjectInfo * pInfo = Info;
if (Info)
{
Info->HasDied=true;
++Info->DeathCount;
Info->Retire();
}
// Remove from crew/cursor/view
C4Player *pPlr = ::Players.Get(Owner);
if (pPlr) pPlr->ClearPointers(this, true);
// Remove from light sources
SetLightRange(0,0);
// Engine script call
C4AulParSet pars(iDeathCausingPlayer);
Call(PSF_Death, &pars);
// Lose contents
while ((thing=Contents.GetObject())) thing->Exit(thing->GetX(),thing->GetY());
// Update OCF. Done here because previously it would have been done in the next frame
// Whats worse: Having the OCF change because of some unrelated script-call like
// SetCategory, or slightly breaking compatibility?
SetOCF();
// Engine broadcast: relaunch player (in CR, this was called from clonk script.
// Now, it is done for every crew member)
if(pPlr)
if(!pPlr->Crew.ObjectCount())
::Game.GRBroadcast(PSF_RelaunchPlayer,
&C4AulParSet(Owner, iDeathCausingPlayer, Status ? this : nullptr));
if (pInfo)
pInfo->HasDied = false;
}
bool C4Object::ChangeDef(C4ID idNew)
{
// Get new definition
C4Def *pDef=C4Id2Def(idNew);
if (!pDef) return false;
// Containment storage
C4Object *pContainer=Contained;
// Exit container (no Ejection/Departure)
if (Contained) Exit(0,0,0,Fix0,Fix0,Fix0,false);
// Pre change resets
SetAction(nullptr);
ResetProperty(&Strings.P[P_Action]); // Enforce ActIdle because SetAction may have failed due to NoOtherAction
SetDir(0); // will drop any outdated flipdir
if (pSolidMaskData) { delete pSolidMaskData; pSolidMaskData=nullptr; }
Def->Count--;
// Def change
Def=pDef;
SetProperty(P_Prototype, C4VPropList(pDef));
id=pDef->id;
Def->Count++;
// new def: Needs to be resorted
Unsorted=true;
// graphics change
pGraphics = &pDef->Graphics;
// blit mode adjustment
if (!(BlitMode & C4GFXBLIT_CUSTOM)) BlitMode = Def->BlitMode;
// an object may have newly become an ColorByOwner-object
// if it had been ColorByOwner, but is not now, this will be caught in UpdateGraphics()
if (!Color && ValidPlr(Owner))
Color=::Players.Get(Owner)->ColorDw;
if (!Def->Rotateable) { fix_r=rdir=Fix0; }
// Reset solid mask
SolidMask=Def->SolidMask;
HalfVehicleSolidMask=false;
// Post change updates
UpdateGraphics(true);
UpdateMass();
UpdateFace(true);
SetOCF();
// Any effect callbacks to this object might need to reinitialize their target functions
// This is ugly, because every effect there is must be updated...
if (::ScriptEngine.pGlobalEffects)
::ScriptEngine.pGlobalEffects->OnObjectChangedDef(this);
if (::GameScript.pScenarioEffects)
::GameScript.pScenarioEffects->OnObjectChangedDef(this);
for (C4Object *obj : Objects)
if (obj->pEffects) obj->pEffects->OnObjectChangedDef(this);
// Containment (no Entrance)
if (pContainer) Enter(pContainer,false);
// Done
return true;
}
void C4Object::DoDamage(int32_t iChange, int32_t iCausedBy, int32_t iCause)
{
// non-living: ask effects first
if (pEffects && !Alive)
{
pEffects->DoDamage(iChange, iCause, iCausedBy);
if (!iChange) return;
}
// Change value
Damage = std::max<int32_t>( Damage+iChange, 0 );
// Engine script call
Call(PSF_Damage,&C4AulParSet(iChange, iCause, iCausedBy));
}
void C4Object::DoEnergy(int32_t iChange, bool fExact, int32_t iCause, int32_t iCausedByPlr)
{
if (!fExact)
{
// Clamp range of change to prevent integer overflow errors
// Do not clamp directly to (0...MaxEnergy)-current_energy, because
// the change value calculated here may be reduced by effect callbacks
int32_t scale = C4MaxPhysical / 100; // iChange 100% = Physical 100000
iChange = Clamp<int32_t>(iChange, std::numeric_limits<int32_t>::min()/scale, std::numeric_limits<int32_t>::max()/scale)*scale;
}
// Was zero?
bool fWasZero=(Energy==0);
// Mark last damage causing player to trace kills
if (iChange < 0) UpdatLastEnergyLossCause(iCausedByPlr);
// Living things: ask effects for change first
if (pEffects && Alive)
pEffects->DoDamage(iChange, iCause, iCausedByPlr);
// Do change
iChange = Clamp<int32_t>(iChange, -Energy, GetPropertyInt(P_MaxEnergy) - Energy);
Energy += iChange;
// call to object
Call(PSF_EnergyChange,&C4AulParSet(iChange, iCause, iCausedByPlr));
// Alive and energy reduced to zero: death
if (Alive) if (Energy==0) if (!fWasZero) AssignDeath(false);
}
void C4Object::UpdatLastEnergyLossCause(int32_t iNewCausePlr)
{
// Mark last damage causing player to trace kills
// do not regard self-administered damage if there was a previous damage causing player, because that would steal kills
// if people tumble themselves via stop-stop-(left/right)-throw while falling into teh abyss
if (iNewCausePlr != Controller || LastEnergyLossCausePlayer < 0)
{
LastEnergyLossCausePlayer = iNewCausePlr;
}
}
void C4Object::DoBreath(int32_t iChange)
{
// Do change
iChange = Clamp<int32_t>(iChange, -Breath, GetPropertyInt(P_MaxBreath) - Breath);
Breath += iChange;
// call to object
Call(PSF_BreathChange,&C4AulParSet(iChange));
}
void C4Object::DoCon(int32_t iChange, bool grow_from_center)
{
C4Real strgt_con_b = fix_y + Shape.GetBottom();
bool fWasFull = (Con>=FullCon);
int32_t old_con = Con;
// Change con
if (Def->Oversize)
Con=std::max<int32_t>(Con+iChange,0);
else
Con=Clamp<int32_t>(Con+iChange,0,FullCon);
// Update OCF
SetOCF();
// Mass
UpdateMass();
// shape and position
UpdateShape();
// make the bottom-most vertex stay in place
if (!grow_from_center)
{
fix_y = strgt_con_b - Shape.GetBottom();
}
// Face (except for the shape)
UpdateFace(false);
// Do a callback on completion change.
if (iChange != 0)
Call(PSF_OnCompletionChange, &C4AulParSet(old_con, Con));
// Unfullcon
if (fWasFull && (Con<FullCon))
{
// Lose contents
if (!Def->IncompleteActivity)
{
C4Object *cobj;
while ((cobj=Contents.GetObject()))
if (Contained) cobj->Enter(Contained);
else cobj->Exit(cobj->GetX(),cobj->GetY());
SetAction(nullptr);
}
}
// Completion
if (!fWasFull && (Con>=FullCon))
Call(PSF_Initialize);
// Con Zero Removal
if (Con<=0)
AssignRemoval();
// Mesh Graphics Update
else if(pMeshInstance)
pMeshInstance->SetCompletion(Def->GrowthType ? 1.0f : static_cast<float>(Con)/static_cast<float>(FullCon));
}
void C4Object::DoExperience(int32_t change)
{
const int32_t MaxExperience = 100000000;
if (!Info) return;
Info->Experience=Clamp<int32_t>(Info->Experience+change,0,MaxExperience);
// Promotion check
if (Info->Experience<MaxExperience)
if (Info->Experience>=::DefaultRanks.Experience(Info->Rank+1))
Promote(Info->Rank+1, false, false);
}
bool C4Object::Exit(int32_t iX, int32_t iY, int32_t iR, C4Real iXDir, C4Real iYDir, C4Real iRDir, bool fCalls)
{
// 1. Exit the current container.
// 2. Update Contents of container object and set Contained to nullptr.
// 3. Set offset position/motion if desired.
// 4. Call Ejection for container and Departure for object.
// Not contained
C4Object *pContainer=Contained;
if (!pContainer) return false;
// Remove object from container
pContainer->Contents.Remove(this);
pContainer->UpdateMass();
pContainer->SetOCF();
// No container
Contained=nullptr;
// Position/motion
fix_x=itofix(iX); fix_y=itofix(iY);
fix_r=itofix(iR);
BoundsCheck(fix_x, fix_y);
xdir=iXDir; ydir=iYDir; rdir=iRDir;
// Misc updates
Mobile=true;
InLiquid=false;
CloseMenu(true);
UpdateFace(true);
SetOCF();
// Object list callback (before script callbacks, because script callbacks may enter again)
ObjectListChangeListener.OnObjectContainerChanged(this, pContainer, nullptr);
// Engine calls
if (fCalls) pContainer->Call(PSF_Ejection,&C4AulParSet(this));
if (fCalls) Call(PSF_Departure,&C4AulParSet(pContainer));
// Success (if the obj wasn't "re-entered" by script)
return !Contained;
}
bool C4Object::Enter(C4Object *pTarget, bool fCalls, bool fCopyMotion, bool *pfRejectCollect)
{
// 0. Query entrance and collection
// 1. Exit if contained.
// 2. Set new container.
// 3. Update Contents and mass of the new container.
// 4. Call collection for container
// 5. Call entrance for object.
// No valid target or target is self
if (!pTarget || (pTarget==this)) return false;
// check if entrance is allowed
if (!! Call(PSF_RejectEntrance, &C4AulParSet(pTarget))) return false;
// check if we end up in an endless container-recursion
for (C4Object *pCnt=pTarget->Contained; pCnt; pCnt=pCnt->Contained)
if (pCnt==this) return false;
// Check RejectCollect, if desired
if (pfRejectCollect)
{
if (!!pTarget->Call(PSF_RejectCollection,&C4AulParSet(Def, this)))
{
*pfRejectCollect = true;
return false;
}
*pfRejectCollect = false;
}
// Exit if contained
if (Contained) if (!Exit(GetX(),GetY())) return false;
if (Contained || !Status || !pTarget->Status) return false;
// Failsafe updates
if (Menu)
{
CloseMenu(true);
// CloseMenu might do bad stuff
if (Contained || !Status || !pTarget->Status) return false;
}
SetOCF();
// Set container
Contained=pTarget;
// Enter
if (!Contained->Contents.Add(this, C4ObjectList::stContents))
{
Contained=nullptr;
return false;
}
// Assume that the new container controls this object, if it cannot control itself (i.e.: Alive)
// So it can be traced back who caused the damage, if a projectile hits its target
if (!Alive)
Controller = pTarget->Controller;
// Misc updates
// motion must be copied immediately, so the position will be correct when OCF is set, and
// OCF_Available will be set for newly bought items, even if 50/50 is solid in the landscape
// however, the motion must be preserved sometimes to keep flags like OCF_HitSpeed upon collection
if (fCopyMotion)
{
// remove any solidmask before copying the motion...
UpdateSolidMask(false);
CopyMotion(Contained);
}
SetOCF();
UpdateFace(true);
// Update container
Contained->UpdateMass();
Contained->SetOCF();
// Object list callback (before script callbacks, because script callbacks may exit again)
ObjectListChangeListener.OnObjectContainerChanged(this, nullptr, Contained);
// Collection call
if (fCalls) pTarget->Call(PSF_Collection2,&C4AulParSet(this));
if (!Contained || !Contained->Status || !pTarget->Status) return true;
// Entrance call
if (fCalls) Call(PSF_Entrance,&C4AulParSet(Contained));
if (!Contained || !Contained->Status || !pTarget->Status) return true;
// Success
return true;
}
void C4Object::Fling(C4Real txdir, C4Real tydir, bool fAddSpeed)
{
if (fAddSpeed) { txdir+=xdir/2; tydir+=ydir/2; }
if (!ObjectActionTumble(this,(txdir<0),txdir,tydir))
if (!ObjectActionJump(this,txdir,tydir,false))
{
xdir=txdir; ydir=tydir;
Mobile=true;
Action.t_attach&=~CNAT_Bottom;
}
}
bool C4Object::ActivateEntrance(int32_t by_plr, C4Object *by_obj)
{
// Try entrance activation
if (OCF & OCF_Entrance)
if (!! Call(PSF_ActivateEntrance,&C4AulParSet(by_obj)))
return true;
// Failure
return false;
}
bool C4Object::Push(C4Real txdir, C4Real dforce, bool fStraighten)
{
// Valid check
if (!Status || !Def || Contained || !(OCF & OCF_Grab)) return false;
// Grabbing okay, no pushing
if (GetPropertyInt(P_Touchable)==2) return true;
// Mobilization check (pre-mobilization zero)
if (!Mobile)
{ xdir=ydir=Fix0; }
// General pushing force vs. object mass
dforce=dforce*100/Mass;
// Set dir
if (xdir<0) SetDir(DIR_Left);
if (xdir>0) SetDir(DIR_Right);
// Work towards txdir
if (Abs(xdir-txdir)<=dforce) // Close-enough-set
{ xdir=txdir; }
else // Work towards
{
if (xdir<txdir) xdir+=dforce;
if (xdir>txdir) xdir-=dforce;
}
// Straighten
if (fStraighten)
{
if (Inside<int32_t>(GetR(),-StableRange,+StableRange))
{
rdir=0; // cheap way out
}
else
{
if (fix_r > Fix0) { if (rdir>-RotateAccel) rdir-=dforce; }
else { if (rdir<+RotateAccel) rdir+=dforce; }
}
}
// Mobilization check
if (!!xdir || !!ydir || !!rdir) Mobile=true;
// Stuck check
if (!::Game.iTick35) if (txdir) if (!Def->NoHorizontalMove)
if (ContactCheck(GetX(), GetY())) // Resets t_contact
{
GameMsgObjectError(FormatString(LoadResStr("IDS_OBJ_STUCK"),GetName()).getData(),this);
Call(PSF_Stuck);
}
return true;
}
bool C4Object::Lift(C4Real tydir, C4Real dforce)
{
// Valid check
if (!Status || !Def || Contained) return false;
// Mobilization check
if (!Mobile)
{ xdir=ydir=Fix0; Mobile=true; }
// General pushing force vs. object mass
dforce=dforce*100/Mass;
// If close enough, set tydir
if (Abs(tydir-ydir)<=Abs(dforce))
ydir=tydir;
else // Work towards tydir
{
if (ydir<tydir) ydir+=dforce;
if (ydir>tydir) ydir-=dforce;
}
// Stuck check
if (tydir != -GravAccel)
if (ContactCheck(GetX(), GetY())) // Resets t_contact
{
GameMsgObjectError(FormatString(LoadResStr("IDS_OBJ_STUCK"),GetName()).getData(),this);
Call(PSF_Stuck);
}
return true;
}
C4Object* C4Object::CreateContents(C4PropList * PropList)
{
C4Object *nobj;
if (!(nobj=Game.CreateObject(PropList,this,Owner))) return nullptr;
if (!nobj->Enter(this)) { nobj->AssignRemoval(); return nullptr; }
return nobj;
}
bool C4Object::CreateContentsByList(C4IDList &idlist)
{
int32_t cnt,cnt2;
for (cnt=0; idlist.GetID(cnt); cnt++)
for (cnt2=0; cnt2<idlist.GetCount(cnt); cnt2++)
if (!CreateContents(C4Id2Def(idlist.GetID(cnt))))
return false;
return true;
}
static void DrawMenuSymbol(int32_t iMenu, C4Facet &cgo, int32_t iOwner)
{
C4Facet ccgo;
DWORD dwColor=0;
if (ValidPlr(iOwner)) dwColor=::Players.Get(iOwner)->ColorDw;
switch (iMenu)
{
case C4MN_Buy:
::GraphicsResource.fctFlagClr.DrawClr(ccgo = cgo.GetFraction(75, 75), true, dwColor);
::GraphicsResource.fctWealth.Draw(ccgo = cgo.GetFraction(100, 50, C4FCT_Left, C4FCT_Bottom));
::GraphicsResource.fctArrow.Draw(ccgo = cgo.GetFraction(70, 70, C4FCT_Right, C4FCT_Center), false, 0);
break;
case C4MN_Sell:
::GraphicsResource.fctFlagClr.DrawClr(ccgo = cgo.GetFraction(75, 75), true, dwColor);
::GraphicsResource.fctWealth.Draw(ccgo = cgo.GetFraction(100, 50, C4FCT_Left, C4FCT_Bottom));
::GraphicsResource.fctArrow.Draw(ccgo = cgo.GetFraction(70, 70, C4FCT_Right, C4FCT_Center), false, 1);
break;
}
}
bool C4Object::ActivateMenu(int32_t iMenu, int32_t iMenuSelect,
int32_t iMenuData, int32_t iMenuPosition,
C4Object *pTarget)
{
// Variables
C4FacetSurface fctSymbol;
C4IDList ListItems;
// Close any other menu
if (Menu && Menu->IsActive()) if (!Menu->TryClose(true, false)) return false;
// Create menu
if (!Menu) Menu = new C4ObjectMenu; else Menu->ClearItems();
// Open menu
switch (iMenu)
{
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
case C4MN_Activate:
// No target specified: use own container as target
if (!pTarget) if (!(pTarget=Contained)) break;
// Opening contents menu blocked by RejectContents
if (!!pTarget->Call(PSF_RejectContents)) return false;
// Create symbol
fctSymbol.Create(C4SymbolSize,C4SymbolSize);
pTarget->Def->Draw(fctSymbol,false,pTarget->Color,pTarget);
// Init
Menu->Init(fctSymbol,FormatString(LoadResStr("IDS_OBJ_EMPTY"),pTarget->GetName()).getData(),this,C4MN_Extra_None,0,iMenu);
Menu->SetPermanent(true);
Menu->SetRefillObject(pTarget);
// Success
return true;
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
case C4MN_Buy:
// No target specified: container is base
if (!pTarget) if (!(pTarget=Contained)) break;
// Create symbol
fctSymbol.Create(C4SymbolSize,C4SymbolSize);
DrawMenuSymbol(C4MN_Buy, fctSymbol, pTarget->Owner);
// Init menu
Menu->Init(fctSymbol,LoadResStr("IDS_PLR_NOBUY"),this,C4MN_Extra_Value,0,iMenu);
Menu->SetPermanent(true);
Menu->SetRefillObject(pTarget);
// Success
return true;
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
case C4MN_Sell:
// No target specified: container is base
if (!pTarget) if (!(pTarget=Contained)) break;
// Create symbol & init
fctSymbol.Create(C4SymbolSize,C4SymbolSize);
DrawMenuSymbol(C4MN_Sell, fctSymbol, pTarget->Owner);
Menu->Init(fctSymbol,FormatString(LoadResStr("IDS_OBJ_EMPTY"),pTarget->GetName()).getData(),this,C4MN_Extra_Value,0,iMenu);
Menu->SetPermanent(true);
Menu->SetRefillObject(pTarget);
// Success
return true;
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
case C4MN_Get:
case C4MN_Contents:
// No target specified
if (!pTarget) break;
// Opening contents menu blocked by RejectContents
if (!!pTarget->Call(PSF_RejectContents)) return false;
// Create symbol & init
fctSymbol.Create(C4SymbolSize,C4SymbolSize);
pTarget->Def->Draw(fctSymbol,false,pTarget->Color,pTarget);
Menu->Init(fctSymbol,FormatString(LoadResStr("IDS_OBJ_EMPTY"),pTarget->GetName()).getData(),this,C4MN_Extra_None,0,iMenu);
Menu->SetPermanent(true);
Menu->SetRefillObject(pTarget);
// Success
return true;
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
case C4MN_Info:
// Target by parameter
if (!pTarget) break;
// Create symbol & init menu
fctSymbol.Create(C4SymbolSize, C4SymbolSize); GfxR->fctOKCancel.Draw(fctSymbol,true,0,1);
Menu->Init(fctSymbol, pTarget->GetName(), this, C4MN_Extra_None, 0, iMenu, C4MN_Style_Info);
Menu->SetPermanent(true);
Menu->SetAlignment(C4MN_Align_Free);
C4Viewport *pViewport = ::Viewports.GetViewport(Controller); // Hackhackhack!!!
