forked from Mirrors/openclonk
165 lines
9.4 KiB
C
165 lines
9.4 KiB
C
/*
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* OpenClonk, http://www.openclonk.org
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*
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* Copyright (c) 1998-2000, Matthes Bender
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* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
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* Copyright (c) 2010-2016, The OpenClonk Team and contributors
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*
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* Distributed under the terms of the ISC license; see accompanying file
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* "COPYING" for details.
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*
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* "Clonk" is a registered trademark of Matthes Bender, used with permission.
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* See accompanying file "TRADEMARK" for details.
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*
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* To redistribute this file separately, substitute the full license texts
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* for the above references.
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*/
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/* Functions mapped by C4Script */
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#ifndef INC_C4GameScript
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#define INC_C4GameScript
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#include "script/C4Value.h"
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// add functions to engine
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void InitGameFunctionMap(C4AulScriptEngine *pEngine);
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void InitObjectFunctionMap(C4AulScriptEngine *pEngine);
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bool C4ValueToMatrix(C4Value& value, StdMeshMatrix* matrix);
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bool C4ValueToMatrix(const C4ValueArray& array, StdMeshMatrix* matrix);
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/* Engine-Calls */
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#define PSF_Initialize "~Initialize"
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#define PSF_InitializePlayers "~InitializePlayers"
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#define PSF_InitializeAmbience "~InitializeAmbience"
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#define PSF_Construction "~Construction"
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#define PSF_Destruction "~Destruction"
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#define PSF_ContentsDestruction "~ContentsDestruction" // C4Object *pContents
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#define PSF_InitializePlayer "~InitializePlayer" // iPlayer, iX, iY, pBase, iTeam, idExtra
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#define PSF_InitializeScriptPlayer "~InitializeScriptPlayer" // iPlayer, idTeam
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#define PSF_PreInitializePlayer "~PreInitializePlayer" // iPlayer
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#define PSF_InitializePlayerControl "~InitializePlayerControl" // iPlayer, szControlSet, hasKeyboard, hasMouse, hasGamepad
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#define PSF_InitializeMap "~InitializeMap" // map
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#define PSF_InitializeObjects "~InitializeObjects"
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#define PSF_RemovePlayer "~RemovePlayer" // iPlayer
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#define PSF_RelaunchPlayer "~RelaunchPlayer" // iPlayer, iKilledBy
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#define PSF_Time1 "~Time1"
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#define PSF_Hit "~Hit"
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#define PSF_Hit2 "~Hit2"
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#define PSF_Hit3 "~Hit3"
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#define PSF_Grab "~Grab" // pObject, fGrab
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#define PSF_Grabbed "~Grabbed"
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#define PSF_Get "~Get"
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#define PSF_Put "~Put"
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#define PSF_Collection "~Collection" // pObject, fPut
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#define PSF_Collection2 "~Collection2" // pObject
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#define PSF_Ejection "~Ejection" // pObject
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#define PSF_Entrance "~Entrance" // pContainer
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#define PSF_Departure "~Departure" // pContainer
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#define PSF_Purchase "~Purchase" // iPlayer, pBuyObj
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#define PSF_Sale "~Sale" // iPlayer
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#define PSF_Damage "~Damage" // iChange, iCausedBy
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#define PSF_Incineration "~Incineration" // iCausedBy
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#define PSF_IncinerationEx "~IncinerationEx" // iCausedBy
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#define PSF_Death "~Death" // iCausedBy
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#define PSF_ActivateEntrance "~ActivateEntrance" // pByObject
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#define PSF_LiftTop "~LiftTop"
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#define PSF_Contact "~Contact%s"
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#define PSF_ControlCommand "~ControlCommand" // szCommand, pTarget, iTx, iTy
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#define PSF_ControlCommandFinished "~ControlCommandFinished" // szCommand, pTarget, iTx, iTy, pTarget2, iData
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#define PSF_CatchBlow "~CatchBlow" // iLevel, pByObject
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#define PSF_QueryCatchBlow "~QueryCatchBlow" // pByObject
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#define PSF_Stuck "~Stuck"
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#define PSF_GrabLost "~GrabLost"
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#define PSF_OnLineBreak "~OnLineBreak" // iCause
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#define PSF_OnLineChange "~OnLineChange" // current_length
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#define PSF_ControlTransfer "~ControlTransfer" // C4Object* pObj, int iTx, int iTy
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#define PSF_OnSynchronized "~OnSynchronized"
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#define PSF_CalcValue "~CalcValue" // C4Object *pInBase, int iForPlayer
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#define PSF_CalcDefValue "~CalcDefValue" // C4Object *pInBase, int iForPlayer
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#define PSF_InputCallback "InputCallback" // const char *szText
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#define PSF_MenuQueryCancel "~MenuQueryCancel" // int iSelection
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#define PSF_IsFulfilled "~IsFulfilled" // int for_plr
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#define PSF_AttachTargetLost "~AttachTargetLost"
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#define PSF_CrewSelection "~CrewSelection" // bool fDeselect
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#define PSF_GetObject2Drop "~GetObject2Drop" // C4Object *pForCollectionOfObj
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#define PSF_LeagueGetResult "~LeagueGetResult" // int iForPlr
