openclonk/src/object/C4Object.h

384 lines
19 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 */
#ifndef INC_C4Object
#define INC_C4Object
#include "game/C4GameScript.h"
#include "graphics/C4Facet.h"
#include "object/C4Id.h"
#include "object/C4ObjectPtr.h"
#include "object/C4Sector.h"
#include "object/C4Shape.h"
#include "script/C4PropList.h"
#include "script/C4Value.h"
/* Object status */
#define C4OS_DELETED 0
#define C4OS_NORMAL 1
#define C4OS_INACTIVE 2
/* Action.Dir is the direction the object is actually facing. */
#define DIR_None 0
#define DIR_Left 0
#define DIR_Right 1
/* Action.ComDir tells an active object which way it ought to be going.
If you set the ComDir to COMD_Stop, the object won't sit still immediately
but will try to slow down according to it's current Action. ComDir values
circle clockwise from COMD_Up 1 through COMD_UpLeft 8. */
#define COMD_None -1
#define COMD_Stop 0
#define COMD_Up 1
#define COMD_UpRight 2
#define COMD_Right 3
#define COMD_DownRight 4
#define COMD_Down 5
#define COMD_DownLeft 6
#define COMD_Left 7
#define COMD_UpLeft 8
/* Visibility values tell conditions for an object's visibility */
#define VIS_All 0
#define VIS_None 1
#define VIS_Owner 2
#define VIS_Allies 4
#define VIS_Enemies 8
#define VIS_Select 16
#define VIS_God 32
#define VIS_LayerToggle 64
#define VIS_OverlayOnly 128
#define VIS_Editor 256
class C4Action
{
public:
C4Action();
~C4Action();
public:
int32_t Dir;
int32_t DrawDir; // NoSave // - needs to be calculated for old-style objects.txt anyway
int32_t ComDir;
int32_t Time;
int32_t Data;
int32_t Phase,PhaseDelay;
int32_t t_attach; // SyncClearance-NoSave //
C4ObjectPtr Target,Target2;
C4Facet Facet; // NoSave //
int32_t FacetX,FacetY; // NoSave //
StdMeshInstanceAnimationNode* Animation; // NoSave //
public:
void Default();
void CompileFunc(StdCompiler *pComp);
// BRIDGE procedure: data mask
void SetBridgeData(int32_t iBridgeTime, bool fMoveClonk, bool fWall, int32_t iBridgeMaterial);
void GetBridgeData(int32_t &riBridgeTime, bool &rfMoveClonk, bool &rfWall, int32_t &riBridgeMaterial);
};
class C4Object: public C4PropListNumbered
{
private:
void UpdateInMat();
void Splash();
void RemoveSolidMask(bool fBackupAttachment); // Remove solid mask data, if existing
public:
C4Object();
~C4Object() override;
C4ID id;
int32_t RemovalDelay; // NoSave //
int32_t Owner;
int32_t Controller;
int32_t LastEnergyLossCausePlayer; // last player that caused an energy loss to this Clonk (used to trace kills when player tumbles off a cliff, etc.)
int32_t Category;
int32_t old_x, old_y; C4LArea Area; // position as currently seen by Game.Objecets.Sectors. UpdatePos to sync.
int32_t Mass, OwnMass;
int32_t Damage;
int32_t Energy;
int32_t Breath;
int32_t InMat; // SyncClearance-NoSave //
uint32_t Color;
int32_t Audible, AudiblePan, AudiblePlayer; // NoSave //
int32_t lightRange;
int32_t lightFadeoutRange;
uint32_t lightColor;
C4Real fix_x,fix_y,fix_r; // SyncClearance-Fix //
C4Real xdir,ydir,rdir;
int32_t iLastAttachMovementFrame; // last frame in which Attach-movement by a SolidMask was done
bool Mobile;
bool Unsorted; // NoSave //
bool Initializing; // NoSave //
bool InLiquid;
bool EntranceStatus;
uint32_t t_contact; // SyncClearance-NoSave //
uint32_t OCF;
uint32_t Marker; // state var used by Objects::CrossCheck and C4FindObject - NoSave
C4ObjectPtr Layer;
C4DrawTransform *pDrawTransform; // assigned drawing transformation
// Menu
class C4ObjectMenu *Menu; // SyncClearance-NoSave //
C4Facet TopFace; // NoSave //
C4Def *Def;
C4ObjectPtr Contained;
C4ObjectInfo *Info;
C4Action Action;
C4Shape Shape;
bool fOwnVertices; // if set, vertices aren't restored from def but from end of own vtx list
C4TargetRect SolidMask;
bool HalfVehicleSolidMask;
C4Rect PictureRect;
C4NotifyingObjectList Contents;
C4MaterialList *MaterialContents; // SyncClearance-NoSave //
C4DefGraphics *pGraphics; // currently set object graphics
StdMeshInstance* pMeshInstance; // Instance for mesh-type objects
C4Effect *pEffects; // linked list of effects
// particle lists that are bound to this object (either in front of behind it)
class C4ParticleList *FrontParticles, *BackParticles;
void ClearParticleLists();
uint32_t ColorMod; // color by which the object-drawing is modulated
uint32_t BlitMode; // extra blitting flags (like additive, ClrMod2, etc.)