if (pViewport) Menu->SetLocation((pTarget->GetX() + pTarget->Shape.GetX() + pTarget->Shape.Wdt + 10 - pViewport->GetViewX()) * pViewport->GetZoom(),
(pTarget->GetY() + pTarget->Shape.GetY() - pViewport->GetViewY()) * pViewport->GetZoom());
// Add info item
fctSymbol.Create(C4PictureSize, C4PictureSize); pTarget->Def->Draw(fctSymbol, false, pTarget->Color, pTarget);
Menu->Add(pTarget->GetName(), fctSymbol, "", C4MN_Item_NoCount, nullptr, pTarget->GetInfoString().getData());
fctSymbol.Default();
// Success
return true;
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
}
// Invalid menu identification
CloseMenu(true);
return false;
}
bool C4Object::CloseMenu(bool fForce)
{
if (Menu)
{
if (Menu->IsActive()) if (!Menu->TryClose(fForce, false)) return false;
if (!Menu->IsCloseQuerying()) { delete Menu; Menu=nullptr; } // protect menu deletion from recursive menu operation calls
}
return true;
}
BYTE C4Object::GetArea(int32_t &aX, int32_t &aY, int32_t &aWdt, int32_t &aHgt) const
{
if (!Status || !Def) return 0;
aX = GetX() + Shape.GetX(); aY = GetY() + Shape.GetY();
aWdt=Shape.Wdt; aHgt=Shape.Hgt;
return 1;
}
BYTE C4Object::GetEntranceArea(int32_t &aX, int32_t &aY, int32_t &aWdt, int32_t &aHgt) const
{
if (!Status || !Def) return 0;
// Return actual entrance
if (OCF & OCF_Entrance)
{
aX=GetX() + Def->Entrance.x;
aY=GetY() + Def->Entrance.y;
aWdt=Def->Entrance.Wdt;
aHgt=Def->Entrance.Hgt;
}
// Return object center
else
{
aX=GetX(); aY=GetY();
aWdt=0; aHgt=0;
}
// Done
return 1;
}
BYTE C4Object::GetMomentum(C4Real &rxdir, C4Real &rydir) const
{
rxdir=rydir=0;
if (!Status || !Def) return 0;
rxdir=xdir; rydir=ydir;
return 1;
}
C4Real C4Object::GetSpeed() const
{
C4Real cobjspd=Fix0;
if (xdir<0) cobjspd-=xdir; else cobjspd+=xdir;
if (ydir<0) cobjspd-=ydir; else cobjspd+=ydir;
return cobjspd;
}
StdStrBuf C4Object::GetDataString()
{
StdStrBuf Output;
// Type
Output.AppendFormat(LoadResStr("IDS_CNS_TYPE"),GetName(),Def->id.ToString());
// Owner
if (ValidPlr(Owner))
{
Output.Append("\n");
Output.AppendFormat(LoadResStr("IDS_CNS_OWNER"),::Players.Get(Owner)->GetName());
}
// Contents
if (Contents.ObjectCount())
{
Output.Append("\n");
Output.Append(LoadResStr("IDS_CNS_CONTENTS"));
Output.Append(Contents.GetNameList(::Definitions));
}
// Action
if (GetAction())
{
Output.Append("\n");
Output.Append(LoadResStr("IDS_CNS_ACTION"));
Output.Append(GetAction()->GetName());
}
// Properties
Output.Append("\n");
Output.Append(LoadResStr("IDS_CNS_PROPERTIES"));
Output.Append("\n ");
AppendDataString(&Output, "\n ");
// Effects
if (pEffects)
{
Output.Append("\n");
Output.Append(LoadResStr("IDS_CNS_EFFECTS"));
Output.Append(": ");
}
for (C4Effect *pEffect = pEffects; pEffect; pEffect = pEffect->pNext)
{
Output.Append("\n");
// Effect name
Output.AppendFormat(" %s: Priority %d, Interval %d", pEffect->GetName(), pEffect->iPriority, pEffect->iInterval);
}
StdStrBuf Output2;
C4ValueNumbers numbers;
DecompileToBuf_Log<StdCompilerINIWrite>(mkNamingAdapt(mkInsertAdapt(mkParAdapt(*this, &numbers),
mkNamingAdapt(numbers, "Values"), false),
"Object"), &Output2, "C4Object::GetDataString");
Output.Append("\n");
Output.Append(Output2);
return Output;
}
void C4Object::SetName(const char * NewName)
{
if (!NewName && Info)
C4PropList::SetName(Info->Name);
else
C4PropList::SetName(NewName);
}
int32_t C4Object::GetValue(C4Object *pInBase, int32_t iForPlayer)
{
C4Value r = Call(PSF_CalcValue, &C4AulParSet(pInBase, iForPlayer));
int32_t iValue;
if (r != C4VNull)
iValue = r.getInt();
else
{
// get value of def
// Caution: Do not pass pInBase here, because the def base value is to be queried
// - and not the value if you had to buy the object in this particular base
iValue = Def->GetValue(nullptr, iForPlayer);
}
// Con percentage
iValue = iValue * Con / FullCon;
// do any adjustments based on where the item is bought
if (pInBase)
{
r = pInBase->Call(PSF_CalcSellValue, &C4AulParSet(this, iValue));
if (r != C4VNull)
iValue = r.getInt();
}
return iValue;
}
bool C4Object::Promote(int32_t torank, bool exception, bool fForceRankName)
{
if (!Info) return false;
// get rank system
C4Def *pUseDef = C4Id2Def(Info->id);
C4RankSystem *pRankSys;
if (pUseDef && pUseDef->pRankNames)
pRankSys = pUseDef->pRankNames;
else
pRankSys = &::DefaultRanks;
// always promote info
Info->Promote(torank,*pRankSys, fForceRankName);
// silent update?
if (!pRankSys->GetRankName(torank,false)) return false;
GameMsgObject(FormatString(LoadResStr("IDS_OBJ_PROMOTION"),GetName (),Info->sRankName.getData()).getData(),this);
// call to object
Call(PSF_Promotion);
StartSoundEffect("UI::Trumpet",false,100,this);
return true;
}
void C4Object::ClearPointers(C4Object *pObj)
{
// mesh attachments and animation nodes
if(pMeshInstance) pMeshInstance->ClearPointers(pObj);
// effects
if (pEffects) pEffects->ClearPointers(pObj);
// contents/contained: although normally not necessery because it's done in AssignRemoval and StatusDeactivate,
// it is also required during game destruction (because ClearPointers might do script callbacks)
// Perform silent exit to avoid additional callbacks
if (Contained == pObj)
{
Contained->Contents.Remove(this);
Contained = nullptr;
}
Contents.Remove(pObj);
// Action targets
if (Action.Target==pObj) Action.Target=nullptr;
if (Action.Target2==pObj) Action.Target2=nullptr;
// Commands
C4Command *cCom;
for (cCom=Command; cCom; cCom=cCom->Next)
cCom->ClearPointers(pObj);
// Menu
if (Menu) Menu->ClearPointers(pObj);
// Layer
if (Layer==pObj) Layer=nullptr;
// gfx overlays
if (pGfxOverlay)
{
C4GraphicsOverlay *pNextGfxOvrl = pGfxOverlay, *pGfxOvrl;
while ((pGfxOvrl = pNextGfxOvrl))
{
pNextGfxOvrl = pGfxOvrl->GetNext();
if (pGfxOvrl->GetOverlayObject() == pObj)
// overlay relying on deleted object: Delete!
RemoveGraphicsOverlay(pGfxOvrl->GetID());
}
}
}
bool C4Object::SetPhase(int32_t iPhase)
{
C4PropList* pActionDef = GetAction();
if (!pActionDef) return false;
const int32_t length = pActionDef->GetPropertyInt(P_Length);
Action.Phase=Clamp<int32_t>(iPhase,0,length);
Action.PhaseDelay = 0;
return true;
}
void C4Object::Draw(C4TargetFacet &cgo, int32_t iByPlayer, DrawMode eDrawMode, float offX, float offY)
{
#ifndef USE_CONSOLE
C4Facet ccgo;
// Status
if (!Status || !Def) return;
// visible?
if (!IsVisible(iByPlayer, !!eDrawMode)) return;
// Set up custom uniforms.
auto uniform_popper = pDraw->scriptUniform.Push(this);
// Line
if (Def->Line) { DrawLine(cgo, iByPlayer); return; }
// background particles (bounds not checked)
if (BackParticles) BackParticles->Draw(cgo, this);
// Object output position
float newzoom = cgo.Zoom;
if (eDrawMode!=ODM_Overlay)
{
if (!GetDrawPosition(cgo, offX, offY, newzoom)) return;
}
ZoomDataStackItem zdsi(newzoom);
bool fYStretchObject=false;
C4PropList* pActionDef = GetAction();
if (pActionDef)
if (pActionDef->GetPropertyInt(P_FacetTargetStretch))
fYStretchObject=true;
// Set audibility
if (!eDrawMode) SetAudibilityAt(cgo, GetX(), GetY(), iByPlayer);
// Output boundary
if (!fYStretchObject && !eDrawMode && !(Category & C4D_Parallax))
{
// For actions with a custom facet set, check against that action facet. Otherwise (or with oversize objects), just check against shape.
if (pActionDef && fix_r == Fix0 && !pActionDef->GetPropertyInt(P_FacetBase) && Con <= FullCon && Action.Facet.Wdt)
{
// active
if ( !Inside<float>(offX+Shape.GetX()+Action.FacetX,cgo.X-Action.Facet.Wdt,cgo.X+cgo.Wdt)
|| (!Inside<float>(offY+Shape.GetY()+Action.FacetY,cgo.Y-Action.Facet.Hgt,cgo.Y+cgo.Hgt)) )
{
if (FrontParticles && !Contained) FrontParticles->Draw(cgo, this);
return;
}
}
else
// idle
if ( !Inside<float>(offX+Shape.GetX(),cgo.X-Shape.Wdt,cgo.X+cgo.Wdt)
|| (!Inside<float>(offY+Shape.GetY(),cgo.Y-Shape.Hgt,cgo.Y+cgo.Hgt)) )
{
if (FrontParticles && !Contained) FrontParticles->Draw(cgo, this);
return;
}
}
// ensure correct color is set
if (GetGraphics()->Type == C4DefGraphics::TYPE_Bitmap)
if (GetGraphics()->Bmp.BitmapClr) GetGraphics()->Bmp.BitmapClr->SetClr(Color);
// Debug Display //////////////////////////////////////////////////////////////////////
if (::GraphicsSystem.ShowCommand && !eDrawMode)
{
C4Command *pCom;
int32_t ccx=GetX(),ccy=GetY();
float offX1, offY1, offX2, offY2, newzoom;
char szCommand[200];
StdStrBuf Cmds;
int32_t iMoveTos=0;
for (pCom=Command; pCom; pCom=pCom->Next)
{
switch (pCom->Command)
{
case C4CMD_MoveTo:
// Angle
int32_t iAngle; iAngle=Angle(ccx,ccy,pCom->Tx._getInt(),pCom->Ty); while (iAngle>180) iAngle-=360;
// Path
if(GetDrawPosition(cgo, ccx, ccy, cgo.Zoom, offX1, offY1, newzoom) &&
GetDrawPosition(cgo, pCom->Tx._getInt(), pCom->Ty, cgo.Zoom, offX2, offY2, newzoom))
{
ZoomDataStackItem zdsi(newzoom);
pDraw->DrawLineDw(cgo.Surface,offX1,offY1,offX2,offY2,C4RGB(0xca,0,0));
pDraw->DrawFrameDw(cgo.Surface,offX2-1,offY2-1,offX2+1,offY2+1,C4RGB(0xca,0,0));
}
ccx=pCom->Tx._getInt(); ccy=pCom->Ty;
// Message
iMoveTos++; szCommand[0]=0;
break;
case C4CMD_Put:
sprintf(szCommand,"%s %s to %s",CommandName(pCom->Command),pCom->Target2 ? pCom->Target2->GetName() : pCom->Data ? pCom->Data.GetDataString().getData() : "Content",pCom->Target ? pCom->Target->GetName() : "");
break;
case C4CMD_Buy: case C4CMD_Sell:
sprintf(szCommand,"%s %s at %s",CommandName(pCom->Command),pCom->Data.GetDataString().getData(),pCom->Target ? pCom->Target->GetName() : "closest base");
break;
case C4CMD_Acquire:
sprintf(szCommand,"%s %s",CommandName(pCom->Command),pCom->Data.GetDataString().getData());
break;
case C4CMD_Call:
sprintf(szCommand,"%s %s in %s",CommandName(pCom->Command),pCom->Text->GetCStr(),pCom->Target ? pCom->Target->GetName() : "(null)");
break;
case C4CMD_None:
szCommand[0]=0;
break;
case C4CMD_Transfer:
// Path
if(GetDrawPosition(cgo, ccx, ccy, cgo.Zoom, offX1, offY1, newzoom) &&
GetDrawPosition(cgo, pCom->Tx._getInt(), pCom->Ty, cgo.Zoom, offX2, offY2, newzoom))
{
ZoomDataStackItem zdsi(newzoom);
pDraw->DrawLineDw(cgo.Surface,offX1,offY1,offX2,offY2,C4RGB(0,0xca,0));
pDraw->DrawFrameDw(cgo.Surface,offX2-1,offY2-1,offX2+1,offY2+1,C4RGB(0,0xca,0));
}
ccx=pCom->Tx._getInt(); ccy=pCom->Ty;
// Message
sprintf(szCommand,"%s %s",CommandName(pCom->Command),pCom->Target ? pCom->Target->GetName() : "");
break;
default:
sprintf(szCommand,"%s %s",CommandName(pCom->Command),pCom->Target ? pCom->Target->GetName() : "");
break;
}
// Compose command stack message
if (szCommand[0])
{
// End MoveTo stack first
if (iMoveTos) { Cmds.AppendChar('|'); Cmds.AppendFormat("%dx MoveTo",iMoveTos); iMoveTos=0; }
// Current message
Cmds.AppendChar('|');
if (pCom->Finished) Cmds.Append("<i>");
Cmds.Append(szCommand);
if (pCom->Finished) Cmds.Append("</i>");
}
}
// Open MoveTo stack
if (iMoveTos) { Cmds.AppendChar('|'); Cmds.AppendFormat("%dx MoveTo",iMoveTos); iMoveTos=0; }
// Draw message
int32_t cmwdt,cmhgt; ::GraphicsResource.FontRegular.GetTextExtent(Cmds.getData(),cmwdt,cmhgt,true);
pDraw->TextOut(Cmds.getData(), ::GraphicsResource.FontRegular, 1.0, cgo.Surface,offX,offY+Shape.GetY()-10-cmhgt,C4Draw::DEFAULT_MESSAGE_COLOR,ACenter);
}
// Debug Display ///////////////////////////////////////////////////////////////////////////////
// Don't draw (show solidmask)
if (::GraphicsSystem.Show8BitSurface != 0)
if (SolidMask.Wdt)
{
// DrawSolidMask(cgo); - no need to draw it, because the 8bit-surface will be shown
return;
}
// Contained check
if (Contained && !eDrawMode) return;
// Visibility inside FoW
const C4FoWRegion* pOldFoW = pDraw->GetFoW();
if(pOldFoW && (Category & C4D_IgnoreFoW))
pDraw->SetFoW(nullptr);
// color modulation (including construction sign...)
