openclonk/src/object/C4ObjectCom.cpp

478 lines
14 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) 2009-2013, 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.
*/
/* Lots of handler functions for object action */
#include <C4Include.h>
#include <C4ObjectCom.h>
#include <C4Effect.h>
#include <C4Object.h>
#include <C4Physics.h>
#include <C4Command.h>
#include <C4Random.h>
#include <C4GameMessage.h>
#include <C4Player.h>
#include <C4GraphicsResource.h>
#include <C4Material.h>
#include <C4Game.h>
#include <C4PlayerList.h>
#include <C4GameObjects.h>
bool SimFlightHitsLiquid(C4Real fcx, C4Real fcy, C4Real xdir, C4Real ydir);
bool CreateConstructionSite(int32_t ctx, int32_t bty, C4ID strid, int32_t owner, C4Object *pByObj);
bool ObjectActionWalk(C4Object *cObj)
{
if (!cObj->SetActionByName("Walk")) return false;
return true;
}
bool ObjectActionStand(C4Object *cObj)
{
cObj->Action.ComDir=COMD_Stop;
if (!ObjectActionWalk(cObj)) return false;
return true;
}
bool ObjectActionJump(C4Object *cObj, C4Real xdir, C4Real ydir, bool fByCom)
{
// scripted jump?
assert(cObj);
C4AulParSet pars(C4VInt(fixtoi(xdir, 100)), C4VInt(fixtoi(ydir, 100)), C4VBool(fByCom));
if (!!cObj->Call(PSF_OnActionJump, &pars)) return true;
// hardcoded jump by action
if (!cObj->SetActionByName("Jump")) return false;
cObj->xdir=xdir; cObj->ydir=ydir;
cObj->Mobile=1;
// unstick from ground, because jump command may be issued in an Action-callback,
// where attach-values have already been determined for that frame
cObj->Action.t_attach&=~CNAT_Bottom;
return true;
}
bool ObjectActionDive(C4Object *cObj, C4Real xdir, C4Real ydir)
{
if (!cObj->SetActionByName("Dive")) return false;
cObj->xdir=xdir; cObj->ydir=ydir;
cObj->Mobile=1;
// unstick from ground, because jump command may be issued in an Action-callback,
// where attach-values have already been determined for that frame
cObj->Action.t_attach&=~CNAT_Bottom;
return true;
}
bool ObjectActionTumble(C4Object *cObj, int32_t dir, C4Real xdir, C4Real ydir)
{
if (!cObj->SetActionByName("Tumble")) return false;
cObj->SetDir(dir);
cObj->xdir=xdir; cObj->ydir=ydir;
return true;
}
bool ObjectActionGetPunched(C4Object *cObj, C4Real xdir, C4Real ydir)
{
if (!cObj->SetActionByName("GetPunched")) return false;
cObj->xdir=xdir; cObj->ydir=ydir;
return true;
}
bool ObjectActionKneel(C4Object *cObj)
{
if (!cObj->SetActionByName("KneelDown")) return false;
return true;
}
bool ObjectActionFlat(C4Object *cObj, int32_t dir)
{
if (!cObj->SetActionByName("FlatUp")) return false;
cObj->SetDir(dir);
return true;
}
bool ObjectActionScale(C4Object *cObj, int32_t dir)
{
if (!cObj->SetActionByName("Scale")) return false;
cObj->SetDir(dir);
return true;
}
bool ObjectActionHangle(C4Object *cObj)
{
if (!cObj->SetActionByName("Hangle")) return false;
return true;
}
bool ObjectActionThrow(C4Object *cObj, C4Object *pThing)
{
// No object specified, first from contents
if (!pThing) pThing = cObj->Contents.GetObject();
// Nothing to throw
if (!pThing) return false;
// Force and direction
C4Real pthrow=C4REAL100(cObj->GetPropertyInt(P_ThrowSpeed));
int32_t iDir=1; if (cObj->Action.Dir==DIR_Left) iDir=-1;
// Set action
if (!cObj->SetActionByName("Throw")) return false;
// Exit object
pThing->Exit(cObj->GetX(),
cObj->GetY()+cObj->Shape.y-1,
Random(360),
pthrow*iDir+cObj->xdir,-pthrow+cObj->ydir,pthrow*iDir);
// Success
return true;
}
bool ObjectActionDig(C4Object *cObj)
{
if (!cObj->SetActionByName("Dig")) return false;