bool CrewDisabled; // CrewMember-functionality currently disabled
// Commands
C4Command *Command;
StdCopyStrBuf nInfo;
class C4GraphicsOverlay *pGfxOverlay; // singly linked list of overlay graphics
protected:
bool OnFire;
int32_t Con;
int32_t Plane;
bool Alive;
C4SolidMask *pSolidMaskData; // NoSave //
public:
void Resort();
void SetPlane(int32_t z) { if (z) Plane = z; Resort(); }
int32_t GetPlane() const { return Plane; }
int32_t GetSolidMaskPlane() const;
void SetCommand(int32_t iCommand, C4Object *pTarget, C4Value iTx, int32_t iTy=0, C4Object *pTarget2=nullptr, bool fControl=false, C4Value iData=C4VNull, int32_t iRetries=0, C4String *szText=nullptr);
void SetCommand(int32_t iCommand, C4Object *pTarget=nullptr, int32_t iTx=0, int32_t iTy=0, C4Object *pTarget2=nullptr, bool fControl=false, C4Value iData=C4VNull, int32_t iRetries=0, C4String *szText=nullptr)
{ SetCommand(iCommand, pTarget, C4VInt(iTx), iTy, pTarget2, fControl, iData, iRetries, szText); }
bool AddCommand(int32_t iCommand, C4Object *pTarget, C4Value iTx, int32_t iTy=0, int32_t iUpdateInterval=0, C4Object *pTarget2=nullptr, bool fInitEvaluation=true, C4Value iData=C4VNull, bool fAppend=false, int32_t iRetries=0, C4String *szText=nullptr, int32_t iBaseMode=0);
bool AddCommand(int32_t iCommand, C4Object *pTarget=nullptr, int32_t iTx=0, int32_t iTy=0, int32_t iUpdateInterval=0, C4Object *pTarget2=nullptr, bool fInitEvaluation=true, C4Value iData=C4VNull, bool fAppend=false, int32_t iRetries=0, C4String *szText=nullptr, int32_t iBaseMode=0)
{ return AddCommand(iCommand, pTarget, C4VInt(iTx), iTy, iUpdateInterval, pTarget2, fInitEvaluation, iData, fAppend, iRetries, szText, iBaseMode); }
C4Command *FindCommand(int32_t iCommandType) const; // find a command of the given type
void ClearCommand(C4Command *pUntil);
void ClearCommands();
void DrawSelectMark(C4TargetFacet &cgo) const;
void UpdateActionFace();
void SyncClearance();
void SetSolidMask(int32_t iX, int32_t iY, int32_t iWdt, int32_t iHgt, int32_t iTX, int32_t iTY);
void SetHalfVehicleSolidMask(bool set);
bool CheckSolidMaskRect(); // clip bounds of SolidMask in graphics - return whether the solidmask still exists
bool MenuCommand(const char *szCommand);
void Clear();
void ClearInfo(C4ObjectInfo *pInfo);
bool AssignInfo();
bool ValidateOwner();
bool AssignLightRange();
void DrawPicture(C4Facet &cgo, bool fSelected=false, C4DrawTransform* transform=nullptr);
void Picture2Facet(C4FacetSurface &cgo); // set picture to facet, or create facet in current size and draw if specific states are being needed
void Default();
bool Init(C4PropList *ndef, C4Object *pCreator,
int32_t owner, C4ObjectInfo *info,
int32_t nx, int32_t ny, int32_t nr,
C4Real nxdir, C4Real nydir, C4Real nrdir, int32_t iController);
void CompileFunc(StdCompiler *pComp, C4ValueNumbers *);
void Denumerate(C4ValueNumbers *) override;
void DrawLine(C4TargetFacet &cgo, int32_t at_player);
bool SetPhase(int32_t iPhase);
void AssignRemoval(bool fExitContents=false);
enum DrawMode { ODM_Normal=0, ODM_Overlay=1, ODM_BaseOnly=2 };