if (ColorMod != 0xffffffff || BlitMode) if (!eDrawMode) PrepareDrawing();
// Not active or rotated: BaseFace only
if (!pActionDef)
{
DrawFace(cgo, offX, offY);
}
// Active
else
{
// FacetBase
if (pActionDef->GetPropertyInt(P_FacetBase) || GetGraphics()->Type != C4DefGraphics::TYPE_Bitmap)
DrawFace(cgo, offX, offY, 0, Action.DrawDir);
// Special: stretched action facet
if (Action.Facet.Surface && pActionDef->GetPropertyInt(P_FacetTargetStretch))
{
if (Action.Target)
pDraw->Blit(Action.Facet.Surface,
float(Action.Facet.X),float(Action.Facet.Y),float(Action.Facet.Wdt),float(Action.Facet.Hgt),
cgo.Surface,
offX + Shape.GetX() + Action.FacetX, offY + Shape.GetY() + Action.FacetY,Action.Facet.Wdt,
(fixtof(Action.Target->fix_y) + Action.Target->Shape.GetY()) - (fixtof(fix_y) + Shape.GetY() + Action.FacetY),
true);
}
else if (Action.Facet.Surface)
DrawActionFace(cgo, offX, offY);
}
// end of color modulation
if (ColorMod != 0xffffffff || BlitMode) if (!eDrawMode) FinishedDrawing();
// draw overlays - after blit mode changes, because overlay gfx set their own
if (pGfxOverlay) if (eDrawMode!=ODM_BaseOnly)
for (C4GraphicsOverlay *pGfxOvrl = pGfxOverlay; pGfxOvrl; pGfxOvrl = pGfxOvrl->GetNext())
if (!pGfxOvrl->IsPicture())
pGfxOvrl->Draw(cgo, this, iByPlayer);
// local particles in front of the object
if (eDrawMode!=ODM_BaseOnly)
{
if (FrontParticles)
FrontParticles->Draw(cgo, this);
}
// Debug Display ////////////////////////////////////////////////////////////////////////
if (::GraphicsSystem.ShowVertices) if (eDrawMode!=ODM_BaseOnly)
{
int32_t cnt;
if (Shape.VtxNum>1)
for (cnt=0; cnt<Shape.VtxNum; cnt++)
{
DrawVertex(cgo,
offX+Shape.VtxX[cnt],
offY+Shape.VtxY[cnt],
(Shape.VtxCNAT[cnt] & CNAT_NoCollision) ? C4RGB(0, 0, 0xff) : (Mobile ? C4RGB(0xff, 0, 0) : C4RGB(0xef, 0xef, 0)),
Shape.VtxContactCNAT[cnt]);
}
}
if (::GraphicsSystem.ShowEntrance) if (eDrawMode!=ODM_BaseOnly)
{
if (OCF & OCF_Entrance)
pDraw->DrawFrameDw(cgo.Surface,offX+Def->Entrance.x,
offY+Def->Entrance.y,
offX+Def->Entrance.x+Def->Entrance.Wdt-1,
offY+Def->Entrance.y+Def->Entrance.Hgt-1,
C4RGB(0, 0, 0xff));
if (OCF & OCF_Collection)
pDraw->DrawFrameDw(cgo.Surface,offX+Def->Collection.x,
offY+Def->Collection.y,
offX+Def->Collection.x+Def->Collection.Wdt-1,
offY+Def->Collection.y+Def->Collection.Hgt-1,
C4RGB(0xca, 0, 0));
}
if (::GraphicsSystem.ShowAction) if (eDrawMode!=ODM_BaseOnly)
{
if (pActionDef)
{
StdStrBuf str;
str.Format("%s (%d)",pActionDef->GetName(),Action.Phase);
int32_t cmwdt,cmhgt; ::GraphicsResource.FontRegular.GetTextExtent(str.getData(),cmwdt,cmhgt,true);
pDraw->TextOut(str.getData(), ::GraphicsResource.FontRegular,
1.0, cgo.Surface, offX, offY + Shape.GetY() - cmhgt,
InLiquid ? 0xfa0000FF : C4Draw::DEFAULT_MESSAGE_COLOR, ACenter);
}
}
// Debug Display ///////////////////////////////////////////////////////////////////////
// Restore visibility inside FoW
if (pOldFoW) pDraw->SetFoW(pOldFoW);
#endif
}
void C4Object::DrawTopFace(C4TargetFacet &cgo, int32_t iByPlayer, DrawMode eDrawMode, float offX, float offY)
{
#ifndef USE_CONSOLE
// Status
if (!Status || !Def) return;
// visible?
if (!IsVisible(iByPlayer, eDrawMode==ODM_Overlay)) return;
// target pos (parallax)
float newzoom = cgo.Zoom;
if (eDrawMode!=ODM_Overlay) GetDrawPosition(cgo, offX, offY, newzoom);
ZoomDataStackItem zdsi(newzoom);
// TopFace
if (!(TopFace.Surface || (OCF & OCF_Construct))) return;
// Output bounds check
if (!Inside<float>(offX, cgo.X - Shape.Wdt, cgo.X + cgo.Wdt)
|| !Inside<float>(offY, cgo.Y - Shape.Hgt, cgo.Y + cgo.Hgt))
return;
// Don't draw (show solidmask)
if (::GraphicsSystem.Show8BitSurface != 0 && SolidMask.Wdt) return;
// Contained
if (Contained) if (eDrawMode!=ODM_Overlay) return;
// Construction sign
if (OCF & OCF_Construct && fix_r == Fix0)
if (eDrawMode!=ODM_BaseOnly)
{
C4Facet &fctConSign = ::GraphicsResource.fctConstruction;
pDraw->Blit(fctConSign.Surface,
fctConSign.X, fctConSign.Y,
fctConSign.Wdt, fctConSign.Hgt,
cgo.Surface,
offX + Shape.GetX(), offY + Shape.GetY() + Shape.Hgt - fctConSign.Hgt,
fctConSign.Wdt, fctConSign.Hgt, true);
}
if(TopFace.Surface)
{
// FacetTopFace: Override TopFace.GetX()/GetY()
C4PropList* pActionDef = GetAction();
if (pActionDef && pActionDef->GetPropertyInt(P_FacetTopFace))
{
int32_t iPhase = Action.Phase;
if (pActionDef->GetPropertyInt(P_Reverse)) iPhase = pActionDef->GetPropertyInt(P_Length) - 1 - Action.Phase;
TopFace.X = pActionDef->GetPropertyInt(P_X) + Def->TopFace.x + pActionDef->GetPropertyInt(P_Wdt) * iPhase;
TopFace.Y = pActionDef->GetPropertyInt(P_Y) + Def->TopFace.y + pActionDef->GetPropertyInt(P_Hgt) * Action.DrawDir;
}
// ensure correct color is set
if (GetGraphics()->Bmp.BitmapClr) GetGraphics()->Bmp.BitmapClr->SetClr(Color);
// color modulation
if (!eDrawMode) PrepareDrawing();
// Draw top face bitmap
if (Con!=FullCon && Def->GrowthType)
// stretched
pDraw->Blit(TopFace.Surface,
TopFace.X, TopFace.Y, TopFace.Wdt, TopFace.Hgt,
cgo.Surface,
offX + Shape.GetX() + float(Def->TopFace.tx * Con) / FullCon, offY + Shape.GetY() + float(Def->TopFace.ty * Con) / FullCon,
float(TopFace.Wdt * Con) / FullCon, float(TopFace.Hgt * Con) / FullCon,
true, pDrawTransform ? &C4DrawTransform(*pDrawTransform, offX, offY) : nullptr);
else
// normal
pDraw->Blit(TopFace.Surface,
TopFace.X,TopFace.Y,
TopFace.Wdt,TopFace.Hgt,
cgo.Surface,
offX + Shape.GetX() + Def->TopFace.tx, offY + Shape.GetY() + Def->TopFace.ty,
TopFace.Wdt, TopFace.Hgt,
true, pDrawTransform ? &C4DrawTransform(*pDrawTransform, offX, offY) : nullptr);
}
// end of color modulation
if (!eDrawMode) FinishedDrawing();
#endif
}
void C4Object::DrawLine(C4TargetFacet &cgo, int32_t at_player)
{
// Nothing to draw if the object has less than two vertices
if (Shape.VtxNum < 2)
return;
#ifndef USE_CONSOLE
// Audibility
SetAudibilityAt(cgo, Shape.VtxX[0], Shape.VtxY[0], at_player);
SetAudibilityAt(cgo, Shape.VtxX[Shape.VtxNum - 1], Shape.VtxY[Shape.VtxNum - 1], at_player);
// additive mode?
PrepareDrawing();
// Draw line segments
C4Value colorsV; GetProperty(P_LineColors, &colorsV);
C4ValueArray *colors = colorsV.getArray();
// TODO: Edge color (color1) is currently ignored.
int32_t color0 = 0xFFFF00FF;// , color1 = 0xFFFF00FF; // use bright colors so author notices
if (colors)
{
color0 = colors->GetItem(0).getInt();
}
std::vector<C4BltVertex> vertices;
vertices.resize( (Shape.VtxNum - 1) * 2);
for (int32_t vtx=0; vtx+1<Shape.VtxNum; vtx++)
{
DwTo4UB(color0, vertices[2*vtx].color);
DwTo4UB(color0, vertices[2*vtx+1].color);
vertices[2*vtx].ftx = Shape.VtxX[vtx] + cgo.X - cgo.TargetX;
vertices[2*vtx].fty = Shape.VtxY[vtx] + cgo.Y - cgo.TargetY;
vertices[2*vtx+1].ftx = Shape.VtxX[vtx+1] + cgo.X - cgo.TargetX;
vertices[2*vtx+1].fty = Shape.VtxY[vtx+1] + cgo.Y - cgo.TargetY;
}
pDraw->PerformMultiLines(cgo.Surface, &vertices[0], vertices.size(), 1.0f, nullptr);
// reset blit mode
FinishedDrawing();
#endif
}
void C4Object::CompileFunc(StdCompiler *pComp, C4ValueNumbers * numbers)
{
bool deserializing = pComp->isDeserializer();
if (deserializing)
Clear();
// Compile ID, search definition
pComp->Value(mkNamingAdapt(id, "id", C4ID::None ));
if (deserializing)
{
Def = ::Definitions.ID2Def(id);
if (!Def)
{ pComp->excNotFound(LoadResStr("IDS_PRC_UNDEFINEDOBJECT"),id.ToString()); return; }
}
pComp->Value(mkNamingAdapt( mkParAdapt(static_cast<C4PropListNumbered&>(*this), numbers), "Properties"));
pComp->Value(mkNamingAdapt( Status, "Status", 1 ));
if (Info) nInfo = Info->Name; else nInfo.Clear();
pComp->Value(mkNamingAdapt( toC4CStrBuf(nInfo), "Info", "" ));
pComp->Value(mkNamingAdapt( Owner, "Owner", NO_OWNER ));
pComp->Value(mkNamingAdapt( Controller, "Controller", NO_OWNER ));
pComp->Value(mkNamingAdapt( LastEnergyLossCausePlayer, "LastEngLossPlr", NO_OWNER ));
pComp->Value(mkNamingAdapt( Category, "Category", 0 ));
pComp->Value(mkNamingAdapt( Plane, "Plane", 0 ));
pComp->Value(mkNamingAdapt( iLastAttachMovementFrame, "LastSolidAtchFrame", -1 ));
pComp->Value(mkNamingAdapt( Con, "Size", 0 ));
pComp->Value(mkNamingAdapt( OwnMass, "OwnMass", 0 ));
pComp->Value(mkNamingAdapt( Mass, "Mass", 0 ));
pComp->Value(mkNamingAdapt( Damage, "Damage", 0 ));
pComp->Value(mkNamingAdapt( Energy, "Energy", 0 ));
pComp->Value(mkNamingAdapt( Alive, "Alive", false ));
pComp->Value(mkNamingAdapt( Breath, "Breath", 0 ));
pComp->Value(mkNamingAdapt( Color, "Color", 0u ));
pComp->Value(mkNamingAdapt( fix_x, "X", Fix0 ));
pComp->Value(mkNamingAdapt( fix_y, "Y", Fix0 ));
pComp->Value(mkNamingAdapt( fix_r, "R", Fix0 ));
pComp->Value(mkNamingAdapt( xdir, "XDir", 0 ));
pComp->Value(mkNamingAdapt( ydir, "YDir", 0 ));
pComp->Value(mkNamingAdapt( rdir, "RDir", 0 ));
pComp->Value(mkParAdapt(Shape, &Def->Shape));
pComp->Value(mkNamingAdapt( fOwnVertices, "OwnVertices", false ));
pComp->Value(mkNamingAdapt( SolidMask, "SolidMask", Def->SolidMask ));
pComp->Value(mkNamingAdapt( HalfVehicleSolidMask, "HalfVehicleSolidMask", false ));
pComp->Value(mkNamingAdapt( PictureRect, "Picture" ));
pComp->Value(mkNamingAdapt( Mobile, "Mobile", false ));
pComp->Value(mkNamingAdapt( OnFire, "OnFire", false ));
pComp->Value(mkNamingAdapt( InLiquid, "InLiquid", false ));
pComp->Value(mkNamingAdapt( EntranceStatus, "EntranceStatus", false ));
pComp->Value(mkNamingAdapt( OCF, "OCF", 0u ));
pComp->Value(Action);
pComp->Value(mkNamingAdapt( Contained, "Contained", C4ObjectPtr::Null ));
pComp->Value(mkNamingAdapt( Action.Target, "ActionTarget1", C4ObjectPtr::Null ));
pComp->Value(mkNamingAdapt( Action.Target2, "ActionTarget2", C4ObjectPtr::Null ));
pComp->Value(mkNamingAdapt( mkParAdapt(Contents, numbers), "Contents" ));
pComp->Value(mkNamingAdapt( lightRange, "LightRange", 0 ));
pComp->Value(mkNamingAdapt( lightFadeoutRange, "LightFadeoutRange", 0 ));
pComp->Value(mkNamingAdapt( lightColor, "lightColor", 0xffffffffu ));
pComp->Value(mkNamingAdapt( ColorMod, "ColorMod", 0xffffffffu ));
pComp->Value(mkNamingAdapt( BlitMode, "BlitMode", 0u ));
pComp->Value(mkNamingAdapt( CrewDisabled, "CrewDisabled", false ));
pComp->Value(mkNamingAdapt( Layer, "Layer", C4ObjectPtr::Null ));
pComp->Value(mkNamingAdapt( C4DefGraphicsAdapt(pGraphics), "Graphics", &Def->Graphics ));
pComp->Value(mkNamingPtrAdapt( pDrawTransform, "DrawTransform" ));
pComp->Value(mkParAdapt(mkNamingPtrAdapt( pEffects, "Effects" ), this, numbers));
pComp->Value(mkNamingAdapt( C4GraphicsOverlayListAdapt(pGfxOverlay),"GfxOverlay", (C4GraphicsOverlay *)nullptr));
// Serialize mesh instance if we have a mesh graphics
if(pGraphics->Type == C4DefGraphics::TYPE_Mesh)
{
if(pComp->isDeserializer())
{
assert(!pMeshInstance);
pMeshInstance = new StdMeshInstance(*pGraphics->Mesh, Def->GrowthType ? 1.0f : static_cast<float>(Con)/static_cast<float>(FullCon));
}
pComp->Value(mkNamingAdapt(mkParAdapt(*pMeshInstance, C4MeshDenumeratorFactory), "Mesh"));
// Does not work because unanimated meshes without attached meshes
// do not even write a [Mesh] header so this does not create a mesh instance in that case
/* pComp->Value(mkNamingContextPtrAdapt( pMeshInstance, *pGraphics->Mesh, "Mesh"));
if(!pMeshInstance)
pComp->excCorrupt("Mesh graphics without mesh instance");*/
}
// TODO: Animations / attached meshes
// Commands
if (pComp->FollowName("Commands"))
{
if (deserializing)
{
C4Command *pCmd = nullptr;
for (int i = 1; ; i++)
{
// Every command has its own naming environment
StdStrBuf Naming = FormatString("Command%d", i);
pComp->Value(mkParAdapt(mkNamingPtrAdapt(pCmd ? pCmd->Next : Command, Naming.getData()), numbers));
// Last command?
pCmd = (pCmd ? pCmd->Next : Command);
if (!pCmd)
break;
pCmd->cObj = this;
}
}
else
{
C4Command *pCmd = Command;
for (int i = 1; pCmd; i++, pCmd = pCmd->Next)
{
StdStrBuf Naming = FormatString("Command%d", i);
pComp->Value(mkNamingAdapt(mkParAdapt(*pCmd, numbers), Naming.getData()));
}
}
}
// Compiling? Do initialization.
if (deserializing)
{
// add to def count
Def->Count++;
// Set action (override running data)
/* FIXME
int32_t iTime=Action.Time;
int32_t iPhase=Action.Phase;
int32_t iPhaseDelay=Action.PhaseDelay;
if (SetActionByName(Action.pActionDef->GetName(),0,0,false))
{
Action.Time=iTime;
Action.Phase=iPhase; // No checking for valid phase
Action.PhaseDelay=iPhaseDelay;
}*/
if (pMeshInstance)
{
// Set Action animation by slot 0
Action.Animation = pMeshInstance->GetRootAnimationForSlot(0);
pMeshInstance->SetFaceOrderingForClrModulation(ColorMod);
}
// blit mode not assigned? use definition default then
if (!BlitMode) BlitMode = Def->BlitMode;
// object needs to be resorted? May happen if there's unsorted objects in savegame
if (Unsorted) Game.fResortAnyObject = true;
}
}
void C4Object::Denumerate(C4ValueNumbers * numbers)
{
C4PropList::Denumerate(numbers);
// Standard enumerated pointers
Contained.DenumeratePointers();
Action.Target.DenumeratePointers();
Action.Target2.DenumeratePointers();
Layer.DenumeratePointers();
// Post-compile object list
Contents.DenumeratePointers();
// Commands
for (C4Command *pCom=Command; pCom; pCom=pCom->Next)
pCom->Denumerate(numbers);
// effects
if (pEffects) pEffects->Denumerate(numbers);
// gfx overlays
if (pGfxOverlay)
for (C4GraphicsOverlay *pGfxOvrl = pGfxOverlay; pGfxOvrl; pGfxOvrl = pGfxOvrl->GetNext())
pGfxOvrl->DenumeratePointers();
// mesh instance
if (pMeshInstance) pMeshInstance->DenumeratePointers();
}
void C4Object::DrawPicture(C4Facet &cgo, bool fSelected, C4DrawTransform* transform)
{
// Draw def picture with object color
Def->Draw(cgo,fSelected,Color,this,0,0,transform);
}
void C4Object::Picture2Facet(C4FacetSurface &cgo)
{
// set picture rect to facet
C4Rect fctPicRect = PictureRect;
if (!fctPicRect.Wdt) fctPicRect = Def->PictureRect;
C4Facet fctPicture;
fctPicture.Set(GetGraphics()->GetBitmap(Color),fctPicRect.x,fctPicRect.y,fctPicRect.Wdt,fctPicRect.Hgt);
// use direct facet w/o own data if possible
if (ColorMod == 0xffffffff && BlitMode == C4GFXBLIT_NORMAL && !pGfxOverlay)
{
cgo.Set(fctPicture);
return;
}
// otherwise, draw to picture facet
if (!cgo.Create(cgo.Wdt, cgo.Hgt)) return;
// specific object color?
