openclonk/src/game/C4GameScript.cpp

3164 lines
102 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.
*/
/* Functions mapped by C4Script */
#include "C4Include.h"
#include "game/C4GameScript.h"
#include "game/C4Application.h"
#include "script/C4AulDefFunc.h"
#include "object/C4Command.h"
#include "object/C4DefList.h"
#include "editor/C4Console.h"
#include "game/C4Game.h"
#include "object/C4GameObjects.h"
#include "control/C4GameControl.h"
#include "gui/C4GameMessage.h"
#include "platform/C4GamePadCon.h"
#include "game/C4GraphicsSystem.h"
#include "lib/C4Log.h"
#include "gui/C4MessageInput.h"
#include "gui/C4ScriptGuiWindow.h"
#include "gui/C4MouseControl.h"
#include "player/C4Player.h"
#include "player/C4PlayerList.h"
#include "landscape/C4PXS.h"
#include "control/C4RoundResults.h"
#include "landscape/C4Texture.h"
#include "landscape/C4Weather.h"
#include "game/C4Viewport.h"
#include "landscape/fow/C4FoW.h"
#include "landscape/C4Landscape.h"
#include "landscape/C4Sky.h"
// undocumented!
static bool FnIncinerateLandscape(C4PropList * _this, long iX, long iY, long caused_by_plr)
{
if (Object(_this)) { iX += Object(_this)->GetX(); iY += Object(_this)->GetY(); }
return !!::Landscape.Incinerate(iX, iY, caused_by_plr);
}
static void FnSetGravity(C4PropList * _this, long iGravity)
{
::Landscape.SetGravity(C4REAL100(Clamp<long>(iGravity,-1000,1000)));
}
static long FnGetGravity(C4PropList * _this)
{
return fixtoi(::Landscape.GetGravity() * 100);
}
static C4String *FnGetPlayerName(C4PropList * _this, long iPlayer)
{
if (!ValidPlr(iPlayer)) return NULL;
return String(::Players.Get(iPlayer)->GetName());
}
static long FnGetPlayerType(C4PropList * _this, long iPlayer)
{
C4Player *pPlr = ::Players.Get(iPlayer);
if (!pPlr) return 0;
return pPlr->GetType();
}
static long FnGetPlayerColor(C4PropList * _this, long iPlayer)
{
C4Player *plr = ::Players.Get(iPlayer);
return plr ? plr->ColorDw : 0;
}
// undocumented!
static Nillable<long> FnGetPlrClonkSkin(C4PropList * _this, long iPlayer)
{
C4Player *plr = ::Players.Get(iPlayer);
if (plr)
return plr->PrefClonkSkin;
return C4Void();
}
static Nillable<long> FnGetX(C4PropList * _this, long iPrec)
{
if (!Object(_this)) return C4Void();
if (!iPrec) iPrec = 1;
return fixtoi(Object(_this)->fix_x, iPrec);
}
static Nillable<long> FnGetY(C4PropList * _this, long iPrec)
{
if (!Object(_this)) return C4Void();
if (!iPrec) iPrec = 1;
return fixtoi(Object(_this)->fix_y, iPrec);
}
static C4Object *FnCreateObjectAbove(C4PropList * _this,
C4PropList * PropList, long iXOffset, long iYOffset, Nillable<long> owner)
{
if (Object(_this)) // Local object calls override
{
iXOffset += Object(_this)->GetX();
iYOffset += Object(_this)->GetY();
}
long iOwner = owner;
if (owner.IsNil())
{
if (Object(_this))
iOwner = Object(_this)->Controller;
else
iOwner = NO_OWNER;
}
C4Object *pNewObj = Game.CreateObject(PropList, Object(_this), iOwner, iXOffset, iYOffset);
// Set initial controller to creating controller, so more complicated cause-effect-chains can be traced back to the causing player
if (pNewObj && Object(_this) && Object(_this)->Controller > NO_OWNER) pNewObj->Controller = Object(_this)->Controller;
return pNewObj;
}
static C4Object *FnCreateObject(C4PropList * _this,
C4PropList * PropList, long iXOffset, long iYOffset, Nillable<long> owner)
{
if (Object(_this)) // Local object calls override
{
iXOffset += Object(_this)->GetX();
iYOffset += Object(_this)->GetY();
}
long iOwner = owner;
if (owner.IsNil())
{
if (Object(_this))
iOwner = Object(_this)->Controller;
else
iOwner = NO_OWNER;
}
C4Object *pNewObj = Game.CreateObject(PropList, Object(_this), iOwner, iXOffset, iYOffset, 0, true);
// Set initial controller to creating controller, so more complicated cause-effect-chains can be traced back to the causing player
if (pNewObj && Object(_this) && Object(_this)->Controller > NO_OWNER) pNewObj->Controller = Object(_this)->Controller;
return pNewObj;