cObj->Action.Data=0; // Material Dig2Object request
return true;
}
bool ObjectActionPush(C4Object *cObj, C4Object *target)
{
return cObj->SetActionByName("Push",target);
}
static bool CornerScaleOkay(C4Object *cObj, int32_t iRangeX, int32_t iRangeY)
{
int32_t ctx,cty;
cty=cObj->GetY()-iRangeY;
if (cObj->Action.Dir==DIR_Left) ctx=cObj->GetX()-iRangeX;
else ctx=cObj->GetX()+iRangeX;
cObj->ContactCheck(ctx,cty); // (resets VtxContact & t_contact)
if (!(cObj->t_contact & CNAT_Top))
if (!(cObj->t_contact & CNAT_Left))
if (!(cObj->t_contact & CNAT_Right))
if (!(cObj->t_contact & CNAT_Bottom))
return true;
return false;
}
bool ObjectActionCornerScale(C4Object *cObj)
{
int32_t iRangeX = 1, iRangeY = 1;
if (!CornerScaleOkay(cObj,iRangeX,iRangeY)) return false;
// Do corner scale
if (!cObj->SetActionByName("KneelUp"))
cObj->SetActionByName("Walk");
cObj->xdir=cObj->ydir=0;
if (cObj->Action.Dir==DIR_Left) cObj->fix_x-=itofix(iRangeX);
else cObj->fix_x+=itofix(iRangeX);
cObj->fix_y-=itofix(iRangeY);
return true;
}
bool ObjectComMovement(C4Object *cObj, int32_t comdir)
{
cObj->Action.ComDir=comdir;
PlayerObjectCommand(cObj->Owner,C4CMD_Follow,cObj);
// direkt turnaround if standing still
if (!cObj->xdir && (cObj->GetProcedure() == DFA_WALK || cObj->GetProcedure() == DFA_HANGLE))
switch (comdir)
{
case COMD_Left: case COMD_UpLeft: case COMD_DownLeft:
cObj->SetDir(DIR_Left);
break;
case COMD_Right: case COMD_UpRight: case COMD_DownRight:
cObj->SetDir(DIR_Right);
break;
}
return true;
}
bool ObjectComStop(C4Object *cObj)
{
// Cease current action
cObj->SetActionByName("Idle");
// Action walk if possible
return ObjectActionStand(cObj);
}
bool ObjectComGrab(C4Object *cObj, C4Object *pTarget)
{
if (!pTarget) return false;
if (cObj->GetProcedure()!=DFA_WALK) return false;
if (!ObjectActionPush(cObj,pTarget)) return false;
cObj->Call(PSF_Grab, &C4AulParSet(C4VObj(pTarget), C4VBool(true)));
if (pTarget->Status && cObj->Status)
pTarget->Call(PSF_Grabbed, &C4AulParSet(C4VObj(cObj), C4VBool(true)));
return true;
}
bool ObjectComUnGrab(C4Object *cObj)
{
// Only if pushing, -> stand
if (cObj->GetProcedure() == DFA_PUSH)
{
C4Object *pTarget = cObj->Action.Target;
if (ObjectActionStand(cObj))
{
cObj->Call(PSF_Grab, &C4AulParSet(C4VObj(pTarget), C4VBool(false)));
// clear action target
cObj->Action.Target = NULL;
if (pTarget && pTarget->Status && cObj->Status)
{
pTarget->Call(PSF_Grabbed, &C4AulParSet(C4VObj(cObj), C4VBool(false)));
}
return true;
}
}
return false;
}
bool ObjectComJump(C4Object *cObj) // by ObjectComUp, ExecCMDFMoveTo, FnJump
{
// Only if walking
if (cObj->GetProcedure()!=DFA_WALK) return false;
// Calculate direction & forces
C4Real TXDir=Fix0;
C4PropList *pActionWalk = cObj->GetAction();
C4Real iPhysicalWalk = C4REAL100(pActionWalk->GetPropertyInt(P_Speed)) * itofix(cObj->GetCon(), FullCon);
C4Real iPhysicalJump = C4REAL100(cObj->GetPropertyInt(P_JumpSpeed)) * itofix(cObj->GetCon(), FullCon);
if (cObj->Action.ComDir==COMD_Left || cObj->Action.ComDir==COMD_UpLeft) TXDir=-iPhysicalWalk;
else if (cObj->Action.ComDir==COMD_Right || cObj->Action.ComDir==COMD_UpRight) TXDir=+iPhysicalWalk;
C4Real x = cObj->fix_x, y = cObj->fix_y;
// find bottom-most vertex, correct starting position for simulation
int32_t iBtmVtx = cObj->Shape.GetBottomVertex();
if (iBtmVtx != -1) { x += cObj->Shape.GetVertexX(iBtmVtx); y += cObj->Shape.GetVertexY(iBtmVtx); }
// Try dive
if (cObj->Shape.ContactDensity > C4M_Liquid)