PrepareDrawing();
// draw picture itself
fctPicture.Draw(cgo,true);
// draw overlays
if (pGfxOverlay)
for (C4GraphicsOverlay *pGfxOvrl = pGfxOverlay; pGfxOvrl; pGfxOvrl = pGfxOvrl->GetNext())
if (pGfxOvrl->IsPicture())
pGfxOvrl->DrawPicture(cgo, this, nullptr);
// done; reset drawing states
FinishedDrawing();
}
bool C4Object::ValidateOwner()
{
// Check owner and controller
if (!ValidPlr(Owner)) Owner=NO_OWNER;
if (!ValidPlr(Controller)) Controller=NO_OWNER;
// Color is not reset any more, because many scripts change colors to non-owner-colors these days
// Additionally, player colors are now guarantueed to remain the same in savegame resumes
return true;
}
bool C4Object::AssignInfo()
{
if (Info || !ValidPlr(Owner)) return false;
// In crew list?
C4Player *pPlr = ::Players.Get(Owner);
if (pPlr->Crew.GetLink(this))
{
// Register with player
if (!::Players.Get(Owner)->MakeCrewMember(this, true, false))
pPlr->Crew.Remove(this);
return true;
}
// Info set, but not in crew list, so
// a) The savegame is old-style (without crew list)
// or b) The clonk is dead
// or c) The clonk belongs to a script player that's restored without Game.txt
else if (nInfo.getLength())
{
if (!::Players.Get(Owner)->MakeCrewMember(this, true, false))
return false;
// Dead and gone (info flags, remove from crew/cursor)
if (!Alive)
{
if (ValidPlr(Owner)) ::Players.Get(Owner)->ClearPointers(this, true);
}
return true;
}
return false;
}
bool C4Object::AssignLightRange()
{
if (!lightRange && !lightFadeoutRange) return true;
UpdateLight();
return true;
}
void C4Object::ClearInfo(C4ObjectInfo *pInfo)
{
if (Info==pInfo)
{
Info=nullptr;
}
}
void C4Object::Clear()
{
ClearParticleLists();
delete pEffects; pEffects = nullptr;
delete pSolidMaskData; pSolidMaskData = nullptr;
delete Menu; Menu = nullptr;
delete MaterialContents; MaterialContents = nullptr;
// clear commands!
C4Command *pCom, *pNext;
for (pCom=Command; pCom; pCom=pNext)
{
pNext=pCom->Next; delete pCom; pCom=pNext;
}
delete pDrawTransform; pDrawTransform = nullptr;
delete pGfxOverlay; pGfxOverlay = nullptr;
delete pMeshInstance; pMeshInstance = nullptr;
}
bool C4Object::MenuCommand(const char *szCommand)
{
// Native script execution
if (!Def || !Status) return false;
return !! ::AulExec.DirectExec(this, szCommand, "MenuCommand");
}
void C4Object::SetSolidMask(int32_t iX, int32_t iY, int32_t iWdt, int32_t iHgt, int32_t iTX, int32_t iTY)
{
// remove old
if (pSolidMaskData) { delete pSolidMaskData; pSolidMaskData=nullptr; }
// set new data
SolidMask.Set(iX,iY,iWdt,iHgt,iTX,iTY);
// re-put if valid
if (CheckSolidMaskRect()) UpdateSolidMask(false);
}
void C4Object::SetHalfVehicleSolidMask(bool set)
{
if (!pSolidMaskData) return;
HalfVehicleSolidMask = set;
pSolidMaskData->SetHalfVehicle(set);
}
bool C4Object::CheckSolidMaskRect()
{
// Ensure SolidMask rect lies within bounds of SolidMask bitmap in definition
CSurface8 *sfcGraphics = Def->pSolidMask;
if (!sfcGraphics)
{
// no graphics to set solid in
SolidMask.Set(0,0,0,0,0,0);
return false;
}
SolidMask.Set(std::max<int32_t>(SolidMask.x,0), std::max<int32_t>(SolidMask.y,0),
std::min<int32_t>(SolidMask.Wdt,sfcGraphics->Wdt-SolidMask.x), std::min<int32_t>(SolidMask.Hgt, sfcGraphics->Hgt-SolidMask.y),
SolidMask.tx, SolidMask.ty);
if (SolidMask.Hgt<=0) SolidMask.Wdt=0;
return SolidMask.Wdt>0;
}
void C4Object::SyncClearance()
{
// Misc. no-save safeties
Action.t_attach = CNAT_None;
InMat = MNone;
t_contact = 0;
// Update OCF
SetOCF();
// Menu
CloseMenu(true);
// Material contents
delete MaterialContents; MaterialContents=nullptr;
// reset speed of staticback-objects
if (Category & C4D_StaticBack)
{
xdir = ydir = 0;
}
}
void C4Object::DrawSelectMark(C4TargetFacet &cgo) const
{
// Status
if (!Status) return;
// No select marks in film playback
if (Game.C4S.Head.Film && Game.C4S.Head.Replay) return;
// target pos (parallax)
float offX, offY, newzoom;
GetDrawPosition(cgo, offX, offY, newzoom);
// Output boundary
if (!Inside<float>(offX, cgo.X, cgo.X + cgo.Wdt)
|| !Inside<float>(offY, cgo.Y, cgo.Y + cgo.Hgt)) return;
// Draw select marks
float cox = offX + Shape.GetX() - cgo.X + cgo.X - 2;
float coy = offY + Shape.GetY() - cgo.Y + cgo.Y - 2;
GfxR->fctSelectMark.Draw(cgo.Surface,cox,coy,0);
GfxR->fctSelectMark.Draw(cgo.Surface,cox+Shape.Wdt,coy,1);
GfxR->fctSelectMark.Draw(cgo.Surface,cox,coy+Shape.Hgt,2);
GfxR->fctSelectMark.Draw(cgo.Surface,cox+Shape.Wdt,coy+Shape.Hgt,3);
}
void C4Object::ClearCommands()
{
C4Command *pNext;
while (Command)
{
pNext=Command->Next;
if (!Command->iExec)
delete Command;
else
Command->iExec = 2;
Command=pNext;
}
}
void C4Object::ClearCommand(C4Command *pUntil)
{
C4Command *pCom,*pNext;
for (pCom=Command; pCom; pCom=pNext)
{
// Last one to clear
if (pCom==pUntil) pNext=nullptr;
// Next one to clear after this
else pNext=pCom->Next;
Command=pCom->Next;
if (!pCom->iExec)
delete pCom;
else
pCom->iExec = 2;
}
}
bool C4Object::AddCommand(int32_t iCommand, C4Object *pTarget, C4Value iTx, int32_t iTy,
int32_t iUpdateInterval, C4Object *pTarget2,
bool fInitEvaluation, C4Value iData, bool fAppend,
int32_t iRetries, C4String *szText, int32_t iBaseMode)
{
// Command stack size safety
const int32_t MaxCommandStack = 35;
C4Command *pCom,*pLast; int32_t iCommands;
for (pCom=Command,iCommands=0; pCom; pCom=pCom->Next,iCommands++) {}
if (iCommands>=MaxCommandStack) return false;
// Valid command safety
if (!Inside(iCommand,C4CMD_First,C4CMD_Last)) return false;
// Allocate and set new command
if (!(pCom=new C4Command)) return false;
pCom->Set(iCommand,this,pTarget,iTx,iTy,pTarget2,iData,
iUpdateInterval,!fInitEvaluation,iRetries,szText,iBaseMode);
// Append to bottom of stack
if (fAppend)
{
for (pLast=Command; pLast && pLast->Next; pLast=pLast->Next) {}
if (pLast) pLast->Next=pCom;
else Command=pCom;
}
// Add to top of command stack
else
{
pCom->Next=Command;
Command=pCom;
}
// Success
return true;
}
void C4Object::SetCommand(int32_t iCommand, C4Object *pTarget, C4Value iTx, int32_t iTy,
C4Object *pTarget2, bool fControl, C4Value iData,
int32_t iRetries, C4String *szText)
{
// Clear stack
ClearCommands();
// Close menu
if (fControl)
if (!CloseMenu(false)) return;
// Script overload
if (fControl)
if (!!Call(PSF_ControlCommand,&C4AulParSet(CommandName(iCommand),
pTarget,
iTx,
iTy,
pTarget2,
iData)))
return;
// Inside vehicle control overload
if (Contained)
if (Contained->Def->VehicleControl & C4D_VehicleControl_Inside)
{
Contained->Controller=Controller;
if (!!Contained->Call(PSF_ControlCommand,&C4AulParSet(CommandName(iCommand),
pTarget,
iTx,
iTy,
pTarget2,
iData,
this)))
return;
}
// Outside vehicle control overload
if (GetProcedure()==DFA_PUSH)
if (Action.Target) if (Action.Target->Def->VehicleControl & C4D_VehicleControl_Outside)
{
Action.Target->Controller=Controller;
if (!!Action.Target->Call(PSF_ControlCommand,&C4AulParSet(CommandName(iCommand),
pTarget,
iTx,
iTy,
pTarget2,
iData)))
return;
}
// Add new command
AddCommand(iCommand,pTarget,iTx,iTy,0,pTarget2,true,iData,false,iRetries,szText,C4CMD_Mode_Base);
}
C4Command *C4Object::FindCommand(int32_t iCommandType) const
{
// seek all commands
for (C4Command *pCom = Command; pCom; pCom=pCom->Next)
if (pCom->Command == iCommandType) return pCom;
// nothing found
return nullptr;
}
bool C4Object::ExecuteCommand()
{
// Execute first command
if (Command) Command->Execute();
// Command finished: engine call
if (Command && Command->Finished)
Call(PSF_ControlCommandFinished,&C4AulParSet(CommandName(Command->Command), Command->Target, Command->Tx, Command->Ty, Command->Target2, Command->Data));
// Clear finished commands
while (Command && Command->Finished) ClearCommand(Command);
// Done
return true;
}
void C4Object::Resort()
{
// Flag resort
Unsorted=true;
Game.fResortAnyObject = true;
// Must not immediately resort - link change/removal would crash Game::ExecObjects
}
C4PropList* C4Object::GetAction() const
{
C4Value value;
GetProperty(P_Action, &value);
return value.getPropList();
}
bool C4Object::SetAction(C4PropList * Act, C4Object *pTarget, C4Object *pTarget2, int32_t iCalls, bool fForce)
{
C4Value vLastAction;
GetProperty(P_Action, &vLastAction);
C4PropList * LastAction = vLastAction.getPropList();
int32_t iLastPhase=Action.Phase;
C4Object *pLastTarget = Action.Target;
C4Object *pLastTarget2 = Action.Target2;
// No other action
if (LastAction)
if (LastAction->GetPropertyInt(P_NoOtherAction) && !fForce)
if (Act != LastAction)
return false;
// Set animation on instance. Abort if the mesh does not have
// such an animation.
if (pMeshInstance)
{
if (Action.Animation) pMeshInstance->StopAnimation(Action.Animation);
Action.Animation = nullptr;
C4String* Animation = Act ? Act->GetPropertyStr(P_Animation) : nullptr;
if (Animation)
{
// note that weight is ignored
Action.Animation = pMeshInstance->PlayAnimation(Animation->GetData(), 0, nullptr, new C4ValueProviderAction(this), new C4ValueProviderConst(itofix(1)), true);
}
}
// Stop previous act sound
if (LastAction)
if (Act != LastAction)
if (LastAction->GetPropertyStr(P_Sound))
StopSoundEffect(LastAction->GetPropertyStr(P_Sound)->GetCStr(),this);
// Unfullcon objects no action
if (Con<FullCon)
if (!Def->IncompleteActivity)
Act = nullptr;
// Reset action time on change
if (Act!=LastAction)
{
Action.Time=0;
// reset action data and targets if procedure is changed
if ((Act ? Act->GetPropertyP(P_Procedure) : -1)
!= (LastAction ? LastAction->GetPropertyP(P_Procedure) : -1))
{
Action.Data = 0;
Action.Target = nullptr;
Action.Target2 = nullptr;
}
}
// Set new action
SetProperty(P_Action, C4VPropList(Act));
Action.Phase=Action.PhaseDelay=0;
// Set target if specified
if (pTarget) Action.Target=pTarget;
if (pTarget2) Action.Target2=pTarget2;
// Set Action Facet
UpdateActionFace();
// update flipdir
if ((LastAction ? LastAction->GetPropertyInt(P_FlipDir) : 0)
!= (Act ? Act->GetPropertyInt(P_FlipDir) : 0)) UpdateFlipDir();
// Start act sound
if (Act)
if (Act != LastAction)
if (Act->GetPropertyStr(P_Sound))
StartSoundEffect(Act->GetPropertyStr(P_Sound)->GetCStr(),+1,100,this);
// Reset OCF
SetOCF();
// issue calls
// Execute EndCall for last action
if (iCalls & SAC_EndCall && !fForce)
if (LastAction)
{
if (LastAction->GetPropertyStr(P_EndCall))
{
C4Def *pOldDef = Def;
Call(LastAction->GetPropertyStr(P_EndCall)->GetCStr());
// abort exeution if def changed
if (Def != pOldDef || !Status) return true;
}
}
// Execute AbortCall for last action
if (iCalls & SAC_AbortCall && !fForce)
if (LastAction)
{
if (LastAction->GetPropertyStr(P_AbortCall))
{
C4Def *pOldDef = Def;
if (pLastTarget && !pLastTarget->Status) pLastTarget = nullptr;
if (pLastTarget2 && !pLastTarget2->Status) pLastTarget2 = nullptr;
Call(LastAction->GetPropertyStr(P_AbortCall)->GetCStr(), &C4AulParSet(iLastPhase, pLastTarget, pLastTarget2));
// abort exeution if def changed
if (Def != pOldDef || !Status) return true;
}
}
// Execute StartCall for new action
if (iCalls & SAC_StartCall)
if (Act)
{
if (Act->GetPropertyStr(P_StartCall))
{
C4Def *pOldDef = Def;
Call(Act->GetPropertyStr(P_StartCall)->GetCStr());
// abort exeution if def changed
if (Def != pOldDef || !Status) return true;
}
}
C4Def *pOldDef = Def;
Call(PSF_OnActionChanged, &C4AulParSet(LastAction ? LastAction->GetName() : "Idle"));
if (Def != pOldDef || !Status) return true;
return true;
}
void C4Object::UpdateActionFace()
{
// Default: no action face
Action.Facet.Default();
// Active: get action facet from action definition
C4PropList* pActionDef = GetAction();
if (pActionDef)
{
if (pActionDef->GetPropertyInt(P_Wdt)>0)
{
Action.Facet.Set(GetGraphics()->GetBitmap(Color),
pActionDef->GetPropertyInt(P_X),pActionDef->GetPropertyInt(P_Y),
pActionDef->GetPropertyInt(P_Wdt),pActionDef->GetPropertyInt(P_Hgt));
Action.FacetX=pActionDef->GetPropertyInt(P_OffX);
Action.FacetY=pActionDef->GetPropertyInt(P_OffY);
}
}
}
bool C4Object::SetActionByName(C4String *ActName,
C4Object *pTarget, C4Object *pTarget2,
int32_t iCalls, bool fForce)
{
assert(ActName);
// If we get the null string or ActIdle by name, set ActIdle
if (!ActName || ActName == &Strings.P[P_Idle])
return SetAction(nullptr,nullptr,nullptr,iCalls,fForce);
C4Value ActMap; GetProperty(P_ActMap, &ActMap);
if (!ActMap.getPropList()) return false;
C4Value Action; ActMap.getPropList()->GetPropertyByS(ActName, &Action);
if (!Action.getPropList()) return false;
return SetAction(Action.getPropList(),pTarget,pTarget2,iCalls,fForce);
}
bool C4Object::SetActionByName(const char * szActName,
C4Object *pTarget, C4Object *pTarget2,
int32_t iCalls, bool fForce)
{
C4String * ActName = Strings.RegString(szActName);
ActName->IncRef();
bool r = SetActionByName(ActName, pTarget, pTarget2, iCalls, fForce);
ActName->DecRef();
return r;
}
void C4Object::SetDir(int32_t iDir)
{
// Not active
C4PropList* pActionDef = GetAction();
if (!pActionDef) return;
// Invalid direction
if (!Inside<int32_t>(iDir,0,pActionDef->GetPropertyInt(P_Directions)-1)) return;
// Execute turn action
if (iDir != Action.Dir)
if (pActionDef->GetPropertyStr(P_TurnAction))
{ SetActionByName(pActionDef->GetPropertyStr(P_TurnAction)); }
// Set dir
Action.Dir=iDir;
// update by flipdir?