}
static C4Object *FnCreateConstruction(C4PropList * _this,
C4PropList * PropList, long iXOffset, long iYOffset, Nillable<long> owner,
long iCompletion, bool fTerrain, bool fCheckSite)
{
// Make sure parameters are valid
if (!PropList || !PropList->GetDef())
return NULL;
// Local object calls override position offset, owner
if (Object(_this))
{
iXOffset+=Object(_this)->GetX();
iYOffset+=Object(_this)->GetY();
}
// Check site
if (fCheckSite)
if (!ConstructionCheck(PropList,iXOffset,iYOffset,Object(_this)))
return NULL;
long iOwner = owner;
if (owner.IsNil())
{
if (Object(_this))
iOwner = Object(_this)->Controller;
else
iOwner = NO_OWNER;
}
// Create site object
C4Object *pNewObj = Game.CreateObjectConstruction(PropList,Object(_this),iOwner,iXOffset,iYOffset,iCompletion*FullCon/100,fTerrain);
// Set initial controller to creating controller, so more complicated cause-effect-chains can be traced back to the causing player
if (pNewObj && Object(_this) && Object(_this)->Controller>NO_OWNER) pNewObj->Controller = Object(_this)->Controller;
return pNewObj;
}
static C4ValueArray *FnFindConstructionSite(C4PropList * _this, C4PropList * PropList, int32_t v1, int32_t v2)
{
// Get def
C4Def *pDef;
if (!(pDef=PropList->GetDef())) return NULL;
// Construction check at starting position
if (ConstructionCheck(PropList,v1,v2))
return NULL;
// Search for real
bool result = !!FindConSiteSpot(v1, v2, pDef->Shape.Wdt,pDef->Shape.Hgt, 20);
if(!result) return 0;
C4ValueArray *pArray = new C4ValueArray(2);
pArray->SetItem(0, C4VInt(v1));
pArray->SetItem(1, C4VInt(v2));
return pArray;
}
static bool FnCheckConstructionSite(C4PropList * _this, C4PropList * PropList, int32_t iXOffset, int32_t iYOffset)
{
// Make sure parameters are valid
if (!PropList || !PropList->GetDef())
return false;
// Local object calls override position offset, owner
if (Object(_this))
{
iXOffset+=Object(_this)->GetX();
iYOffset+=Object(_this)->GetY();
}
// Check construction site
return ConstructionCheck(PropList, iXOffset, iYOffset);
}
C4FindObject *CreateCriterionsFromPars(C4Value *pPars, C4FindObject **pFOs, C4SortObject **pSOs, const C4Object *context)
{
int i, iCnt = 0, iSortCnt = 0;
bool has_layer_check = false;
// Read all parameters
for (i = 0; i < C4AUL_MAX_Par; i++)
{
C4Value Data = *(pPars++);
// No data given?
if (!Data) break;
// Construct
C4SortObject *pSO = NULL;
C4FindObject *pFO = C4FindObject::CreateByValue(Data, pSOs ? &pSO : NULL, context, &has_layer_check);
// Add FindObject
if (pFO)
{
pFOs[iCnt++] = pFO;
}
// Add SortObject
if (pSO)
{
pSOs[iSortCnt++] = pSO;
}
}
// No criterions?
if (!iCnt)
{
for (i = 0; i < iSortCnt; ++i) delete pSOs[i];
return NULL;
}
// Implicit layer check
if (context && !has_layer_check)
{
pFOs[iCnt++] = new C4FindObjectLayer(context->Layer);
}
// create sort criterion
C4SortObject *pSO = NULL;
if (iSortCnt)
{
if (iSortCnt == 1)
pSO = pSOs[0];
else
pSO = new C4SortObjectMultiple(iSortCnt, pSOs, false);
}
// Create search object
C4FindObject *pFO;
if (iCnt == 1)
pFO = pFOs[0];
else
pFO = new C4FindObjectAnd(iCnt, pFOs, false);
if (pSO) pFO->SetSort(pSO);
return pFO;
}
static C4Value FnObjectCount(C4PropList * _this, C4Value *pPars)
{
// Create FindObject-structure
C4FindObject *pFOs[C4AUL_MAX_Par+1]; // +1 array element to include space for implicit layer check
C4FindObject *pFO = CreateCriterionsFromPars(pPars, pFOs, NULL, Object(_this));
// Error?
if (!pFO)
throw C4AulExecError("ObjectCount: No valid search criterions supplied");
// Search
int32_t iCnt = pFO->Count(::Objects, ::Objects.Sectors);
// Free
delete pFO;
// Return
return C4VInt(iCnt);
}
static C4Value FnFindObject(C4PropList * _this, C4Value *pPars)
{
// Create FindObject-structure
C4FindObject *pFOs[C4AUL_MAX_Par]; // +1 array element to include space for implicit layer check
C4SortObject *pSOs[C4AUL_MAX_Par];
C4FindObject *pFO = CreateCriterionsFromPars(pPars, pFOs, pSOs, Object(_this));
// Error?