if (SimFlightHitsLiquid(x,y,TXDir,-iPhysicalJump))
if (ObjectActionDive(cObj,TXDir,-iPhysicalJump))
return true;
// Regular jump
return ObjectActionJump(cObj,TXDir,-iPhysicalJump,true);
}
bool ObjectComLetGo(C4Object *cObj, int32_t xdirf)
{ // by ACTSCALE, ACTHANGLE or ExecCMDFMoveTo
return ObjectActionJump(cObj,itofix(xdirf),Fix0,true);
}
bool ObjectComEnter(C4Object *cObj) // by pusher
{
if (!cObj) return false;
// NoPushEnter
if (cObj->Def->NoPushEnter) return false;
// Check object entrance, try command enter
C4Object *pTarget;
DWORD ocf=OCF_Entrance;
if ((pTarget=::Objects.AtObject(cObj->GetX(),cObj->GetY(),ocf,cObj)))
if (ocf & OCF_Entrance)
{ cObj->SetCommand(C4CMD_Enter,pTarget); return true; }
return false;
}
bool ObjectComUp(C4Object *cObj) // by DFA_WALK or DFA_SWIM
{
if (!cObj) return false;
// Check object entrance, try command enter
C4Object *pTarget;
DWORD ocf=OCF_Entrance;
if ((pTarget=::Objects.AtObject(cObj->GetX(),cObj->GetY(),ocf,cObj)))
if (ocf & OCF_Entrance)
return PlayerObjectCommand(cObj->Owner,C4CMD_Enter,pTarget);
// Try jump
if (cObj->GetProcedure()==DFA_WALK)
return PlayerObjectCommand(cObj->Owner,C4CMD_Jump);
return false;
}
bool ObjectComDig(C4Object *cObj) // by DFA_WALK
{
if (!ObjectActionDig(cObj))
{
GameMsgObjectError(FormatString(LoadResStr("IDS_OBJ_NODIG"),cObj->GetName()).getData(),cObj);
return false;
}
return true;
}
bool ObjectComPut(C4Object *cObj, C4Object *pTarget, C4Object *pThing)
{
// No object specified, first from contents
if (!pThing) pThing = cObj->Contents.GetObject();
// Nothing to put
if (!pThing) return false;
// No target
if (!pTarget) return false;
// Grabbing: check C4D_Grab_Put
if (pTarget!=cObj->Contained)
if (!(pTarget->Def->GrabPutGet & C4D_Grab_Put))
{
// No grab put: fail
return false;
}
// Target no fullcon
if (!(pTarget->OCF & OCF_FullCon)) return false;
// Transfer thing
bool fRejectCollect;
if (!pThing->Enter(pTarget, true, true, &fRejectCollect)) return false;
// Put call to object script
cObj->Call(PSF_Put);
// Target collection call
pTarget->Call(PSF_Collection,&C4AulParSet(C4VObj(pThing), C4VBool(true)));
// Success
return true;
}
bool ObjectComThrow(C4Object *cObj, C4Object *pThing)
{
// No object specified, first from contents
if (!pThing) pThing = cObj->Contents.GetObject();
// Nothing to throw
if (!pThing) return false;
// Throw com
switch (cObj->GetProcedure())
{
case DFA_WALK: return ObjectActionThrow(cObj,pThing);
}
// Failure
return false;
}
bool ObjectComDrop(C4Object *cObj, C4Object *pThing)
{
// No object specified, first from contents
if (!pThing) pThing = cObj->Contents.GetObject();
// Nothing to throw
if (!pThing) return false;
// Force and direction
// When dropping diagonally, drop from edge of shape
// When doing a diagonal forward drop during flight, exit a bit closer to the Clonk to allow planned tumbling
// Except when hangling, so you can mine effectively form the ceiling, and when swimming because you cannot tumble then
C4Real pthrow=C4REAL100(cObj->GetPropertyInt(P_ThrowSpeed));
int32_t tdir=0; int right=0;
bool isHanglingOrSwimming = false;
int32_t iProc = -1;
C4PropList* pActionDef = cObj->GetAction();
if (pActionDef)
{
iProc = pActionDef->GetPropertyP(P_Procedure);
if (iProc == DFA_HANGLE || iProc == DFA_SWIM) isHanglingOrSwimming = true;
}
int32_t iOutposReduction = 1; // don't exit object too far forward during jump
if (iProc != DFA_SCALE) // never diagonal during scaling (can have com into wall during scaling!)