if (pActionDef->GetPropertyInt(P_FlipDir))
UpdateFlipDir();
else
Action.DrawDir=iDir;
}
int32_t C4Object::GetProcedure() const
{
C4PropList* pActionDef = GetAction();
if (!pActionDef) return -1;
return pActionDef->GetPropertyP(P_Procedure);
}
void GrabLost(C4Object *cObj, C4Object *prev_target)
{
// Grab lost script call on target (quite hacky stuff...)
if (prev_target && prev_target->Status) prev_target->Call(PSF_GrabLost);
// Clear commands down to first PushTo (if any) in command stack
for (C4Command *pCom=cObj->Command; pCom; pCom=pCom->Next)
if (pCom->Next && pCom->Next->Command==C4CMD_PushTo)
{
cObj->ClearCommand(pCom);
break;
}
}
static void DoGravity(C4Object *cobj);
void C4Object::NoAttachAction()
{
// Active objects
if (GetAction())
{
int32_t iProcedure = GetProcedure();
C4Object *prev_target = Action.Target;
// Scaling upwards: corner scale
if (iProcedure == DFA_SCALE && Action.ComDir != COMD_Stop && ComDirLike(Action.ComDir, COMD_Up))
if (ObjectActionCornerScale(this)) return;
if (iProcedure == DFA_SCALE && Action.ComDir == COMD_Left && Action.Dir == DIR_Left)
if (ObjectActionCornerScale(this)) return;
if (iProcedure == DFA_SCALE && Action.ComDir == COMD_Right && Action.Dir == DIR_Right)
if (ObjectActionCornerScale(this)) return;
// Scaling and stopped: fall off to side (avoid zuppel)
if ((iProcedure == DFA_SCALE) && (Action.ComDir == COMD_Stop))
{
if (Action.Dir == DIR_Left)
{ if (ObjectActionJump(this,itofix(1),Fix0,false)) return; }
else
{ if (ObjectActionJump(this,itofix(-1),Fix0,false)) return; }
}
// Pushing: grab loss
if (iProcedure==DFA_PUSH) GrabLost(this, prev_target);
// Else jump
ObjectActionJump(this,xdir,ydir,false);
}
// Inactive objects, simple mobile natural gravity
else
{
DoGravity(this);
Mobile=true;
}
}
void C4Object::ContactAction()
{
// Take certain action on contact. Evaluate t_contact-CNAT and Procedure.
// Determine Procedure
C4PropList* pActionDef = GetAction();
if (!pActionDef) return;
int32_t iProcedure=pActionDef->GetPropertyP(P_Procedure);
int32_t fDisabled=pActionDef->GetPropertyInt(P_ObjectDisabled);
//------------------------------- Hit Bottom ---------------------------------------------
if (t_contact & CNAT_Bottom)
switch (iProcedure)
{
case DFA_FLIGHT:
if (ydir < 0) return;
// Jump: FlatHit / HardHit / Walk
if ((OCF & OCF_HitSpeed4) || fDisabled)
if (ObjectActionFlat(this,Action.Dir)) return;
if (OCF & OCF_HitSpeed3)
if (ObjectActionKneel(this)) return;
ObjectActionWalk(this);
ydir = 0;
return;
case DFA_SCALE:
// Scale down: stand
if (ComDirLike(Action.ComDir, COMD_Down))
{
ObjectActionStand(this);
return;
}
break;
case DFA_DIG:
// no special action
break;
case DFA_SWIM:
// Try corner scale out
if (!GBackSemiSolid(GetX(),GetY()-1+Def->Float*Con/FullCon-1))
if (ObjectActionCornerScale(this)) return;
break;
}
//------------------------------- Hit Ceiling -----------------------------------------
if (t_contact & CNAT_Top)
switch (iProcedure)
{
case DFA_WALK:
// Walk: Stop
ObjectActionStand(this); return;
case DFA_SCALE:
// Scale: Try hangle, else stop if going upward
if (ComDirLike(Action.ComDir, COMD_Up))
{
if (ObjectActionHangle(this))
{
SetDir(Action.Dir == DIR_Left ? DIR_Right : DIR_Left);
return;
}
Action.ComDir=COMD_Stop;
}
break;
case DFA_FLIGHT:
// Jump: Try hangle, else bounce off
// High Speed Flight: Tumble
if ((OCF & OCF_HitSpeed3) || fDisabled)
{ ObjectActionTumble(this, Action.Dir, xdir, ydir); break; }
if (ObjectActionHangle(this)) return;
break;
case DFA_DIG:
// No action
break;
case DFA_HANGLE:
Action.ComDir=COMD_Stop;
break;
}
//---------------------------- Hit Left Wall ----------------------------------------
if (t_contact & CNAT_Left)
{
switch (iProcedure)
{
case DFA_FLIGHT:
// High Speed Flight: Tumble
if ((OCF & OCF_HitSpeed3) || fDisabled)
{ ObjectActionTumble(this, DIR_Left, xdir, ydir); break; }
// Else
else if (!ComDirLike(Action.ComDir, COMD_Right) && ObjectActionScale(this,DIR_Left)) return;
break;
case DFA_WALK:
// Walk: Try scale
if (ComDirLike(Action.ComDir, COMD_Left))
{
if (ObjectActionScale(this,DIR_Left))
{
ydir = C4REAL100(-1);
return;
}
}
// Heading away from solid
if (ComDirLike(Action.ComDir, COMD_Right))
{
// Slide off
ObjectActionJump(this,xdir/2,ydir,false);
}
return;
case DFA_SWIM:
// Only scale if swimming at the surface
if (!GBackSemiSolid(GetX(),GetY()-1+Def->Float*Con/FullCon-1))
{
// Try scale, only if swimming at the surface.
if (ComDirLike(Action.ComDir, COMD_Left))
if (ObjectActionScale(this,DIR_Left)) return;
// Try corner scale out
if (ObjectActionCornerScale(this)) return;
}
return;
case DFA_HANGLE:
// Hangle: Try scale
if (ObjectActionScale(this,DIR_Left))
{
ydir = C4REAL100(1);
return;
}
return;
case DFA_DIG:
// Dig: no action
break;
}
}
//------------------------------ Hit Right Wall --------------------------------------
if (t_contact & CNAT_Right)
{
switch (iProcedure)
{
case DFA_FLIGHT:
// High Speed Flight: Tumble
if ((OCF & OCF_HitSpeed3) || fDisabled)
{ ObjectActionTumble(this, DIR_Right, xdir, ydir); break; }
// Else Scale
else if (!ComDirLike(Action.ComDir, COMD_Left) && ObjectActionScale(this,DIR_Right)) return;
break;
case DFA_WALK:
// Walk: Try scale
if (ComDirLike(Action.ComDir, COMD_Right))
{
if (ObjectActionScale(this,DIR_Right))
{
ydir = C4REAL100(-1);
return;
}
}
// Heading away from solid
if (ComDirLike(Action.ComDir, COMD_Left))
{
// Slide off
ObjectActionJump(this,xdir/2,ydir,false);
}
return;
case DFA_SWIM:
// Only scale if swimming at the surface
if (!GBackSemiSolid(GetX(),GetY()-1+Def->Float*Con/FullCon-1))
{
// Try scale
if (ComDirLike(Action.ComDir, COMD_Right))
if (ObjectActionScale(this,DIR_Right)) return;
// Try corner scale out
if (ObjectActionCornerScale(this)) return;
}
return;
case DFA_HANGLE:
// Hangle: Try scale
if (ObjectActionScale(this,DIR_Right))
{
ydir = C4REAL100(1);
return;
}
return;
case DFA_DIG:
// Dig: no action
break;
}
}
//---------------------------- Unresolved Cases ---------------------------------------
// Flight stuck
if (iProcedure==DFA_FLIGHT)
{
// Enforce slide free (might slide through tiny holes this way)
if (!ydir)
{
int fAllowDown = !(t_contact & CNAT_Bottom);
if (t_contact & CNAT_Right)
{
ForcePosition(fix_x - 1, fix_y + fAllowDown);
xdir=ydir=0;
}
if (t_contact & CNAT_Left)
{
ForcePosition(fix_x + 1, fix_y + fAllowDown);
xdir=ydir=0;
}
}
if (!xdir)
{
if (t_contact & CNAT_Top)
{
ForcePosition(fix_x, fix_y + 1);
xdir=ydir=0;
}
}
}
}
void Towards(C4Real &val, C4Real target, C4Real step)
{
if (val==target) return;
if (Abs(val-target)<=step) { val=target; return; }
if (val<target) val+=step; else val-=step;
}
bool DoBridge(C4Object *clk)
{
int32_t iBridgeTime; bool fMoveClonk, fWall; int32_t iBridgeMaterial;
clk->Action.GetBridgeData(iBridgeTime, fMoveClonk, fWall, iBridgeMaterial);
if (!iBridgeTime) iBridgeTime = 100; // default bridge time
if (clk->Action.Time>=iBridgeTime) { ObjectActionStand(clk); return false; }
// get bridge advancement
int32_t dtp;
if (fWall) switch (clk->Action.ComDir)
{
case COMD_Left: case COMD_Right: dtp = 4; fMoveClonk = false; break; // vertical wall: default 25 pixels
case COMD_UpLeft: case COMD_UpRight: dtp = 5; fMoveClonk = false; break; // diagonal roof over Clonk: default 20 pixels up and 20 pixels side (28 pixels - optimized to close tunnels completely)
case COMD_Up: dtp = 5; break; // horizontal roof over Clonk
default: return true; // bridge procedure just for show
}
else switch (clk->Action.ComDir)
{
case COMD_Left: case COMD_Right: dtp = 5; break; // horizontal bridges: default 20 pixels
case COMD_Up: dtp = 4; break; // vertical bridges: default 25 pixels (same as
case COMD_UpLeft: case COMD_UpRight: dtp = 6; break; // diagonal bridges: default 16 pixels up and 16 pixels side (23 pixels)
default: return true; // bridge procedure just for show
}
if (clk->Action.Time % dtp) return true; // no advancement in this frame
// get target pos for Clonk and bridge
int32_t cx=clk->GetX(), cy=clk->GetY(), cw=clk->Shape.Wdt, ch=clk->Shape.Hgt;
int32_t tx=cx,ty=cy+ch/2;
int32_t dt;
if (fMoveClonk) dt = 0; else dt = clk->Action.Time / dtp;
if (fWall) switch (clk->Action.ComDir)
{
case COMD_Left: tx-=cw/2; ty+=-dt; break;
case COMD_Right: tx+=cw/2; ty+=-dt; break;
case COMD_Up:
{
int32_t x0;
if (fMoveClonk) x0=-3; else x0=(iBridgeTime/dtp)/-2;
tx+=(x0+dt)*((clk->Action.Dir==DIR_Right)*2-1); cx+=((clk->Action.Dir==DIR_Right)*2-1); ty-=ch+3; break;
}
case COMD_UpLeft: tx-=-4+dt; ty+=-ch-7+dt; break;
case COMD_UpRight: tx+=-4+dt; ty+=-ch-7+dt; break;
}
else switch (clk->Action.ComDir)
{
case COMD_Left: tx+=-3-dt; --cx; break;
case COMD_Right: tx+=+2+dt; ++cx; break;
case COMD_Up: tx+=(-cw/2+(cw-1)*(clk->Action.Dir==DIR_Right))*(!fMoveClonk); ty+=-dt-fMoveClonk; --cy; break;
case COMD_UpLeft: tx+=-5-dt+fMoveClonk*3; ty+=2-dt-fMoveClonk*3; --cx; --cy; break;
case COMD_UpRight: tx+=+5+dt-fMoveClonk*2; ty+=2-dt-fMoveClonk*3; ++cx; --cy; break;
}
// check if Clonk movement is posible
if (fMoveClonk)
{
int32_t cx2=cx, cy2=cy;
if (/*!clk->Shape.Attach(cx2, cy2, (clk->Action.t_attach & CNAT_Flags) | CNAT_Bottom) ||*/ clk->Shape.CheckContact(cx2, cy2-1))
{
// Clonk would collide here: Change to nonmoving Clonk mode and redo bridging
iBridgeTime -= clk->Action.Time;
clk->Action.Time = 0;
if (fWall && clk->Action.ComDir==COMD_Up)
{
// special for roof above Clonk: The nonmoving roof is started at bridgelength before the Clonk
// so, when interrupted, an action time halfway through the action must be set
clk->Action.Time = iBridgeTime;
iBridgeTime += iBridgeTime;
}
clk->Action.SetBridgeData(iBridgeTime, false, fWall, iBridgeMaterial);
return DoBridge(clk);
}
}
// draw bridge into landscape
::Landscape.DrawMaterialRect(iBridgeMaterial,tx-2,ty,4,3);
// Move Clonk
if (fMoveClonk) clk->MovePosition(cx-clk->GetX(), cy-clk->GetY());
return true;
}
static void DoGravity(C4Object *cobj)
{
// Floatation in liquids
if (cobj->InLiquid && cobj->Def->Float)
{
cobj->ydir-=GravAccel * C4REAL100(80);
if (cobj->ydir<C4REAL100(-160)) cobj->ydir=C4REAL100(-160);
if (cobj->xdir<-FloatFriction) cobj->xdir+=FloatFriction;
if (cobj->xdir>+FloatFriction) cobj->xdir-=FloatFriction;
if (cobj->rdir<-FloatFriction) cobj->rdir+=FloatFriction;
if (cobj->rdir>+FloatFriction) cobj->rdir-=FloatFriction;
// Reduce upwards speed when about to leave liquid to prevent eternal moving up and down.
// Check both for no liquid one and two pixels above the surface, because the object could
// skip one pixel as its speed can be more than 100.
int32_t y_float = cobj->GetY() - 1 + cobj->Def->Float * cobj->GetCon() / FullCon;
if (!GBackLiquid(cobj->GetX(), y_float - 1) || !GBackLiquid(cobj->GetX(), y_float - 2))
if (cobj->ydir < 0)
{
// Reduce the upwards speed and set to zero for small values to prevent fluctuations.
cobj->ydir /= 2;
if (Abs(cobj->ydir) < C4REAL100(10))
cobj->ydir = 0;
}
}
// Free fall gravity
else if (~cobj->Category & C4D_StaticBack)
cobj->ydir+=GravAccel;
}
void StopActionDelayCommand(C4Object *cobj)
{
ObjectComStop(cobj);
cobj->AddCommand(C4CMD_Wait,nullptr,0,0,50);
}
bool ReduceLineSegments(C4Shape &rShape, bool fAlternate)
{
// try if line could go by a path directly when skipping on evertex. If fAlternate is true, try by skipping two vertices
for (int32_t cnt=0; cnt+2+fAlternate<rShape.VtxNum; cnt++)
if (PathFree(rShape.VtxX[cnt],rShape.VtxY[cnt],
rShape.VtxX[cnt+2+fAlternate],rShape.VtxY[cnt+2+fAlternate]))
{
if (fAlternate) rShape.RemoveVertex(cnt+2);
rShape.RemoveVertex(cnt+1);
return true;
}
return false;
}
void C4Object::ExecAction()
{
C4Real iTXDir;
C4Real lftspeed,tydir;
int32_t iTargetX;
int32_t iPushRange,iPushDistance;
// Standard phase advance
int32_t iPhaseAdvance=1;
// Upright attachment check
if (!Mobile)
if (Def->UprightAttach)
if (Inside<int32_t>(GetR(),-StableRange,+StableRange))
{
Action.t_attach|=Def->UprightAttach;
Mobile=true;
}
C4PropList* pActionDef = GetAction();
// No IncompleteActivity? Reset action if there was one
if (!(OCF & OCF_FullCon) && !Def->IncompleteActivity && pActionDef)
{
SetAction(nullptr);
pActionDef = nullptr;
}
// InLiquidAction check
if (InLiquid)
if (pActionDef && pActionDef->GetPropertyStr(P_InLiquidAction))
{
SetActionByName(pActionDef->GetPropertyStr(P_InLiquidAction));
pActionDef = GetAction();
}
// Idle objects do natural gravity only
if (!pActionDef)
{
Action.t_attach = CNAT_None;
if (Mobile) DoGravity(this);
return;
}
C4Real fWalk,fMove;
// Action time advance
Action.Time++;
C4Value Attach;
pActionDef->GetProperty(P_Attach, &Attach);
if (Attach.GetType() != C4V_Nil)
{
Action.t_attach = Attach.getInt();
}
else switch (pActionDef->GetPropertyP(P_Procedure))
{
case DFA_SCALE:
if (Action.Dir == DIR_Left) Action.t_attach = CNAT_Left;
if (Action.Dir == DIR_Right) Action.t_attach = CNAT_Right;
break;
case DFA_HANGLE:
Action.t_attach = CNAT_Top;
break;
case DFA_WALK:
case DFA_KNEEL:
case DFA_THROW:
case DFA_BRIDGE:
case DFA_PUSH:
case DFA_PULL:
case DFA_DIG:
Action.t_attach = CNAT_Bottom;
break;
default:
Action.t_attach = CNAT_None;
}
// if an object is in controllable state, so it can be assumed that if it dies later because of NO_OWNER's cause,
// it has been its own fault and not the fault of the last one who threw a flint on it
// do not reset for burning objects to make sure the killer is set correctly if they fall out of the map while burning
if (!pActionDef->GetPropertyInt(P_ObjectDisabled) && pActionDef->GetPropertyP(P_Procedure) != DFA_FLIGHT && !OnFire)
LastEnergyLossCausePlayer = NO_OWNER;
// Handle Default Action Procedure: evaluates Procedure and Action.ComDir
// Update xdir,ydir,Action.Dir,attachment,iPhaseAdvance
int32_t dir = Action.Dir;
C4Real accel = C4REAL100(pActionDef->GetPropertyInt(P_Accel));
C4Real decel = accel;
{
C4Value decel_val;
pActionDef->GetProperty(P_Decel, &decel_val);
if (decel_val.GetType() != C4V_Nil)
decel = C4REAL100(decel_val.getInt());
}
C4Real limit = C4REAL100(pActionDef->GetPropertyInt(P_Speed));
switch (pActionDef->GetPropertyP(P_Procedure))
{
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
case DFA_WALK:
switch (Action.ComDir)
{
case COMD_Left: case COMD_UpLeft: case COMD_DownLeft:
// breaaak!!!