void Draw(C4TargetFacet &cgo, int32_t iByPlayer = -1, DrawMode eDrawMode=ODM_Normal, float offX=0, float offY=0);
void DrawTopFace(C4TargetFacet &cgo, int32_t iByPlayer = -1, DrawMode eDrawMode=ODM_Normal, float offX=0, float offY=0);
void DrawActionFace(C4TargetFacet &cgo, float offX, float offY) const;
void DrawFace(C4TargetFacet &cgo, float offX, float offY, int32_t iPhaseX=0, int32_t iPhaseY=0) const;
void DrawFaceImpl(C4TargetFacet &cgo, bool action, float fx, float fy, float fwdt, float fhgt, float tx, float ty, float twdt, float thgt, C4DrawTransform* transform) const;
void Execute();
void ClearPointers(C4Object *ptr);
bool ExecMovement();
void ExecAction();
bool ExecLife();
bool ExecuteCommand();
void AssignDeath(bool fForced); // assigns death - if forced, it's killed even if an effect stopped this
void ContactAction();
void NoAttachAction();
void DoMovement();
void Stabilize();
void SetOCF();
void UpdateOCF(); // Update fluctuant OCF
void UpdateShape(bool bUpdateVertices=true);
void UpdatePos(); // pos/shape changed
void UpdateSolidMask(bool fRestoreAttachedObjects);
void UpdateMass();
bool ChangeDef(C4ID idNew);
void UpdateFace(bool bUpdateShape, bool fTemp=false);
void UpdateGraphics(bool fGraphicsChanged, bool fTemp=false); // recreates solidmasks (if fGraphicsChanged), validates Color
void UpdateFlipDir(); // applies new flipdir to draw transform matrix; creates/deletes it if necessary
bool At(int32_t ctx, int32_t cty) const;
bool At(int32_t ctx, int32_t cty, DWORD &ocf) const;
void GetOCFForPos(int32_t ctx, int32_t cty, DWORD &ocf) const;
bool CloseMenu(bool fForce);
bool ActivateMenu(int32_t iMenu, int32_t iMenuSelect=0, int32_t iMenuData=0, int32_t iMenuPosition=0, C4Object *pTarget=nullptr);
int32_t ContactCheck(int32_t atx, int32_t aty, uint32_t *border_hack_contacts=nullptr, bool collide_halfvehic=false);
bool Contact(int32_t cnat);
void StopAndContact(C4Real & ctco, C4Real limit, C4Real & speed, int32_t cnat);
enum { SAC_StartCall = 1, SAC_EndCall = 2, SAC_AbortCall = 4 };
C4PropList* GetAction() const;
bool SetAction(C4PropList * Act, C4Object *pTarget=nullptr, C4Object *pTarget2=nullptr, int32_t iCalls = SAC_StartCall | SAC_AbortCall, bool fForce = false);
bool SetActionByName(C4String * ActName, C4Object *pTarget=nullptr, C4Object *pTarget2=nullptr, int32_t iCalls = SAC_StartCall | SAC_AbortCall, bool fForce = false);
bool SetActionByName(const char * szActName, C4Object *pTarget=nullptr, C4Object *pTarget2=nullptr, int32_t iCalls = SAC_StartCall | SAC_AbortCall, bool fForce = false);
void SetDir(int32_t tdir);
void SetCategory(int32_t Category) { this->Category = Category; Resort(); SetOCF(); }
int32_t GetProcedure() const;
bool Enter(C4Object *pTarget, bool fCalls=true, bool fCopyMotion=true, bool *pfRejectCollect=nullptr);
bool Exit(int32_t iX=0, int32_t iY=0, int32_t iR=0, C4Real iXDir=Fix0, C4Real iYDir=Fix0, C4Real iRDir=Fix0, bool fCalls=true);
void CopyMotion(C4Object *from);
void ForcePosition(C4Real tx, C4Real ty);