if (!pFO)
throw C4AulExecError("FindObject: No valid search criterions supplied");
// Search
C4Object *pObj = pFO->Find(::Objects, ::Objects.Sectors);
// Free
delete pFO;
// Return
return C4VObj(pObj);
}
static C4Value FnFindObjects(C4PropList * _this, C4Value *pPars)
{
// Create FindObject-structure
C4FindObject *pFOs[C4AUL_MAX_Par]; // +1 array element to include space for implicit layer check
C4SortObject *pSOs[C4AUL_MAX_Par];
C4FindObject *pFO = CreateCriterionsFromPars(pPars, pFOs, pSOs, Object(_this));
// Error?
if (!pFO)
throw C4AulExecError("FindObjects: No valid search criterions supplied");
// Search
C4ValueArray *pResult = pFO->FindMany(::Objects, ::Objects.Sectors);
// Free
delete pFO;
// Return
return C4VArray(pResult);
}
static bool FnInsertMaterial(C4PropList * _this, long mat, long x, long y, long vx, long vy, C4PropList *insert_position)
{
if (Object(_this)) { x+=Object(_this)->GetX(); y+=Object(_this)->GetY(); }
int32_t insert_x=x, insert_y=y;
if (!::Landscape.InsertMaterial(mat,&insert_x,&insert_y,vx,vy)) return false;
// output insertion position if desired (may be out of landscape range)
if (insert_position && !insert_position->IsFrozen())
{
insert_position->SetProperty(P_X, C4VInt(insert_x));
insert_position->SetProperty(P_Y, C4VInt(insert_y));
}
return true;
}
static bool FnCanInsertMaterial(C4PropList * _this, long mat, long x, long y, C4PropList *insert_position)
{
if (Object(_this)) { x+=Object(_this)->GetX(); y+=Object(_this)->GetY(); }
int32_t insert_x=x, insert_y=y;
if (!::Landscape.InsertMaterial(mat,&insert_x,&insert_y,0,0,true)) return false;
// output insertion position if desired
if (insert_position && !insert_position->IsFrozen())
{
insert_position->SetProperty(P_X, C4VInt(insert_x));
insert_position->SetProperty(P_Y, C4VInt(insert_y));
}
return true;
}
static long FnGetMaterialCount(C4PropList * _this, long iMaterial, bool fReal)
{
if (!MatValid(iMaterial)) return -1;
if (fReal || !::MaterialMap.Map[iMaterial].MinHeightCount)
return ::Landscape.GetMatCount(iMaterial);
else
return ::Landscape.GetEffectiveMatCount(iMaterial);
}
static long FnGetMaterial(C4PropList * _this, long x, long y)
{
if (Object(_this)) { x+=Object(_this)->GetX(); y+=Object(_this)->GetY(); }
return GBackMat(x,y);
}
static long FnGetBackMaterial(C4PropList * _this, long x, long y)
{
if (Object(_this)) { x+=Object(_this)->GetX(); y+=Object(_this)->GetY(); }
return ::Landscape.GetBackMat(x, y);
}
static C4String *FnGetTexture(C4PropList * _this, long x, long y)
{
if (Object(_this)) { x+=Object(_this)->GetX(); y+=Object(_this)->GetY(); }
// Get texture
int32_t iTex = PixCol2Tex(::Landscape.GetPix(x, y));
if (!iTex) return NULL;
// Get material-texture mapping
const C4TexMapEntry *pTex = ::TextureMap.GetEntry(iTex);
if (!pTex) return NULL;
// Return tex name
return String(pTex->GetTextureName());
}
static C4String *FnGetBackTexture(C4PropList * _this, long x, long y)
{
if (Object(_this)) { x+=Object(_this)->GetX(); y+=Object(_this)->GetY(); }
// Get texture
int32_t iTex = PixCol2Tex(::Landscape.GetBackPix(x, y));
if (!iTex) return NULL;
// Get material-texture mapping
const C4TexMapEntry *pTex = ::TextureMap.GetEntry(iTex);
if (!pTex) return NULL;
// Return tex name
return String(pTex->GetTextureName());
}
// Note: Might be async in case of 16<->32 bit textures!