if (dir == DIR_Right)
xdir-=decel;
else
xdir-=accel;
if (xdir<-limit) xdir=-limit;
break;
case COMD_Right: case COMD_UpRight: case COMD_DownRight:
if (dir == DIR_Left)
xdir+=decel;
else
xdir+=accel;
if (xdir>+limit) xdir=+limit;
break;
case COMD_Stop: case COMD_Up: case COMD_Down:
if (xdir<0) xdir+=decel;
if (xdir>0) xdir-=decel;
if ((xdir>-decel) && (xdir<+decel)) xdir=0;
break;
}
iPhaseAdvance=0;
if (xdir<0)
{
if (dir != DIR_Left) { SetDir(DIR_Left); xdir = -1; }
iPhaseAdvance=-fixtoi(xdir*10);
}
if (xdir>0)
{
if (dir != DIR_Right) { SetDir(DIR_Right); xdir = 1; }
iPhaseAdvance=+fixtoi(xdir*10);
}
Mobile=true;
// object is rotateable? adjust to ground, if in horizontal movement or not attached to the center vertex
if (Def->Rotateable && Shape.AttachMat != MNone && (!!xdir || Def->Shape.VtxX[Shape.iAttachVtx]))
AdjustWalkRotation(20, 20, 100);
else
rdir=0;
break;
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
case DFA_KNEEL:
ydir=0;
Mobile=true;
break;
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
case DFA_SCALE:
{
int ComDir = Action.ComDir;
if (Shape.CheckScaleToWalk(GetX(), GetY()))
{
ObjectActionWalk(this);
return;
}
if ((Action.Dir == DIR_Left && ComDir == COMD_Left) || (Action.Dir == DIR_Right && ComDir == COMD_Right))
{
ComDir = COMD_Up;
}
switch (ComDir)
{
case COMD_Up: case COMD_UpRight: case COMD_UpLeft:
if (ydir > 0) ydir -= decel;
else ydir -= accel;
if (ydir < -limit) ydir = -limit;
break;
case COMD_Down: case COMD_DownRight: case COMD_DownLeft:
if (ydir < 0) ydir += decel;
else ydir += accel;
if (ydir > +limit) ydir = +limit;
break;
case COMD_Left: case COMD_Right: case COMD_Stop:
if (ydir < 0) ydir += decel;
if (ydir > 0) ydir -= decel;
if ((ydir > -decel) && (ydir < +decel)) ydir = 0;
break;
}
iPhaseAdvance=0;
if (ydir<0) iPhaseAdvance=-fixtoi(ydir*14);
if (ydir>0) iPhaseAdvance=+fixtoi(ydir*14);
xdir=0;
Mobile=true;
break;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
case DFA_HANGLE:
switch (Action.ComDir)
{
case COMD_Left: case COMD_UpLeft: case COMD_DownLeft:
if (xdir > 0) xdir -= decel;
else xdir -= accel;
if (xdir < -limit) xdir = -limit;
break;
case COMD_Right: case COMD_UpRight: case COMD_DownRight:
if (xdir < 0) xdir += decel;
else xdir += accel;
if (xdir > +limit) xdir = +limit;
break;
case COMD_Up:
if (Action.Dir == DIR_Left)
if (xdir > 0) xdir -= decel;
else xdir -= accel;
else
if (xdir < 0) xdir += decel;
else xdir += accel;
if (xdir < -limit) xdir = -limit;
if (xdir > +limit) xdir = +limit;
break;
case COMD_Stop: case COMD_Down:
if (xdir < 0) xdir += decel;
if (xdir > 0) xdir -= decel;
if ((xdir > -decel) && (xdir < +decel)) xdir = 0;
break;
}
iPhaseAdvance=0;
if (xdir<0) { iPhaseAdvance=-fixtoi(xdir*10); SetDir(DIR_Left); }
if (xdir>0) { iPhaseAdvance=+fixtoi(xdir*10); SetDir(DIR_Right); }
ydir=0;
Mobile=true;
break;
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
case DFA_FLIGHT:
// Contained: fall out (one try only)
if (!::Game.iTick10)
if (Contained)
{
StopActionDelayCommand(this);
SetCommand(C4CMD_Exit);
}
switch (Action.ComDir)
{
case COMD_Left: case COMD_UpLeft: case COMD_DownLeft:
xdir -= std::max(std::min(limit + xdir, xdir > 0 ? decel : accel), itofix(0));
break;
case COMD_Right: case COMD_UpRight: case COMD_DownRight:
xdir += std::max(std::min(limit - xdir, xdir < 0 ? decel : accel), itofix(0));
break;
}
// Gravity/mobile
DoGravity(this);
Mobile=true;
break;
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
case DFA_DIG:
{
int32_t smpx = GetX(), smpy = GetY();
bool fAttachOK = false;
if (Action.t_attach & CNAT_Bottom && Shape.Attach(smpx,smpy,CNAT_Bottom)) fAttachOK = true;
else if (Action.t_attach & CNAT_Left && Shape.Attach(smpx,smpy,CNAT_Left)) { fAttachOK = true; }
else if (Action.t_attach & CNAT_Right && Shape.Attach(smpx,smpy,CNAT_Right)) { fAttachOK = true; }
else if (Action.t_attach & CNAT_Top && Shape.Attach(smpx,smpy,CNAT_Top)) fAttachOK = true;
if (!fAttachOK)
{ ObjectComStopDig(this); return; }
iPhaseAdvance=fixtoi(itofix(40)*limit);
if (xdir < 0) SetDir(DIR_Left); else if (xdir > 0) SetDir(DIR_Right);
Action.t_attach=CNAT_None;
Mobile=true;
break;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
case DFA_SWIM:
// ComDir changes xdir/ydir
switch (Action.ComDir)
{
case COMD_Up: ydir-=accel; break;
case COMD_UpRight: ydir-=accel; xdir+=accel; break;
case COMD_Right: xdir+=accel; break;
case COMD_DownRight:ydir+=accel; xdir+=accel; break;
case COMD_Down: ydir+=accel; break;
case COMD_DownLeft: ydir+=accel; xdir-=accel; break;
case COMD_Left: xdir-=accel; break;
case COMD_UpLeft: ydir-=accel; xdir-=accel; break;
case COMD_Stop:
if (xdir<0) xdir+=decel;
if (xdir>0) xdir-=decel;
if ((xdir>-decel) && (xdir<+decel)) xdir=0;
if (ydir<0) ydir+=decel;
if (ydir>0) ydir-=decel;
if ((ydir>-decel) && (ydir<+decel)) ydir=0;
break;
}
// Out of liquid check
if (!InLiquid)
{
// Just above liquid: move down
if (GBackLiquid(GetX(),GetY()+1+Def->Float*Con/FullCon-1)) ydir=+accel;
// Free fall: walk
else { ObjectActionWalk(this); return; }
}
// xdir/ydir bounds, don't apply if COMD_None
if (Action.ComDir != COMD_None)
{
ydir = Clamp(ydir, -limit, limit);
xdir = Clamp(xdir, -limit, limit);
}
// Surface dir bound
if (!GBackLiquid(GetX(),GetY()-1+Def->Float*Con/FullCon-1)) if (ydir<0) ydir=0;
// Dir, Phase, Attach
if (xdir<0) SetDir(DIR_Left);
if (xdir>0) SetDir(DIR_Right);
iPhaseAdvance=fixtoi(limit*10);
Mobile=true;
break;
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
case DFA_THROW:
Mobile=true;
break;
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
case DFA_BRIDGE:
{
if (!DoBridge(this)) return;
switch (Action.ComDir)
{
case COMD_Left: case COMD_UpLeft: SetDir(DIR_Left); break;
case COMD_Right: case COMD_UpRight: SetDir(DIR_Right); break;
}
ydir=0; xdir=0;
Mobile=true;
}
break;
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
case DFA_PUSH:
// No target
if (!Action.Target) { StopActionDelayCommand(this); return; }
// Inside target
if (Contained==Action.Target) { StopActionDelayCommand(this); return; }
// Target pushing force
bool fStraighten;
iTXDir=0; fStraighten=false;
switch (Action.ComDir)
{
case COMD_Left: case COMD_DownLeft: iTXDir=-limit; break;
case COMD_UpLeft: fStraighten=true; iTXDir=-limit; break;
case COMD_Right: case COMD_DownRight: iTXDir=+limit; break;
case COMD_UpRight: fStraighten=true; iTXDir=+limit; break;
case COMD_Up: fStraighten=true; break;
case COMD_Stop: case COMD_Down: iTXDir=0; break;
}
// Push object
if (!Action.Target->Push(iTXDir,accel,fStraighten))
{ StopActionDelayCommand(this); return; }
// Set target controller
Action.Target->Controller=Controller;
// ObjectAction got hold check
iPushDistance = std::max(Shape.Wdt/2-8,0);
iPushRange = iPushDistance + 10;
int32_t sax,say,sawdt,sahgt;
Action.Target->GetArea(sax,say,sawdt,sahgt);
// Object lost
if (!Inside(GetX()-sax,-iPushRange,sawdt-1+iPushRange)
|| !Inside(GetY()-say,-iPushRange,sahgt-1+iPushRange))
{
C4Object *prev_target = Action.Target;
// Wait command (why, anyway?)
StopActionDelayCommand(this);
// Grab lost action
GrabLost(this, prev_target);
// Done
return;
}
// Follow object (full xdir reset)
// Vertical follow: If object moves out at top, assume it's being pushed upwards and the Clonk must run after it
if (GetY()-iPushDistance > say+sahgt && iTXDir) { if (iTXDir>0) sax+=sawdt/2; sawdt/=2; }
// Horizontal follow
iTargetX=Clamp(GetX(),sax-iPushDistance,sax+sawdt-1+iPushDistance);
if (GetX()==iTargetX)
{
xdir=0;
}
else
{
if (GetX()<iTargetX)
xdir=+limit;
else if (GetX()>iTargetX)
xdir=-limit;
}
// Phase by XDir
iPhaseAdvance=0;
if (xdir<0) { iPhaseAdvance=-fixtoi(xdir*10); SetDir(DIR_Left); }
if (xdir>0) { iPhaseAdvance=+fixtoi(xdir*10); SetDir(DIR_Right); }
// No YDir
ydir=0;
Mobile=true;
break;
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
case DFA_PULL:
// No target
if (!Action.Target) { StopActionDelayCommand(this); return; }
// Inside target
if (Contained==Action.Target) { StopActionDelayCommand(this); return; }
// Target contained
if (Action.Target->Contained) { StopActionDelayCommand(this); return; }
int32_t iPullDistance;
int32_t iPullX;
iPullDistance = Action.Target->Shape.Wdt/2 + Shape.Wdt/2;
iTargetX=GetX();
if (Action.ComDir==COMD_Right) iTargetX = Action.Target->GetX()+iPullDistance;
if (Action.ComDir==COMD_Left) iTargetX = Action.Target->GetX()-iPullDistance;
iPullX=Action.Target->GetX();
if (Action.ComDir==COMD_Right) iPullX = GetX()-iPullDistance;
if (Action.ComDir==COMD_Left) iPullX = GetX()+iPullDistance;
fWalk = limit;
fMove = 0;
if (Action.ComDir==COMD_Right) fMove = +fWalk;
if (Action.ComDir==COMD_Left) fMove = -fWalk;
iTXDir = fMove + fWalk * Clamp<int32_t>(iPullX-Action.Target->GetX(),-10,+10) / 10;
// Push object
if (!Action.Target->Push(iTXDir,accel,false))
{ StopActionDelayCommand(this); return; }
// Set target controller
Action.Target->Controller=Controller;
// Train pulling: com dir transfer
if ( (Action.Target->GetProcedure()==DFA_WALK)
|| (Action.Target->GetProcedure()==DFA_PULL) )
{
Action.Target->Action.ComDir=COMD_Stop;
if (iTXDir<0) Action.Target->Action.ComDir=COMD_Left;
if (iTXDir>0) Action.Target->Action.ComDir=COMD_Right;
}
// Pulling range
iPushDistance = std::max(Shape.Wdt/2-8,0);
iPushRange = iPushDistance + 20;
Action.Target->GetArea(sax,say,sawdt,sahgt);
// Object lost
if (!Inside(GetX()-sax,-iPushRange,sawdt-1+iPushRange)
|| !Inside(GetY()-say,-iPushRange,sahgt-1+iPushRange))
{
// Remember target. Will be lost on changing action.
C4Object *prev_target = Action.Target;
// Wait command (why, anyway?)
StopActionDelayCommand(this);
// Grab lost action
GrabLost(this, prev_target);
// Lose target
Action.Target=nullptr;
// Done
return;
}
// Move to pulling position
xdir = fMove + fWalk * Clamp<int32_t>(iTargetX-GetX(),-10,+10) / 10;
// Phase by XDir
iPhaseAdvance=0;
if (xdir<0) { iPhaseAdvance=-fixtoi(xdir*10); SetDir(DIR_Left); }
if (xdir>0) { iPhaseAdvance=+fixtoi(xdir*10); SetDir(DIR_Right); }
// No YDir
ydir=0;
Mobile=true;
break;
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
case DFA_LIFT:
// Valid check
if (!Action.Target) { SetAction(nullptr); return; }
// Target lifting force
lftspeed=itofix(2); tydir=0;
switch (Action.ComDir)
{
case COMD_Up: tydir=-lftspeed; break;
case COMD_Stop: tydir=-GravAccel; break;
case COMD_Down: tydir=+lftspeed; break;
}
// Lift object
if (!Action.Target->Lift(tydir,C4REAL100(50)))
{ SetAction(nullptr); return; }
// Check LiftTop
if (Def->LiftTop)
if (Action.Target->GetY()<=(GetY()+Def->LiftTop))
if (Action.ComDir==COMD_Up)
Call(PSF_LiftTop);
// General
DoGravity(this);
break;
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
case DFA_FLOAT:
// ComDir changes xdir/ydir
switch (Action.ComDir)
{
case COMD_Up:
ydir-=accel;
if (xdir<0) xdir+=decel;
if (xdir>0) xdir-=decel;
if ((xdir>-decel) && (xdir<+decel)) xdir=0;
break;
case COMD_UpRight:
ydir-=accel; xdir+=accel; break;
case COMD_Right:
xdir+=accel;
if (ydir<0) ydir+=decel;
if (ydir>0) ydir-=decel;
if ((ydir>-decel) && (ydir<+decel)) ydir=0;
break;
case COMD_DownRight:
ydir+=accel; xdir+=accel; break;
case COMD_Down:
ydir+=accel;
if (xdir<0) xdir+=decel;
if (xdir>0) xdir-=decel;
if ((xdir>-decel) && (xdir<+decel)) xdir=0;
break;
case COMD_DownLeft:
ydir+=accel; xdir-=accel; break;
case COMD_Left:
xdir-=accel;
if (ydir<0) ydir+=decel;
if (ydir>0) ydir-=decel;
if ((ydir>-decel) && (ydir<+decel)) ydir=0;
break;
case COMD_UpLeft:
ydir-=accel; xdir-=accel; break;
case COMD_Stop:
if (xdir<0) xdir+=decel;
if (xdir>0) xdir-=decel;
if ((xdir>-decel) && (xdir<+decel)) xdir=0;
if (ydir<0) ydir+=decel;
if (ydir>0) ydir-=decel;
if ((ydir>-decel) && (ydir<+decel)) ydir=0;
break;
}
// xdir/ydir bounds, don't apply if COMD_None
if (Action.ComDir != COMD_None)
{
ydir = Clamp(ydir, -limit, limit);
xdir = Clamp(xdir, -limit, limit);
}
Mobile=true;
break;
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// ATTACH: Force position to target object
// own vertex index is determined by high-order byte of action data
// target vertex index is determined by low-order byte of action data
case DFA_ATTACH:
// No target
if (!Action.Target)
{
if (Status)
{
SetAction(nullptr);
Call(PSF_AttachTargetLost);
}
return;
}
// Target incomplete and no incomplete activity
if (!(Action.Target->OCF & OCF_FullCon))
if (!Action.Target->Def->IncompleteActivity)
{ SetAction(nullptr); return; }
// Force containment
if (Action.Target->Contained!=Contained)
{
if (Action.Target->Contained)
Enter(Action.Target->Contained);
else
Exit(GetX(),GetY(),GetR());
}
// Object might have detached in Enter/Exit call
if (!Action.Target) break;
// Move position (so objects on solidmask move)
MovePosition(Action.Target->fix_x + Action.Target->Shape.VtxX[Action.Data&255]
-Shape.VtxX[Action.Data>>8] - fix_x,
Action.Target->fix_y + Action.Target->Shape.VtxY[Action.Data&255]
-Shape.VtxY[Action.Data>>8] - fix_y);
// must zero motion...