void MovePosition(int32_t dx, int32_t dy);
void MovePosition(C4Real dx, C4Real dy);
void DoMotion(int32_t mx, int32_t my);
bool ActivateEntrance(int32_t by_plr, C4Object *by_obj);
void DoDamage(int32_t iLevel, int32_t iCausedByPlr, int32_t iCause);
void DoEnergy(int32_t iChange, bool fExact, int32_t iCause, int32_t iCausedByPlr);
void UpdatLastEnergyLossCause(int32_t iNewCausePlr);
void DoBreath(int32_t iChange);
void DoCon(int32_t iChange, bool grow_from_center);
int32_t GetCon() const { return Con; }
void DoExperience(int32_t change);
bool Promote(int32_t torank, bool exception, bool fForceRankName);
bool Push(C4Real txdir, C4Real dforce, bool fStraighten);
bool Lift(C4Real tydir, C4Real dforce);
void Fling(C4Real txdir, C4Real tydir, bool fAddSpeed); // set/add given speed to current, setting jump/tumble-actions
C4Object* CreateContents(C4PropList *);
bool CreateContentsByList(C4IDList &idlist);
BYTE GetArea(int32_t &aX, int32_t &aY, int32_t &aWdt, int32_t &aHgt) const;
inline int32_t addtop() const { return std::max<int32_t>(18-Shape.Hgt,0); } // Minimum top action size for build check
inline int32_t Left() const { return GetX()+Shape.x; } // left border of shape
inline int32_t Top() const { return GetY()+Shape.y-addtop(); } // top border of shape (+build-top)
inline int32_t Width() const { return Shape.Wdt; } // width of shape
inline int32_t Height() const { return Shape.Hgt+addtop(); } // height of shape (+build-top)
inline int32_t GetX() const { return fixtoi(fix_x); }
inline int32_t GetY() const { return fixtoi(fix_y); }
inline int32_t GetR() const { return fixtoi(fix_r); }
inline C4Real GetFixedX() const { return fix_x; }
inline C4Real GetFixedY() const { return fix_y; }
inline C4Real GetFixedR() const { return fix_r; }
BYTE GetEntranceArea(int32_t &aX, int32_t &aY, int32_t &aWdt, int32_t &aHgt) const;
BYTE GetMomentum(C4Real &rxdir, C4Real &rydir) const;
C4Real GetSpeed() const;
StdStrBuf GetDataString();
void SetName (const char *NewName = nullptr) override;
int32_t GetValue(C4Object *pInBase, int32_t iForPlayer);
bool SetOwner(int32_t iOwner);
bool SetLightRange(int32_t iToRange, int32_t iToFadeoutRange);
uint32_t GetLightColor() const { return lightColor; }
bool SetLightColor(uint32_t iValue);
void SetOnFire(bool OnFire) override { this->OnFire = OnFire; SetOCF(); }
bool GetOnFire() const { return OnFire; }
void SetAlive(bool Alive) { this->Alive = Alive; SetOCF(); }
bool GetAlive() const { return Alive; }
void UpdateLight();
void SetAudibilityAt(C4TargetFacet &cgo, int32_t iX, int32_t iY, int32_t player);
bool IsVisible(int32_t iForPlr, bool fAsOverlay) const; // return whether an object is visible for the given player
void SetRotation(int32_t nr);
void PrepareDrawing() const; // set blit modulation and/or additive blitting
void FinishedDrawing() const; // reset any modulation
void DrawSolidMask(C4TargetFacet &cgo) const; // draw topface image only
bool Collect(C4Object *pObj); // add object to contents if it can be carried - no OCF and range checks are done!