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#define PSF_FireMode "~FireMode"
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#define PSF_FrameDecoration "~FrameDecoration%s"
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#define PSF_CalcBuyValue "~CalcBuyValue" // C4ID idItem, int iDefValue
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#define PSF_CalcSellValue "~CalcSellValue" // C4Object *pObj, int iObjValue
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#define PSF_OnJoinCrew "~Recruitment" // int Player
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#define PSF_OnRemoveCrew "~DeRecruitment" // int Player
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#define PSF_OnInIncendiaryMaterial "OnInIncendiaryMaterial"
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#define PSF_EditCursorSelection "~EditCursorSelection"
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#define PSF_EditCursorDeselection "~EditCursorDeselection" // new_selection
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#define PSF_EditCursorMoved "~EditCursorMoved" // int old_x, int old_y
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#define PSF_DigOutObject "~DigOutObject" // C4Object *obj
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#define PSF_OnDugOut "~DugOut" //C4Object *by_obj
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#define PSF_SaveScenarioObjects "~SaveScenarioObjects" // int file_handle, [array duplication_list]
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#define PSF_CommandFailure "~CommandFailure" // string command, pTarget, iTx, iTy, pTarget2, iData
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#define PSF_OnCompletionChange "~OnCompletionChange" // int old_con, int new_con
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// Effect callbacks
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#define PSF_FxStart "Fx%sStart" // C4Object *pTarget, int iEffectNumber, int iTemp, C4Value vVar1, C4Value vVar2, C4Value vVar3, C4Value vVar4
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#define PSF_FxStop "Fx%sStop" // C4Object *pTarget, int iEffectNumber, int iReason, bool fTemp
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#define PSF_FxTimer "Fx%sTimer" // C4Object *pTarget, int iEffectNumber, int iEffectTime
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#define PSF_FxEffect "Fx%sEffect" // C4String *szNewEffect, C4Object *pTarget, int iEffectNumber, int iNewEffectNumber, C4Value vNewEffectVar1, C4Value vNewEffectVar2, C4Value vNewEffectVar3, C4Value vNewEffectVar4
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#define PSF_FxDamage "Fx%sDamage" // C4Object *pTarget, int iEffectNumber, int iDamage, int iCause, int iCausePlayer
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#define PSF_FxCustom "Fx%s%s" // C4Object *pTarget, int iEffectNumber, C4Value vVar1, C4Value vVar2, C4Value vVar3, C4Value vVar4, C4Value vVar5, C4Value vVar6, C4Value vVar7
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// Controls
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#define PSF_PlayerControl "PlayerControl" // int iPlr, int iControl, C4ID idControlExtraData, int x, int y, int iStrength, bool fRepeated, bool fReleased
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#define PSF_MouseSelection "~MouseSelection" // int iByPlr
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#define PSF_MouseSelectionAlt "~MouseSelectionAlt" // int iByPlr
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#define PSF_MouseDragDrop "~MouseDragDrop" // int iPlr, C4Object *source, C4Object *target
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#define PSF_MouseHover "~MouseHover" // int iPlr, C4Object* old, C4Object* new, C4Object* drag
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// Proplist
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#define PSF_Definition "~Definition" // proplist definition
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// Reject* Callbacks
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#define PSF_RejectHostilityChange "~RejectHostilityChange" // int iPlr1, int iPlr2, bool fNewHostility
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#define PSF_RejectTeamSwitch "~RejectTeamSwitch" // int iPlr, int idNewTeam
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#define PSF_RejectEntrance "~RejectEntrance" // C4Object *pIntoObj
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#define PSF_RejectCollection "~RejectCollect" // idObject, pObject
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#define PSF_RejectContents "~RejectContents" // blocks opening of activate/get/contents menus; no parameters
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// On* Callbacks
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#define PSF_OnGameOver "~OnGameOver"
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#define PSF_MenuSelection "~OnMenuSelection" // int iItemIndex, C4Object *pMenuObject
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#define PSF_OnActionJump "~OnActionJump" // int iXDir100, iYDir100
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#define PSF_OnOwnerChanged "~OnOwnerChanged" // iNewOwner, iOldOwner
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#define PSF_EnergyChange "~OnEnergyChange" // int iChange, int iCause, int iCausedByPlayer
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#define PSF_BreathChange "~OnBreathChange" // int iChange
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#define PSF_OnHostilityChange "~OnHostilityChange" // int iPlr1, int iPlr2, bool fNewHostility, bool fOldHostility
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#define PSF_OnTeamSwitch "~OnTeamSwitch" // int iPlr1, int idNewTeam, int idOldTeam
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#define PSF_OnOwnerRemoved "~OnOwnerRemoved"
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#define PSF_Promotion "~OnPromotion"
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#define PSF_CrewEnabled "~OnCrewEnabled"
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#define PSF_CrewDisabled "~OnCrewDisabled"
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#define PSF_NameChange "~OnNameChanged" // bool inInfoSection
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#define PSF_OnWealthChanged "~OnWealthChanged" // int iPlr
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#define PSF_OnActionChanged "~OnActionChanged" // string oldaction
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#define PSF_OnMaterialChanged "~OnMaterialChanged" // int newmat, int oldmat
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// Fx%s is automatically prefixed
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#define PSFS_FxAdd "Add" // C4Object *pTarget, int iEffectNumber, C4String *szNewEffect, int iNewTimer, C4Value vNewEffectVar1, C4Value vNewEffectVar2, C4Value vNewEffectVar3, C4Value vNewEffectVar4
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#define PSFS_FxInfo "Info" // C4Object *pTarget, int iEffectNumber
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// Construction is used instead of Construct intentionally, because this callback
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// is not performed in the beginning of the command; some checks are skipped.
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// If there will ever be more generic ControlCommand*-callbacks, there should be
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// an additional callback for Construct.
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#define PSF_ControlCommandAcquire "~ControlCommandAcquire" // C4Object *pTarget (unused), int iRangeX, int iRangeY, C4Object *pExcludeContainer, C4ID idAcquireDef
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#define PSF_ControlCommandConstruction "~ControlCommandConstruction" // C4Object *pTarget (unused), int iRangeX, int iRangeY, C4Object *pTarget2 (unused), C4ID idConstructDef
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#endif
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