xdir=ydir=0;
break;
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
case DFA_CONNECT:
{
bool fBroke=false;
bool fLineChange = false;
// Line destruction check: Target missing or incomplete
if (!Action.Target || (Action.Target->Con<FullCon)) fBroke=true;
if (!Action.Target2 || (Action.Target2->Con<FullCon)) fBroke=true;
if (fBroke)
{
Call(PSF_OnLineBreak,&C4AulParSet(true));
AssignRemoval();
return;
}
// Movement by Target
// Connect to attach vertex
C4Value lineAttachV; C4ValueArray *lineAttach;
Action.Target->GetProperty(P_LineAttach, &lineAttachV);
lineAttach = lineAttachV.getArray();
int32_t iConnectX1, iConnectY1;
iConnectX1 = Action.Target->GetX();
iConnectY1 = Action.Target->GetY();
if (lineAttach)
{
iConnectX1 += lineAttach->GetItem(0).getInt();
iConnectY1 += lineAttach->GetItem(1).getInt();
}
if ((iConnectX1!=Shape.VtxX[0]) || (iConnectY1!=Shape.VtxY[0]))
{
// Regular wrapping line
if (Def->LineIntersect == 0)
if (!Shape.LineConnect(iConnectX1,iConnectY1,0,+1,
Shape.VtxX[0],Shape.VtxY[0])) fBroke=true;
// No-intersection line
if (Def->LineIntersect == 1)
{ Shape.VtxX[0]=iConnectX1; Shape.VtxY[0]=iConnectY1; }
fLineChange = true;
}
// Movement by Target2
// Connect to attach vertex
Action.Target2->GetProperty(P_LineAttach, &lineAttachV);
lineAttach = lineAttachV.getArray();
int32_t iConnectX2, iConnectY2;
iConnectX2 = Action.Target2->GetX();
iConnectY2 = Action.Target2->GetY();
if (lineAttach)
{
iConnectX2 += lineAttach->GetItem(0).getInt();
iConnectY2 += lineAttach->GetItem(1).getInt();
}
if ((iConnectX2!=Shape.VtxX[Shape.VtxNum-1]) || (iConnectY2!=Shape.VtxY[Shape.VtxNum-1]))
{
// Regular wrapping line
if (Def->LineIntersect == 0)
if (!Shape.LineConnect(iConnectX2,iConnectY2,Shape.VtxNum-1,-1,
Shape.VtxX[Shape.VtxNum-1],Shape.VtxY[Shape.VtxNum-1])) fBroke=true;
// No-intersection line
if (Def->LineIntersect == 1)
{ Shape.VtxX[Shape.VtxNum-1]=iConnectX2; Shape.VtxY[Shape.VtxNum-1]=iConnectY2; }
fLineChange = true;
}
// Line fBroke
if (fBroke)
{
Call(PSF_OnLineBreak,nullptr);
AssignRemoval();
return;
}
// Reduce line segments
if (!::Game.iTick35)
if (ReduceLineSegments(Shape, !::Game.iTick2))
fLineChange = true;
// Line change callback
if (fLineChange)
Call(PSF_OnLineChange);
}
break;
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
default:
// Attach
if (Action.t_attach)
{
xdir = ydir = 0;
Mobile = true;
}
// Free gravity
else
DoGravity(this);
break;
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
}
// Phase Advance (zero delay means no phase advance)
if (pActionDef->GetPropertyInt(P_Delay))
{
Action.PhaseDelay+=iPhaseAdvance;
if (Action.PhaseDelay >= pActionDef->GetPropertyInt(P_Delay))
{
// Advance Phase
Action.PhaseDelay=0;
Action.Phase += pActionDef->GetPropertyInt(P_Step);
// Phase call
if (pActionDef->GetPropertyStr(P_PhaseCall))
{
Call(pActionDef->GetPropertyStr(P_PhaseCall)->GetCStr());
}
// Phase end
if (Action.Phase>=pActionDef->GetPropertyInt(P_Length))
{
C4String *next_action = pActionDef->GetPropertyStr(P_NextAction);
// Keep current action if there is no NextAction
if (!next_action)
Action.Phase = 0;
// set new action if it's not Hold
else if (next_action == &Strings.P[P_Hold])
{
Action.Phase = pActionDef->GetPropertyInt(P_Length)-1;
Action.PhaseDelay = pActionDef->GetPropertyInt(P_Delay)-1;
}
else
{
// Set new action
SetActionByName(next_action, nullptr, nullptr, SAC_StartCall | SAC_EndCall);
}
}
}
}
return;
}
bool C4Object::SetOwner(int32_t iOwner)
{
// Check valid owner
if (!(ValidPlr(iOwner) || iOwner == NO_OWNER)) return false;
// always set color, even if no owner-change is done
if (iOwner != NO_OWNER)
if (GetGraphics()->IsColorByOwner())
{
Color=::Players.Get(iOwner)->ColorDw;
UpdateFace(false);
}
// no change?
if (Owner == iOwner) return true;
// set new owner
int32_t iOldOwner=Owner;
Owner=iOwner;
// this automatically updates controller
Controller = Owner;
// script callback
Call(PSF_OnOwnerChanged, &C4AulParSet(Owner, iOldOwner));
// done
return true;
}
bool C4Object::SetLightRange(int32_t iToRange, int32_t iToFadeoutRange)
{
// set new range
lightRange = iToRange;
lightFadeoutRange = iToFadeoutRange;
// resort into player's FoW-repeller-list
UpdateLight();
// success
return true;
}
bool C4Object::SetLightColor(uint32_t iValue)
{
// set new color value
lightColor = iValue;
// resort into player's FoW-repeller-list
UpdateLight();
// success
return true;
}
void C4Object::UpdateLight()
{
if (Landscape.HasFoW()) Landscape.GetFoW()->Add(this);
}
void C4Object::SetAudibilityAt(C4TargetFacet &cgo, int32_t iX, int32_t iY, int32_t player)
{
// target pos (parallax)
float offX, offY, newzoom;
GetDrawPosition(cgo, iX, iY, cgo.Zoom, offX, offY, newzoom);
int32_t audible_at_pos = Clamp(100 - 100 * Distance(cgo.X + cgo.Wdt / 2, cgo.Y + cgo.Hgt / 2, offX, offY) / 700, 0, 100);
if (audible_at_pos > Audible)
{
Audible = audible_at_pos;
AudiblePan = Clamp<int>(200 * (offX - cgo.X - (cgo.Wdt / 2)) / cgo.Wdt, -100, 100);
AudiblePlayer = player;
}
}
bool C4Object::IsVisible(int32_t iForPlr, bool fAsOverlay) const
{
bool fDraw;
C4Value vis;
if (!GetProperty(P_Visibility, &vis))
return true;
int32_t Visibility;
C4ValueArray *parameters = vis.getArray();
if (parameters && parameters->GetSize())
{
Visibility = parameters->GetItem(0).getInt();
}
else
{
Visibility = vis.getInt();
}
// check layer
if (Layer && Layer != this && !fAsOverlay)
{
fDraw = Layer->IsVisible(iForPlr, false);
if (Layer->GetPropertyInt(P_Visibility) & VIS_LayerToggle) fDraw = !fDraw;
if (!fDraw) return false;
}
// no flags set?
if (!Visibility) return true;
// check overlay
if (Visibility & VIS_OverlayOnly)
{
if (!fAsOverlay) return false;
if (Visibility == VIS_OverlayOnly) return true;
}
// editor visibility
if (::Application.isEditor)
{
if (Visibility & VIS_Editor) return true;
}
// check visibility
fDraw=false;
if (Visibility & VIS_Owner) fDraw = fDraw || (iForPlr==Owner);
if (iForPlr!=NO_OWNER)
{
// check all
if (Visibility & VIS_Allies) fDraw = fDraw || (iForPlr!=Owner && !Hostile(iForPlr, Owner));
if (Visibility & VIS_Enemies) fDraw = fDraw || (iForPlr!=Owner && Hostile(iForPlr, Owner));
if (parameters)
{
if (Visibility & VIS_Select) fDraw = fDraw || parameters->GetItem(1+iForPlr).getBool();
}
}
else fDraw = fDraw || (Visibility & VIS_God);
return fDraw;
}
bool C4Object::IsInLiquidCheck() const
{
return GBackLiquid(GetX(),GetY()+Def->Float*Con/FullCon-1);
}
void C4Object::SetRotation(int32_t nr)
{
while (nr<0) nr+=360;
nr%=360;
// remove solid mask
RemoveSolidMask(false);
// set rotation
fix_r=itofix(nr);
// Update face
UpdateFace(true);
}
void C4Object::PrepareDrawing() const
{
// color modulation
if (ColorMod != 0xffffffff || (BlitMode & (C4GFXBLIT_MOD2 | C4GFXBLIT_CLRSFC_MOD2))) pDraw->ActivateBlitModulation(ColorMod);
// other blit modes
pDraw->SetBlitMode(BlitMode);
}
void C4Object::FinishedDrawing() const
{
// color modulation
pDraw->DeactivateBlitModulation();
// extra blitting flags
pDraw->ResetBlitMode();
}
void C4Object::DrawSolidMask(C4TargetFacet &cgo) const
{
// mask must exist
if (!pSolidMaskData) return;
// draw it
pSolidMaskData->Draw(cgo);
}
void C4Object::RemoveSolidMask(bool fBackupAttachment)
{
if (pSolidMaskData)
{
pSolidMaskData->Remove(fBackupAttachment);
}
}
void C4Object::UpdateSolidMask(bool fRestoreAttachedObjects)
{
// solidmask doesn't make sense with non-existant objects
// (the solidmask has already been destroyed in AssignRemoval -
// do not reset it!)
if (!Status) return;
// Determine necessity, update cSolidMask, put or remove mask
// Mask if enabled, fullcon, not contained
if (SolidMask.Wdt > 0 && Con >= FullCon && !Contained)
{
// Recheck and put mask
if (!pSolidMaskData)
{
pSolidMaskData = new C4SolidMask(this);
}
else
{
pSolidMaskData->Remove(false);
}
pSolidMaskData->Put(true, nullptr, fRestoreAttachedObjects);
SetHalfVehicleSolidMask(HalfVehicleSolidMask);
}
// Otherwise, remove and destroy mask
else if (pSolidMaskData)
{
delete pSolidMaskData; pSolidMaskData = nullptr;
}
}
bool C4Object::Collect(C4Object *pObj)
{
// Object enter container
bool fRejectCollect;
if (!pObj->Enter(this, true, false, &fRejectCollect))
return false;
// Cancel attach (hacky)
ObjectComCancelAttach(pObj);
// Container Collection call
Call(PSF_Collection,&C4AulParSet(pObj));
// Object Hit call
if (pObj->Status && pObj->OCF & OCF_HitSpeed1) pObj->Call(PSF_Hit);
if (pObj->Status && pObj->OCF & OCF_HitSpeed2) pObj->Call(PSF_Hit2);
if (pObj->Status && pObj->OCF & OCF_HitSpeed3) pObj->Call(PSF_Hit3);
// post-copy the motion of the new container
if (pObj->Contained == this) pObj->CopyMotion(this);
// done, success
return true;
}
bool C4Object::GrabInfo(C4Object *pFrom)
{
// safety
if (!pFrom) return false;
if (!Status || !pFrom->Status) return false;
// even more safety (own info: success)
if (pFrom == this) return true;
// only if other object has info
if (!pFrom->Info) return false;
// clear own info object
if (Info)
{
Info->Retire();
ClearInfo (Info);
}
// remove objects from any owning crews
::Players.ClearPointers(pFrom);
::Players.ClearPointers(this);
// set info
Info = pFrom->Info; pFrom->ClearInfo (pFrom->Info);
// set name
SetName(Info->Name);
// retire from old crew
Info->Retire();
// if alive, recruit to new crew
if (Alive) Info->Recruit();
// make new crew member
C4Player *pPlr = ::Players.Get(Owner);
if (pPlr) pPlr->MakeCrewMember(this);
// done, success
return true;
}
bool C4Object::ShiftContents(bool fShiftBack, bool fDoCalls)
{
// get current object
C4Object *c_obj = Contents.GetObject();
if (!c_obj) return false;
// get next/previous
auto it = fShiftBack ? Contents.reverse().begin() : ++Contents.begin();
while (!it.atEnd())
{
auto pObj = (*it);
// check object
if (pObj->Status)
if (!c_obj->CanConcatPictureWith(pObj))
{
// object different: shift to this
DirectComContents(pObj, !!fDoCalls);
return true;
}
// next/prev item
it++;
}
return false;
}
void C4Object::DirectComContents(C4Object *pTarget, bool fDoCalls)
{
// safety
if (!pTarget || !pTarget->Status || pTarget->Contained != this) return;
// Desired object already at front?
if (Contents.GetObject() == pTarget) return;
// select object via script?
if (fDoCalls)
if (Call("~ControlContents", &C4AulParSet(pTarget)))
return;
// default action
if (!(Contents.ShiftContents(pTarget))) return;
// Selection sound
if (fDoCalls) if (!Contents.GetObject()->Call("~Selection", &C4AulParSet(this))) StartSoundEffect("Clonk::Action::Grab",false,100,this);
// update menu with the new item in "put" entry
if (Menu && Menu->IsActive() && Menu->IsContextMenu())
{
Menu->Refill();
}
// Done
return;
}
void C4Object::GetParallaxity(int32_t *parX, int32_t *parY) const
{
assert(parX); assert(parY);
*parX = 100; *parY = 100;
if (Category & C4D_Foreground)
{
*parX = 0; *parY = 0;
return;
}
if (!(Category & C4D_Parallax)) return;
C4Value parV; GetProperty(P_Parallaxity, &parV);
C4ValueArray *par = parV.getArray();
if (!par) return;
*parX = par->GetItem(0).getInt();
*parY = par->GetItem(1).getInt();
}
bool C4Object::GetDragImage(C4Object **drag_object, C4Def **drag_def) const
{
// drag is possible if MouseDragImage is assigned
C4Value parV; GetProperty(P_MouseDragImage, &parV);
if (!parV) return false;
// determine drag object/id
C4Object *obj = parV.getObj();
C4Def * def = nullptr;
if (!obj) def = parV.getDef();
if (drag_object) *drag_object = obj;
if (drag_def) *drag_def = def;
// drag possible, even w./o image
return true;
}
int32_t C4Object::AddObjectAndContentsToArray(C4ValueArray *target_array, int32_t index)
{
// add self, contents and child contents count recursively to value array. Return index after last added item.
target_array->SetItem(index++, C4VObj(this));
for (C4Object *cobj : Contents)
{
index = cobj->AddObjectAndContentsToArray(target_array, index);
}
return index;
}
bool C4Object::DoSelect()
{
// selection allowed?
if (CrewDisabled) return false;
// do callback
Call(PSF_CrewSelection, &C4AulParSet(false));
// done
return true;
}
void C4Object::UnSelect()
{
// do callback
Call(PSF_CrewSelection, &C4AulParSet(true));
}
void C4Object::GetViewPos(float & riX, float & riY, float tx, float ty, const C4Facet & fctViewport) const // get position this object is seen at (for given scroll)
{
if (Category & C4D_Parallax) GetViewPosPar(riX, riY, tx, ty, fctViewport); else { riX = float(GetX()); riY = float(GetY()); }
}
bool C4Object::GetDrawPosition(const C4TargetFacet & cgo,
float & resultx, float & resulty, float & resultzoom) const
{
return GetDrawPosition(cgo, fixtof(fix_x), fixtof(fix_y), cgo.Zoom, resultx, resulty, resultzoom);
}
bool C4Object::GetDrawPosition(const C4TargetFacet & cgo, float objx, float objy, float zoom, float & resultx, float & resulty, float & resultzoom) const
{
// for HUD
if(Category & C4D_Foreground)
{
resultzoom = zoom;
if(fix_x < 0)
resultx = cgo.X + objx + cgo.Wdt;
else
resultx = cgo.X + objx;
if(fix_y < 0)
resulty = cgo.Y + objy + cgo.Hgt;
else
resulty = cgo.Y + objy;
return true;
}
// zoom with parallaxity
int iParX, iParY;
GetParallaxity(&iParX, &iParY);
float targetx = cgo.TargetX; float targety = cgo.TargetY;
float parx = iParX / 100.0f; float pary = iParY / 100.0f;
float par = parx; // and pary?