static Nillable<long> FnGetAverageTextureColor(C4PropList * _this, C4String* Texture)
{
// Safety
if(!Texture) return C4Void();
// Check texture
StdStrBuf texture_name;
texture_name.Ref(Texture->GetCStr());
const char* pch = strchr(texture_name.getData(), '-');
if (pch != NULL)
{
size_t len = pch - texture_name.getData();
texture_name.Copy();
texture_name.SetLength(len);
}
C4Texture* Tex = ::TextureMap.GetTexture(texture_name.getData());
if(!Tex) return C4Void();
return Tex->GetAverageColor();
}
static bool FnGBackSolid(C4PropList * _this, long x, long y)
{
if (Object(_this)) { x+=Object(_this)->GetX(); y+=Object(_this)->GetY(); }
return GBackSolid(x,y);
}
static bool FnGBackSemiSolid(C4PropList * _this, long x, long y)
{
if (Object(_this)) { x+=Object(_this)->GetX(); y+=Object(_this)->GetY(); }
return GBackSemiSolid(x,y);
}
static bool FnGBackLiquid(C4PropList * _this, long x, long y)
{
if (Object(_this)) { x+=Object(_this)->GetX(); y+=Object(_this)->GetY(); }
return GBackLiquid(x,y);
}
static bool FnGBackSky(C4PropList * _this, long x, long y)
{
if (Object(_this)) { x+=Object(_this)->GetX(); y+=Object(_this)->GetY(); }
return Landscape.GetBackPix(x, y) == 0;
}
static long FnExtractMaterialAmount(C4PropList * _this, long x, long y, long mat, long amount, bool distant_first)
{
if (Object(_this)) { x+=Object(_this)->GetX(); y+=Object(_this)->GetY(); }
long extracted=0; for (; extracted<amount; extracted++)
{
if (GBackMat(x,y)!=mat) return extracted;
if (::Landscape.ExtractMaterial(x,y,distant_first)!=mat) return extracted;
}
return extracted;
}
static void FnBlastFree(C4PropList * _this, long iX, long iY, long iLevel, Nillable<long> iCausedBy, Nillable<long> iMaxDensity)
{
if (iCausedBy.IsNil() && Object(_this)) iCausedBy = Object(_this)->Controller;
if (iMaxDensity.IsNil()) iMaxDensity = C4M_Vehicle;
::Landscape.BlastFree(iX, iY, iLevel, iCausedBy, Object(_this), iMaxDensity);
}
static bool FnSoundAt(C4PropList * _this, C4String *szSound, long iX, long iY, Nillable<long> iLevel, Nillable<long> iAtPlayer, long iCustomFalloffDistance, long iPitch, C4PropList *modifier_props)
{
// play here?
if (!iAtPlayer.IsNil())
{
// get player to play at
C4Player *pPlr = ::Players.Get(iAtPlayer);
// not existant? fail
if (!pPlr) return false;
// network client: don't play here
// return true for network sync
if (!pPlr->LocalControl) return true;
}
// even less than nothing?
if (iLevel<0) return true;
// default sound level
if (iLevel.IsNil() || iLevel>100)
iLevel=100;
// modifier from prop list
C4SoundModifier *modifier;
if (modifier_props)
modifier = Application.SoundSystem.Modifiers.Get(modifier_props, true);
else
modifier = NULL;
// target object
C4Object *pObj = Object(_this);
if (pObj)
{
iX += pObj->GetX();
iY += pObj->GetY();
}
StartSoundEffectAt(FnStringPar(szSound), iX, iY, iLevel, iCustomFalloffDistance, iPitch, modifier);
// always return true (network safety!)
return true;
}
static bool FnSound(C4PropList * _this, C4String *szSound, bool fGlobal, Nillable<long> iLevel, Nillable<long> iAtPlayer, long iLoop, long iCustomFalloffDistance, long iPitch, C4PropList *modifier_props)
{
// play here?
if (!iAtPlayer.IsNil())
{
// get player to play at
C4Player *pPlr = ::Players.Get(iAtPlayer);
// not existant? fail
if (!pPlr) return false;
// network client: don't play here
// return true for network sync
if (!pPlr->LocalControl) return true;
}
// even less than nothing?
if (iLevel<0) return true;
// default sound level
if (iLevel.IsNil() || iLevel>100)
iLevel=100;
// modifier from prop list
C4SoundModifier *modifier;
if (modifier_props)
modifier = Application.SoundSystem.Modifiers.Get(modifier_props, true);
else
modifier = NULL;
// target object
C4Object *pObj = NULL;
if (!fGlobal) pObj = Object(_this);
// play/stop?
if (iLoop >= 0)
{
// already playing?
C4SoundInstance *inst = GetSoundInstance(FnStringPar(szSound), pObj);
if (inst)
{
// then just update parameters
SoundUpdate(inst, iLevel, iPitch);
}
else
{
// try to play effect
StartSoundEffect(FnStringPar(szSound), !!iLoop, iLevel, pObj, iCustomFalloffDistance, iPitch, modifier);
}
}
else
{
StopSoundEffect(FnStringPar(szSound), pObj);
}
// always return true (network safety!)
return true;
}
static bool FnChangeSoundModifier(C4PropList * _this, C4PropList *modifier_props, bool release)
{
// internal function to be used by sound library: Updates sound modifier
C4SoundModifier *modifier = Application.SoundSystem.Modifiers.Get(modifier_props, false);
// modifier not found. May be due to savegame resume.