bool GrabInfo(C4Object *pFrom); // grab info object from other object
bool ShiftContents(bool fShiftBack, bool fDoCalls); // rotate through contents
void DirectComContents(C4Object *pTarget, bool fDoCalls); // direct com: scroll contents to given ID
void GetParallaxity(int32_t *parX, int32_t *parY) const;
bool GetDrawPosition(const C4TargetFacet & cgo, float & resultx, float & resulty, float & resultzoom) const; // converts the object's position into screen coordinates
bool GetDrawPosition(const C4TargetFacet & cgo, float x, float y, float zoom, float & resultx, float & resulty, float & resultzoom) const; // converts object coordinates into screen coordinates
bool IsInLiquidCheck() const; // returns whether the Clonk is within liquid material
void UpdateInLiquid(); // makes splash when a liquid is entered
void GrabContents(C4Object *pFrom); // grab all contents that don't reject it
bool GetDragImage(C4Object **drag_object, C4Def **drag_id) const; // return true if object is draggable; assign drag_object/drag_id to gfx to be used for dragging
int32_t AddObjectAndContentsToArray(C4ValueArray *target_array, int32_t index=0); // add self, contents and child contents count recursively to value array. Return index after last added item.
protected:
void SideBounds(C4Real &ctcox); // apply bounds at side; regarding bourder bound and pLayer
void VerticalBounds(C4Real &ctcoy); // apply bounds at top and bottom; regarding border bound and pLayer
public:
void BoundsCheck(C4Real &ctcox, C4Real &ctcoy) // do bound checks, correcting target positions as necessary and doing contact-calls
{ SideBounds(ctcox); VerticalBounds(ctcoy); }
bool DoSelect(); // cursor callback if not disabled
void UnSelect(); // unselect callback
void GetViewPos(float &riX, float &riY, float tx, float ty, const C4Facet &fctViewport) const;
void GetViewPosPar(float &riX, float &riY, float tx, float ty, const C4Facet &fctViewport) const; // get position this object is seen at, calculating parallaxity
bool PutAwayUnusedObject(C4Object *pToMakeRoomForObject); // either directly put the least-needed object away, or add a command to do it - return whether successful
C4DefGraphics *GetGraphics() const { return pGraphics; } // return current object graphics
bool SetGraphics(const char *szGraphicsName=nullptr, C4Def *pSourceDef=nullptr); // set used graphics for object; if szGraphicsName or *szGraphicsName are nullptr, the default graphics of the given def are used; pSourceDef defaults to own def
bool SetGraphics(C4DefGraphics *pNewGfx, bool fUpdateData); // set used graphics for object
class C4GraphicsOverlay *GetGraphicsOverlay(int32_t iForID) const; // get specified gfx overlay
class C4GraphicsOverlay *GetGraphicsOverlay(int32_t iForID, bool fCreate); // get specified gfx overlay; create if not existant and specified
bool RemoveGraphicsOverlay(int32_t iOverlayID); // remove specified overlay from the overlay list; return if found
bool HasGraphicsOverlayRecursion(const C4Object *pCheckObj) const; // returns whether, at any overlay recursion depth, the given object appears as an MODE_Object-overlay
void UpdateScriptPointers(); // update ptrs to C4AulScript *
bool StatusActivate(); // put into active list
bool StatusDeactivate(bool fClearPointers); // put into inactive list
void ClearContentsAndContained(bool fDoCalls=true); // exit from container and eject contents (doing calbacks)
bool AdjustWalkRotation(int32_t iRangeX, int32_t iRangeY, int32_t iSpeed);
StdStrBuf GetInfoString(); // return def desc plus effects
bool CanConcatPictureWith(C4Object *pOtherObject) const; // return whether this object should be grouped with the other in activation lists, contents list, etc.
bool IsMoveableBySolidMask(int ComparisonPlane) const;
// This function is used for:
// -Objects to be removed when a player is removed
// -Objects that are not to be saved in "SaveScenario"-mode
bool IsPlayerObject(int32_t iPlayerNumber=NO_OWNER) const;// true for any object that belongs to any player (NO_OWNER) or a specified player
// This function is used for:
// -Objects that are not to be saved in "SaveScenario"-mode
bool IsUserPlayerObject();// true for any object that belongs to any player (NO_OWNER) or a specified player
// overloaded from C4PropList
C4Object * GetObject() override { return this; }
C4Object const * GetObject() const override { return this; }
void SetPropertyByS(C4String * k, const C4Value & to) override;
void ResetProperty(C4String * k) override;
bool GetPropertyByS(const C4String *k, C4Value *pResult) const override;
C4ValueArray * GetProperties() const override;
};
#endif