// Step 1: project to landscape coordinates
resultzoom = 1.0 / (1.0 - (par - par/zoom));
// it would be par / (1.0 - (par - par/zoom)) if objects would get smaller farther away
if (resultzoom <= 0 || resultzoom > 100) // FIXME: optimize treshhold
return false;
float rx = ((1 - parx) * cgo.ParRefX) * resultzoom + objx / (parx + zoom - parx * zoom);
float ry = ((1 - pary) * cgo.ParRefY) * resultzoom + objy / (pary + zoom - pary * zoom);
// Step 2: convert to screen coordinates
if(parx == 0 && fix_x < 0)
resultx = cgo.X + (objx + cgo.Wdt) * zoom / resultzoom;
else
resultx = cgo.X + (rx - targetx) * zoom / resultzoom;
if(pary == 0 && fix_y < 0)
resulty = cgo.Y + (objy + cgo.Hgt) * zoom / resultzoom;
else
resulty = cgo.Y + (ry - targety) * zoom / resultzoom;
return true;
}
void C4Object::GetViewPosPar(float &riX, float &riY, float tx, float ty, const C4Facet &fctViewport) const
{
int iParX, iParY;
GetParallaxity(&iParX, &iParY);
// get drawing pos, then subtract original target pos to get drawing pos on landscape
if (!iParX && GetX()<0)
// HUD element at right viewport pos
riX=fixtof(fix_x)+tx+fctViewport.Wdt;
else
// regular parallaxity
riX=fixtof(fix_x)-(tx*(iParX-100)/100);
if (!iParY && GetY()<0)
// HUD element at bottom viewport pos
riY=fixtof(fix_y)+ty+fctViewport.Hgt;
else
// regular parallaxity
riY=fixtof(fix_y)-(ty*(iParY-100)/100);
}
bool C4Object::PutAwayUnusedObject(C4Object *pToMakeRoomForObject)
{
// get unused object
C4Object *pUnusedObject;
C4AulFunc *pFnObj2Drop = GetFunc(PSF_GetObject2Drop);
if (pFnObj2Drop)
pUnusedObject = pFnObj2Drop->Exec(this, &C4AulParSet(pToMakeRoomForObject)).getObj();
else
{
// is there any unused object to put away?
if (!Contents.GetLastObject()) return false;
// defaultly, it's the last object in the list
// (contents list cannot have invalid status-objects)
pUnusedObject = Contents.GetLastObject();
}
// no object to put away? fail
if (!pUnusedObject) return false;
// grabbing something?
bool fPushing = (GetProcedure()==DFA_PUSH);
if (fPushing)
// try to put it in there
if (ObjectComPut(this, Action.Target, pUnusedObject))
return true;
// in container? put in there
if (Contained)
{
// try to put it in directly
// note that this works too, if an object is grabbed inside the container
if (ObjectComPut(this, Contained, pUnusedObject))
return true;
// now putting didn't work - drop it outside
AddCommand(C4CMD_Drop, pUnusedObject);
AddCommand(C4CMD_Exit);
return true;
}
else
// if uncontained, simply try to drop it
// if this doesn't work, it won't ever
return !!ObjectComDrop(this, pUnusedObject);
}
bool C4Object::SetGraphics(const char *szGraphicsName, C4Def *pSourceDef)
{
// safety
if (!Status) return false;
// default def
if (!pSourceDef) pSourceDef = Def;
// get graphics
C4DefGraphics *pGrp = pSourceDef->Graphics.Get(szGraphicsName);
if (!pGrp) return false;
// set new graphics
pGraphics = pGrp;
// update Color, etc.
UpdateGraphics(true);
// success
return true;
}
bool C4Object::SetGraphics(C4DefGraphics *pNewGfx, bool fTemp)
{
// safety
if (!pNewGfx) return false;
// set it and update related stuff
pGraphics = pNewGfx;
UpdateGraphics(true, fTemp);
return true;
}
C4GraphicsOverlay *C4Object::GetGraphicsOverlay(int32_t iForID) const
{
// search in list until ID is found or passed
C4GraphicsOverlay *pOverlay = pGfxOverlay;
while (pOverlay && pOverlay->GetID() < iForID) pOverlay = pOverlay->GetNext();
// exact match found?
if (pOverlay && pOverlay->GetID() == iForID) return pOverlay;
// none found
return nullptr;
}
C4GraphicsOverlay *C4Object::GetGraphicsOverlay(int32_t iForID, bool fCreate)
{
// search in list until ID is found or passed
C4GraphicsOverlay *pOverlay = pGfxOverlay, *pPrevOverlay = nullptr;
while (pOverlay && pOverlay->GetID() < iForID) { pPrevOverlay = pOverlay; pOverlay = pOverlay->GetNext(); }
// exact match found?
if (pOverlay && pOverlay->GetID() == iForID) return pOverlay;
// ID has been passed: Create new if desired
if (!fCreate) return nullptr;
C4GraphicsOverlay *pNewOverlay = new C4GraphicsOverlay();
pNewOverlay->SetID(iForID);
pNewOverlay->SetNext(pOverlay);
if (pPrevOverlay) pPrevOverlay->SetNext(pNewOverlay); else pGfxOverlay = pNewOverlay;
// return newly created overlay
return pNewOverlay;
}
bool C4Object::RemoveGraphicsOverlay(int32_t iOverlayID)
{
// search in list until ID is found or passed
C4GraphicsOverlay *pOverlay = pGfxOverlay, *pPrevOverlay = nullptr;
while (pOverlay && pOverlay->GetID() < iOverlayID) { pPrevOverlay = pOverlay; pOverlay = pOverlay->GetNext(); }
// exact match found?
if (pOverlay && pOverlay->GetID() == iOverlayID)
{
// remove it
if (pPrevOverlay) pPrevOverlay->SetNext(pOverlay->GetNext()); else pGfxOverlay = pOverlay->GetNext();
pOverlay->SetNext(nullptr); // prevents deletion of following overlays
delete pOverlay;
// removed
return true;
}
// no match found
return false;
}
bool C4Object::HasGraphicsOverlayRecursion(const C4Object *pCheckObj) const
{
C4Object *pGfxOvrlObj;
if (pGfxOverlay)
for (C4GraphicsOverlay *pGfxOvrl = pGfxOverlay; pGfxOvrl; pGfxOvrl = pGfxOvrl->GetNext())
if ((pGfxOvrlObj = pGfxOvrl->GetOverlayObject()))
{
if (pGfxOvrlObj == pCheckObj) return true;
if (pGfxOvrlObj->HasGraphicsOverlayRecursion(pCheckObj)) return true;
}
return false;
}
bool C4Object::StatusActivate()
{
// readd to main list
::Objects.InactiveObjects.Remove(this);
Status = C4OS_NORMAL;
::Objects.Add(this);
// update some values
UpdateGraphics(false);
UpdateFace(true);
UpdatePos();
UpdateLight();
Call(PSF_OnSynchronized);
// done, success
return true;
}
bool C4Object::StatusDeactivate(bool fClearPointers)
{
// clear particles
ClearParticleLists();
// put into inactive list
::Objects.Remove(this);
Status = C4OS_INACTIVE;
if (Landscape.HasFoW()) Landscape.GetFoW()->Remove(this);
::Objects.InactiveObjects.Add(this, C4ObjectList::stMain);
// if desired, clear game pointers
if (fClearPointers)
{
// in this case, the object must also exit any container, and any contained objects must be exited
ClearContentsAndContained();
Game.ClearPointers(this);
}
else
{
// always clear transfer
Game.TransferZones.ClearPointers(this);
}
// done, success
return true;
}
void C4Object::ClearContentsAndContained(bool fDoCalls)
{
// exit contents from container
for (C4Object *cobj : Contents)
{
cobj->Exit(GetX(), GetY(), 0,Fix0,Fix0,Fix0, fDoCalls);
}
// remove from container *after* contents have been removed!
if (Contained) Exit(GetX(), GetY(), 0, Fix0, Fix0, Fix0, fDoCalls);
}
bool C4Object::AdjustWalkRotation(int32_t iRangeX, int32_t iRangeY, int32_t iSpeed)
{
int32_t iDestAngle;
// attachment at middle (bottom) vertex?
if (Shape.iAttachVtx<0 || !Def->Shape.VtxX[Shape.iAttachVtx])
{
// evaluate floor around attachment pos
int32_t iSolidLeft=0, iSolidRight=0;
// left
int32_t iXCheck = Shape.iAttachX-iRangeX;
if (GBackSolid(iXCheck, Shape.iAttachY))
{
// up
while (--iSolidLeft>-iRangeY)
if (GBackSolid(iXCheck, Shape.iAttachY+iSolidLeft))
{ ++iSolidLeft; break; }
}
else
// down
while (++iSolidLeft<iRangeY)
if (GBackSolid(iXCheck, Shape.iAttachY+iSolidLeft))
{ --iSolidLeft; break; }
// right
iXCheck += 2*iRangeX;
if (GBackSolid(iXCheck, Shape.iAttachY))
{
// up
while (--iSolidRight>-iRangeY)
if (GBackSolid(iXCheck, Shape.iAttachY+iSolidRight))
{ ++iSolidRight; break; }
}
else
// down
while (++iSolidRight<iRangeY)
if (GBackSolid(iXCheck, Shape.iAttachY+iSolidRight))
{ --iSolidRight; break; }
// calculate destination angle
// 100% accurate for large values of Pi ;)
iDestAngle=(iSolidRight-iSolidLeft)*(35/std::max<int32_t>(iRangeX, 1));
}
else
{
// attachment at other than horizontal middle vertex: get your feet to the ground!
// rotate target to large angle is OK, because rotation will stop once the real
// bottom vertex hits solid ground
if (Shape.VtxX[Shape.iAttachVtx] > 0)
iDestAngle = -50;
else
iDestAngle = 50;
}
// move to destination angle
if (Abs(iDestAngle-GetR())>2)
{
rdir = itofix(Clamp<int32_t>(iDestAngle-GetR(), -15,+15));
rdir/=(10000/iSpeed);
}
else rdir=0;
// done, success
return true;
}
static void BubbleOut(int32_t tx, int32_t ty)
{
// No bubbles from nowhere
if (!GBackSemiSolid(tx,ty)) return;
// Enough bubbles out there already
if (::Objects.ObjectCount(C4ID::Bubble) >= 150) return;
// Create bubble
Game.CreateObject(C4ID::Bubble,nullptr,NO_OWNER,tx,ty);
}
void C4Object::Splash()
{
int32_t tx = GetX(); int32_t ty = GetY()+1;
int32_t amt = std::min(Shape.Wdt*Shape.Hgt/10,20);
// Splash only if there is free space above
if (GBackSemiSolid(tx, ty - 15)) return;
// get back mat
int32_t iMat = GBackMat(tx, ty);
// check liquid
if (MatValid(iMat))
if (DensityLiquid(::MaterialMap.Map[iMat].Density) && ::MaterialMap.Map[iMat].Instable)
{
int32_t sy = ty;
while (GBackLiquid(tx, sy) && sy > ty - 20 && sy >= 0) sy--;
// Splash bubbles and liquid
for (int32_t cnt=0; cnt<amt; cnt++)
{
int32_t bubble_x = tx+Random(16)-8;
int32_t bubble_y = ty+Random(16)-6;
BubbleOut(bubble_x,bubble_y);
if (GBackLiquid(tx,ty) && !GBackSemiSolid(tx, sy))
{
C4Real xdir = C4REAL100(Random(151)-75);
C4Real ydir = C4REAL100(-int32_t(Random(200)));
::PXS.Create(::Landscape.ExtractMaterial(tx,ty,false),
itofix(tx),itofix(sy),
xdir,
ydir);
}
}
}
// Splash sound
if (amt>=20)
StartSoundEffect("Liquids::Splash2", false, 50, this);
else if (amt>1) StartSoundEffect("Liquids::Splash1", false, 50, this);
}
void C4Object::UpdateInLiquid()
{
// InLiquid check
if (IsInLiquidCheck()) // In Liquid
{
if (!InLiquid) // Enter liquid
{
if (OCF & OCF_HitSpeed2)
if (Mass>3) Splash();
InLiquid=true;
}
}
else // Out of liquid
{
if (InLiquid) // Leave liquid
InLiquid=false;
}
}
StdStrBuf C4Object::GetInfoString()
{
StdStrBuf sResult;
// no info for invalid objects
if (!Status) return sResult;
// go through all effects and add their desc
for (C4Effect *pEff = pEffects; pEff; pEff = pEff->pNext)
{
C4Value par[7];
C4Value vInfo = pEff->DoCall(this, PSFS_FxInfo, par[0], par[1], par[2], par[3], par[4], par[5], par[6]);
if (!vInfo) continue;
// debug: warn for wrong return types
if (vInfo.GetType() != C4V_String)
DebugLogF("Effect %s(#%d) on object %s (#%d) returned wrong info type %d.", pEff->GetName(), pEff->Number, GetName(), Number, vInfo.GetType());
// get string val
C4String *psInfo = vInfo.getStr(); const char *szEffInfo;
if (psInfo && (szEffInfo = psInfo->GetCStr()))
if (*szEffInfo)
{
// OK; this effect has a desc. Add it!
if (sResult.getLength()) sResult.AppendChar('|');
sResult.Append(szEffInfo);
}
}
// done
return sResult;
}
void C4Object::GrabContents(C4Object *pFrom)
{
// create a temp list of all objects and transfer it
// this prevents nasty deadlocks caused by RejectEntrance-scripts
C4ObjectList tmpList; tmpList.Copy(pFrom->Contents);
for (C4Object *obj : tmpList)
if (obj->Status)
obj->Enter(this);
}
bool C4Object::CanConcatPictureWith(C4Object *pOtherObject) const
{
// check current definition ID
if (id != pOtherObject->id) return false;
// def overwrite of stack conditions
int32_t allow_picture_stack = Def->AllowPictureStack;
if (!(allow_picture_stack & APS_Color))
{
// check color if ColorByOwner (flags)
if (Color != pOtherObject->Color && Def->ColorByOwner) return false;
// check modulation
if (ColorMod != pOtherObject->ColorMod) return false;
if (BlitMode != pOtherObject->BlitMode) return false;
}
if (!(allow_picture_stack & APS_Graphics))
{
// check graphics
if (pGraphics != pOtherObject->pGraphics) return false;
// check any own picture rect
if (PictureRect != pOtherObject->PictureRect) return false;
}
if (!(allow_picture_stack & APS_Name))
{
// check name, so zagabar's sandwiches don't stack
if (GetName() != pOtherObject->GetName()) return false;
}
if (!(allow_picture_stack & APS_Overlay))
{
// check overlay graphics
for (C4GraphicsOverlay *pOwnOverlay = pGfxOverlay; pOwnOverlay; pOwnOverlay = pOwnOverlay->GetNext())
if (pOwnOverlay->IsPicture())
{
C4GraphicsOverlay *pOtherOverlay = pOtherObject->GetGraphicsOverlay(pOwnOverlay->GetID(), false);
if (!pOtherOverlay || !(*pOtherOverlay == *pOwnOverlay)) return false;
}
for (C4GraphicsOverlay *pOtherOverlay = pOtherObject->pGfxOverlay; pOtherOverlay; pOtherOverlay = pOtherOverlay->GetNext())
if (pOtherOverlay->IsPicture())
if (!GetGraphicsOverlay(pOtherOverlay->GetID())) return false;
}
// concat OK
return true;
}
bool C4Object::IsMoveableBySolidMask(int ComparisonPlane) const
{
return (Status == C4OS_NORMAL)
&& !(Category & C4D_StaticBack)
&& (ComparisonPlane < GetPlane())
&& !Contained
;
}
void C4Object::UpdateScriptPointers()
{
if (pEffects)
pEffects->ReAssignAllCallbackFunctions();
}
bool C4Object::IsPlayerObject(int32_t iPlayerNumber) const
{
bool fAnyPlr = (iPlayerNumber == NO_OWNER);
// if an owner is specified: only owned objects
if (fAnyPlr && !ValidPlr(Owner)) return false;
// and crew objects
if (fAnyPlr || Owner == iPlayerNumber)
{
C4Player *pOwner = ::Players.Get(Owner);
if (pOwner)
{
if (pOwner && pOwner->Crew.IsContained(this)) return true;
}
else
{
// Do not force that the owner exists because the function must work for unjoined players (savegame resume)
if (Def->CrewMember)
return true;
}
}
// otherwise, not a player object
return false;
}
bool C4Object::IsUserPlayerObject()
{
// must be a player object at all
if (!IsPlayerObject()) return false;
// and the owner must not be a script player
C4Player *pOwner = ::Players.Get(Owner);
if (!pOwner || pOwner->GetType() != C4PT_User) return false;
// otherwise, it's a user playeer object
return true;
}
void C4Object::SetPropertyByS(C4String * k, const C4Value & to)
{
if (k >= &Strings.P[0] && k < &Strings.P[P_LAST])
{
switch(k - &Strings.P[0])
{
case P_Plane:
if (!to.getInt()) throw C4AulExecError("invalid Plane 0");
SetPlane(to.getInt());
return;
}
}
C4PropListNumbered::SetPropertyByS(k, to);
}
void C4Object::ResetProperty(C4String * k)
{
if (k >= &Strings.P[0] && k < &Strings.P[P_LAST])
{
switch(k - &Strings.P[0])
{
case P_Plane:
SetPlane(GetPropertyInt(P_Plane));
return;
}
}
return C4PropListNumbered::ResetProperty(k);
}
bool C4Object::GetPropertyByS(const C4String *k, C4Value *pResult) const
{
if (k >= &Strings.P[0] && k < &Strings.P[P_LAST])
{
switch(k - &Strings.P[0])
{
case P_Plane: *pResult = C4VInt(Plane); return true;
}
}
return C4PropListNumbered::GetPropertyByS(k, pResult);
}
C4ValueArray * C4Object::GetProperties() const
{
C4ValueArray * a = C4PropList::GetProperties();
int i;
i = a->GetSize();
a->SetSize(i + 1);
(*a)[i++] = C4VString(&::Strings.P[P_Plane]);
return a;
}
int32_t C4Object::GetSolidMaskPlane() const
{
// use SolidMaskPlane property. Fallback to object plane if unassigned.
int32_t plane = GetPropertyInt(P_SolidMaskPlane);
return plane ? plane : GetPlane();
}