// In that case, creation/updates will happen automatically next time Sound() is called
// always return true for sync safety because the internal C4SoundModifierList is not synchronized
if (!modifier) return true;
if (release)
modifier->Release();
else
modifier->Update();
return true;
}
static bool FnSetGlobalSoundModifier(C4PropList * _this, C4PropList *modifier_props, Nillable<long> at_player)
{
// set modifier to be applied to all future sounds
if (at_player.IsNil())
{
// no player given: Global modifier for all players.
Game.SetGlobalSoundModifier(modifier_props);
}
else
{
// modifier for all viewports of a player
C4Player *plr = ::Players.Get(at_player);
if (!plr) return false;
plr->SetSoundModifier(modifier_props);
}
// always true on valid params for sync safety
return true;
}
static bool FnMusic(C4PropList * _this, C4String *szSongname, bool fLoop, long iFadeTime_ms, long max_resume_time_ms)
{
bool success;
if (max_resume_time_ms < 0) return false; // Safety
if (!szSongname)
{
success = Application.MusicSystem.Stop();
}
else
{
success = Application.MusicSystem.Play(FnStringPar(szSongname), !!fLoop, iFadeTime_ms, double(max_resume_time_ms)/1000.0);
}
if (::Control.SyncMode()) return true;
return success;
}
static long FnMusicLevel(C4PropList * _this, long iLevel)
{
return ::Application.MusicSystem.SetGameMusicLevel(iLevel);
}
static long FnSetPlayList(C4PropList * _this, const C4Value & playlist_data, Nillable<long> iAtPlayer, bool fForceSwitch, long iFadeTime_ms, long max_resume_time_ms)
{
// Safety
if (max_resume_time_ms < 0) return 0;
// If a player number is provided, set play list for clients where given player is local only
if (!iAtPlayer.IsNil() && iAtPlayer != NO_OWNER)
{
C4Player *at_plr = ::Players.Get(iAtPlayer);
if (!at_plr) return 0;
if (!at_plr->LocalControl) return 0;
}
// Playlist might be a string for the new playlist, a proplist with more info, or nil to reset the playlist
C4String * szPlayList = playlist_data.getStr();
C4PropList *playlist_props = NULL;
if (!szPlayList)
{
playlist_props = playlist_data.getPropList();
if (playlist_props)
{
szPlayList = playlist_props->GetPropertyStr(P_PlayList);
// Update playlist properties
C4Value val;
if (playlist_props->GetProperty(P_MusicBreakMin, &val)) ::Application.MusicSystem.SetMusicBreakMin(val.getInt());
if (playlist_props->GetProperty(P_MusicBreakMax, &val)) ::Application.MusicSystem.SetMusicBreakMax(val.getInt());
if (playlist_props->GetProperty(P_MusicBreakChance, &val)) ::Application.MusicSystem.SetMusicBreakChance(val.getInt());
if (playlist_props->GetProperty(P_MusicMaxPositionMemory, &val)) ::Application.MusicSystem.SetMusicMaxPositionMemory(val.getInt());
}
}
// Set playlist; count entries
long iFilesInPlayList = ::Application.MusicSystem.SetPlayList(FnStringPar(szPlayList), fForceSwitch, iFadeTime_ms, double(max_resume_time_ms)/1000.0f);
// network/record/replay: return 0 for sync reasons
if (::Control.SyncMode()) return 0;
return iFilesInPlayList;
}
static bool FnGameOver(C4PropList * _this, long iGameOverValue /* provided for future compatibility */)
{
return !!Game.DoGameOver();
}
static bool FnGainMissionAccess(C4PropList * _this, C4String *szPassword)
{
if (std::strlen(Config.General.MissionAccess)+std::strlen(FnStringPar(szPassword))+3>CFG_MaxString) return false;
SAddModule(Config.General.MissionAccess,FnStringPar(szPassword));
return true;
}
static C4Value FnPlayerMessage(C4PropList * _this, C4Value * Pars)
{
if (!Object(_this)) throw NeedObjectContext("PlayerMessage");
int iPlayer = Pars[0].getInt();
C4String * szMessage = Pars[1].getStr();
if (!szMessage) return C4VBool(false);
StdStrBuf buf;
buf.SetLength(szMessage->GetData().getLength());
// Speech
bool fSpoken=false;
if (SCopySegment(FnStringPar(szMessage),1,buf.getMData(),'$'))
if (StartSoundEffect(buf.getData(),false,100, Object(_this)))
fSpoken=true;
// Text
if (!fSpoken)
{
buf.Take(FnStringFormat(_this, szMessage, &Pars[2], 8));
const char * dollar = strchr(buf.getData(), '$');
if (dollar) buf.Shrink(dollar - buf.getData());
GameMsgObjectPlayer(buf.getData(),Object(_this), iPlayer);
}
return C4VBool(true);
}
static C4Value FnMessage(C4PropList * _this, C4Value * Pars)
{
if (!Object(_this)) throw NeedObjectContext("Message");
C4String * szMessage = Pars[0].getStr();
if (!szMessage) return C4VBool(false);
StdStrBuf buf;
buf.SetLength(szMessage->GetData().getLength());
// Speech
bool fSpoken=false;
if (SCopySegment(FnStringPar(szMessage),1,buf.getMData(),'$'))
if (StartSoundEffect(buf.getData(),false,100, Object(_this)))
fSpoken=true;
// Text
if (!fSpoken)
{
buf.Take(FnStringFormat(_this,szMessage, &Pars[1], 9));
const char * dollar = strchr(buf.getData(), '$');
if (dollar) buf.Shrink(dollar - buf.getData());
GameMsgObject(buf.getData(),Object(_this));
}
return C4VBool(true);
}
// undocumented!