{
if (ComDirLike(cObj->Action.ComDir, COMD_Left)) { tdir=-1; right = 0; if (cObj->xdir < C4REAL10(15) && !isHanglingOrSwimming) --iOutposReduction; }
if (ComDirLike(cObj->Action.ComDir, COMD_Right)) { tdir=+1; right = 1; if (cObj->xdir > C4REAL10(-15) && !isHanglingOrSwimming) --iOutposReduction; }
}
// Exit object
pThing->Exit(cObj->GetX() + (cObj->Shape.x + cObj->Shape.Wdt * right) * !!tdir * iOutposReduction,
cObj->GetY()+cObj->Shape.y+cObj->Shape.Hgt-(pThing->Shape.y+pThing->Shape.Hgt),0,pthrow*tdir,Fix0,Fix0);
// Update OCF
cObj->SetOCF();
// Ungrab
ObjectComUnGrab(cObj);
// Done
return true;
}
bool ObjectComPutTake(C4Object *cObj, C4Object *pTarget, C4Object *pThing) // by C4CMD_Throw
{ // by C4CMD_Drop
// Valid checks
if (!pTarget) return false;
// No object specified, first from contents
if (!pThing) pThing = cObj->Contents.GetObject();
// Has thing, put to target
if (pThing)
return ObjectComPut(cObj,pTarget,pThing);
// Failure
return false;
}
bool ObjectComPunch(C4Object *cObj, C4Object *pTarget, int32_t punch)
{
if (!cObj || !pTarget) return false;
if (!punch) return true;
bool fBlowStopped = !!pTarget->Call(PSF_QueryCatchBlow,&C4AulParSet(C4VObj(cObj)));
if (fBlowStopped && punch>1) punch=punch/2; // half damage for caught blow, so shield+armor help in fistfight and vs monsters
pTarget->DoEnergy(-punch, false, C4FxCall_EngGetPunched, cObj->Controller);
int32_t tdir=+1; if (cObj->Action.Dir==DIR_Left) tdir=-1;
pTarget->Action.ComDir=COMD_Stop;
// No tumbles when blow was caught
if (fBlowStopped) return false;
// Hard punch
if (punch>=10)
if (ObjectActionTumble(pTarget,pTarget->Action.Dir,C4REAL100(150)*tdir,itofix(-2)))
{
pTarget->Call(PSF_CatchBlow,&C4AulParSet(C4VInt(punch),
C4VObj(cObj)));
return true;
}
// Regular punch
if (ObjectActionGetPunched(pTarget,C4REAL100(250)*tdir,Fix0))
{
pTarget->Call(PSF_CatchBlow,&C4AulParSet(C4VInt(punch),
C4VObj(cObj)));
return true;
}
return false;
}
bool ObjectComCancelAttach(C4Object *cObj)
{
if (cObj->GetProcedure()==DFA_ATTACH)
return cObj->SetAction(0);
return false;
}
void ObjectComStopDig(C4Object *cObj)
{
// Stand - but keep momentum to allow more dyanamic digging
C4Real o_xdir = cObj->xdir, o_ydir = cObj->ydir;
ObjectActionStand(cObj);
cObj->xdir = o_xdir; cObj->ydir = o_ydir;
// Clear digging command
if (cObj->Command)
if (cObj->Command->Command == C4CMD_Dig)
cObj->ClearCommand(cObj->Command);
}
bool ComDirLike(int32_t iComDir, int32_t iSample)
{
if (iComDir == iSample) return true;
if (iComDir % 8 + 1 == iSample) return true;
if (iComDir == iSample % 8 + 1 ) return true;
return false;
}
bool PlayerObjectCommand(int32_t plr, int32_t cmdf, C4Object *pTarget, int32_t tx, int32_t ty)
{
C4Player *pPlr=::Players.Get(plr);
if (!pPlr) return false;
int32_t iAddMode = C4P_Command_Set;
// Adjust for old-style keyboard throw/drop control: add & in range
if (cmdf==C4CMD_Throw || cmdf==C4CMD_Drop) iAddMode = C4P_Command_Add | C4P_Command_Range;
// Route to player
return pPlr->ObjectCommand(cmdf,pTarget,tx,ty,NULL,C4VNull,iAddMode);
}