static C4Value FnAddMessage(C4PropList * _this, C4Value * Pars)
{
if (!Object(_this)) throw NeedObjectContext("AddMessage");
C4String * szMessage = Pars[0].getStr();
if (!szMessage) return C4VBool(false);
::Messages.Append(C4GM_Target, FnStringFormat(_this, szMessage, &Pars[1], 9).getData(),
Object(_this),NO_OWNER,0,0,C4RGB(0xff, 0xff, 0xff));
return C4VBool(true);
}
static long FnMaterial(C4PropList * _this, C4String *mat_name)
{
return ::MaterialMap.Get(FnStringPar(mat_name));
}
C4Object* FnPlaceVegetation(C4PropList * _this, C4PropList * Def, long iX, long iY, long iWdt, long iHgt, long iGrowth, C4PropList * shape)
{
if (shape)
{
// New-style call with scripted shape
C4PropList *out_pos = C4PropList::New(NULL);
C4Value vout_pos = C4VPropList(out_pos);
return Game.PlaceVegetation(Def, iX, iY, iWdt, iHgt, iGrowth, shape, out_pos);
}
else
{
// Call in old-style shape
// Local call: relative coordinates
if (Object(_this)) { iX += Object(_this)->GetX(); iY += Object(_this)->GetY(); }
// Place vegetation
return Game.PlaceVegetation(Def, iX, iY, iWdt, iHgt, iGrowth, NULL, NULL);
}
}
C4Object* FnPlaceAnimal(C4PropList * _this, C4PropList * Def)
{
return Game.PlaceAnimal(Def? Def : _this);
}
static bool FnHostile(C4PropList * _this, long iPlr1, long iPlr2, bool fCheckOneWayOnly)
{
if (fCheckOneWayOnly)
{
return ::Players.HostilityDeclared(iPlr1,iPlr2);
}
else
return !!Hostile(iPlr1,iPlr2);
}
static bool FnSetHostility(C4PropList * _this, long iPlr, long iPlr2, bool fHostile, bool fSilent, bool fNoCalls)
{
C4Player *pPlr = ::Players.Get(iPlr);
if (!pPlr) return false;
// do rejection test first
if (!fNoCalls)
{
if (!!::Game.GRBroadcast(PSF_RejectHostilityChange, &C4AulParSet(iPlr, iPlr2, fHostile), true, true))
return false;
}
// OK; set hostility
bool fOldHostility = ::Players.HostilityDeclared(iPlr, iPlr2);
if (!pPlr->SetHostility(iPlr2,fHostile, fSilent)) return false;
// calls afterwards
::Game.GRBroadcast(PSF_OnHostilityChange, &C4AulParSet(C4VInt(iPlr), C4VInt(iPlr2), C4VBool(fHostile), C4VBool(fOldHostility)), true);
return true;
}
static bool FnSetPlrView(C4PropList * _this, long iPlr, C4Object *tobj, bool immediate_position)
{
if (!ValidPlr(iPlr)) return false;
::Players.Get(iPlr)->SetViewMode(C4PVM_Target, tobj, immediate_position);
return true;
}
static long FnGetPlrViewMode(C4PropList * _this, long iPlr)
{
if (!ValidPlr(iPlr)) return -1;
if (::Control.SyncMode()) return -1;
return ::Players.Get(iPlr)->ViewMode;
}
static void FnResetCursorView(C4PropList * _this, long plr, bool immediate_position)
{
C4Player *pplr = ::Players.Get(plr);
if (pplr) pplr->ResetCursorView(immediate_position);
}
static C4Object *FnGetPlrView(C4PropList * _this, long iPlr)
{
C4Player *pPlr = ::Players.Get(iPlr);
if (!pPlr || pPlr->ViewMode != C4PVM_Target) return NULL;
return pPlr->ViewTarget;
}
// flags for SetPlayerZoom* calls
static const int PLRZOOM_Direct = 0x01,
PLRZOOM_NoIncrease = 0x04,
PLRZOOM_NoDecrease = 0x08,
PLRZOOM_LimitMin = 0x10,
PLRZOOM_LimitMax = 0x20,
PLRZOOM_Set = 0x40;
static bool FnSetPlayerZoomByViewRange(C4PropList * _this, long plr_idx, long range_wdt, long range_hgt, long flags)
{
// zoom size safety - both ranges 0 is fine, it causes a zoom reset to default
if (range_wdt < 0 || range_hgt < 0) return false;
// special player NO_OWNER: apply to all viewports
if (plr_idx == NO_OWNER)
{
for (C4Player *plr = ::Players.First; plr; plr=plr->Next)
if (plr->Number != NO_OWNER) // can't happen, but would be a crash if it did...
FnSetPlayerZoomByViewRange(_this, plr->Number, range_wdt, range_hgt, flags);
return true;
}
else
{
// safety check on player only, so function return result is always in sync
C4Player *plr = ::Players.Get(plr_idx);
if (!plr) return false;
// adjust values in player
if (flags & PLRZOOM_LimitMin) plr->SetMinZoomByViewRange(range_wdt, range_hgt, !!(flags & PLRZOOM_NoIncrease), !!(flags & PLRZOOM_NoDecrease));
if (flags & PLRZOOM_LimitMax) plr->SetMaxZoomByViewRange(range_wdt, range_hgt, !!(flags & PLRZOOM_NoIncrease), !!(flags & PLRZOOM_NoDecrease));
// set values after setting min/max to ensure old limits don't block new value
if ((flags & PLRZOOM_Set) || !(flags & (PLRZOOM_LimitMin | PLRZOOM_LimitMax)))
{
plr->SetZoomByViewRange(range_wdt, range_hgt, !!(flags & PLRZOOM_Direct), !!(flags & PLRZOOM_NoIncrease), !!(flags & PLRZOOM_NoDecrease));
}
}
return true;
}
static C4PropList *FnGetPlayerZoomLimits(C4PropList * _this, long plr_idx)
{
// get player
C4Player *plr = ::Players.Get(plr_idx);
if (!plr) return NULL;
// collect limits in a prop list
// if neither width not height is set for zoom limits, return engine defaults.
C4PropList *result = C4PropList::New();
if (!result) return NULL;
result->SetPropertyByS(::Strings.RegString("MaxWidth"), C4VInt((plr->ZoomLimitMaxWdt || plr->ZoomLimitMaxHgt) ? plr->ZoomLimitMaxWdt : C4VP_DefMaxViewRangeX));
result->SetPropertyByS(::Strings.RegString("MaxHeight"), C4VInt(plr->ZoomLimitMaxHgt));
result->SetPropertyByS(::Strings.RegString("MaxValue"), C4VInt(fixtoi(plr->ZoomLimitMaxVal, 100)));
result->SetPropertyByS(::Strings.RegString("MinWidth"), C4VInt((plr->ZoomLimitMinWdt || plr->ZoomLimitMinHgt) ? plr->ZoomLimitMinWdt : C4VP_DefMinViewRangeX));
result->SetPropertyByS(::Strings.RegString("MinHeight"), C4VInt(plr->ZoomLimitMinHgt));
result->SetPropertyByS(::Strings.RegString("MinValue"), C4VInt(fixtoi(plr->ZoomLimitMinVal, 100)));
return result;
}
static bool FnSetPlayerZoom(C4PropList * _this, long plr_idx, long zoom, long precision, long flags)
{
// parameter safety. 0/0 means "reset to default".
if (zoom < 0 || precision < 0) return false;
// special player NO_OWNER: apply to all viewports
if (plr_idx == NO_OWNER)
{
for (C4Player *plr = ::Players.First; plr; plr=plr->Next)
if (plr->Number != NO_OWNER) // can't happen, but would be a crash if it did...
FnSetPlayerZoom(_this, plr->Number, zoom, precision, flags);
return true;
}
else
{
// zoom factor calculation
if (!precision) precision = 1;
C4Fixed fZoom = itofix(zoom, precision);
// safety check on player only, so function return result is always in sync
C4Player *plr = ::Players.Get(plr_idx);
if (!plr) return false;
// adjust values in player
if (flags & PLRZOOM_LimitMin) plr->SetMinZoom(fZoom, !!(flags & PLRZOOM_NoIncrease), !!(flags & PLRZOOM_NoDecrease));
if (flags & PLRZOOM_LimitMax) plr->SetMaxZoom(fZoom, !!(flags & PLRZOOM_NoIncrease), !!(flags & PLRZOOM_NoDecrease));
if ((flags & PLRZOOM_Set) || !(flags & (PLRZOOM_LimitMin | PLRZOOM_LimitMax)))
{
plr->SetZoom(fZoom, !!(flags & PLRZOOM_Direct), !!(flags & PLRZOOM_NoIncrease), !!(flags & PLRZOOM_NoDecrease));
}
}
return true;
}
static bool FnSetPlayerViewLock(C4PropList * _this, long plr_idx, bool is_locked)
{
// special player NO_OWNER: apply to all players
if (plr_idx == NO_OWNER)
{
for (C4Player *plr = ::Players.First; plr; plr=plr->Next)
if (plr->Number != NO_OWNER) // can't happen, but would be a crash if it did...
FnSetPlayerViewLock(_this, plr->Number, is_locked);
return true;
}
C4Player *plr = ::Players.Get(plr_idx);
if (!plr) return false;
plr->SetViewLocked(is_locked);
return true;
}
static bool FnDoBaseMaterial(C4PropList * _this, long iPlr, C4ID id, long iChange)
{
// validity check
if (!ValidPlr(iPlr)) return false;
C4Def *pDef = C4Id2Def(id);
if (!pDef) return false;
// add to material
long iLastcount = ::Players.Get(iPlr)->BaseMaterial.GetIDCount(id);
return ::Players.Get(iPlr)->BaseMaterial.SetIDCount(id,iLastcount+iChange,true);
}
static bool FnDoBaseProduction(C4PropList * _this, long iPlr, C4ID id, long iChange)
{
// validity check
if (!ValidPlr(iPlr)) return false;
C4Def *pDef = C4Id2Def(id);
if (!pDef) return false;
// add to material
long iLastcount = ::Players.Get(iPlr)->BaseProduction.GetIDCount(id);
return ::Players.Get(iPlr)->BaseProduction.SetIDCount(id,iLastcount+iChange,true);
}
static bool FnSetPlrKnowledge(C4PropList * _this, Nillable<long> iPlr, C4ID id, bool fRemove)
{
bool success = false;
// iPlr == nil: Call for all players
if (iPlr.IsNil())
{
for (C4Player *player = ::Players.First; player; player = player->Next)
if (player->SetKnowledge(id, fRemove))
success = true;
}
else
{
// Otherwise call for requested player
C4Player *player = ::Players.Get(iPlr);
if (player) success = player->SetKnowledge(id, fRemove);
}
return success;
}
static C4Value FnGetPlrKnowledge(C4PropList * _this, int iPlr, C4ID id, int iIndex, int dwCategory)
{
if (!ValidPlr(iPlr)) return C4VBool(false);
// Search by id, check if available, return bool
if (id) return C4VBool(::Players.Get(iPlr)->Knowledge.GetIDCount(id,1) != 0);
// Search indexed item of given category, return C4ID
return C4VPropList(C4Id2Def(::Players.Get(iPlr)->Knowledge.GetID( ::Definitions, dwCategory, iIndex )));
}
static C4Def * FnGetDefinition(C4PropList * _this, long iIndex)
{
return ::Definitions.GetDef(iIndex);
}
static C4Value FnGetComponent(C4PropList * _this, C4ID idComponent, int iIndex, C4Object * pObj, C4ID idDef)
{
// Def component - as seen by scope object as builder
if (idDef)
{
// Get def
C4Def *pDef=C4Id2Def(idDef); if (!pDef) return C4Value();
// Component count
if (idComponent) return C4VInt(pDef->GetComponentCount(idComponent));
// Indexed component
return C4VPropList(C4Id2Def(pDef->GetIndexedComponent(iIndex)));
}
// Object component
else
{
// Get object
if (!pObj) pObj=Object(_this); if (!pObj) return C4Value();
// Component count
if (idComponent) return C4VInt(pObj->Component.GetIDCount(idComponent));
// Indexed component
return C4VPropList(C4Id2Def(pObj->Component.GetID(iIndex)));
}
return C4Value();
}
static C4Value FnGetBaseMaterial(C4PropList * _this, int iPlr, C4ID id, int iIndex, int dwCategory)
{
if (!ValidPlr(iPlr)) return C4VBool(false);
// Search by id, return available count
if (id) return C4VInt(::Players.Get(iPlr)->BaseMaterial.GetIDCount(id));
// Search indexed item of given category, return C4ID
return C4VPropList(C4Id2Def(::Players.Get(iPlr)->BaseMaterial.GetID( ::Definitions, dwCategory, iIndex )));
}
static C4Value FnGetBaseProduction(C4PropList * _this, int iPlr, C4ID id, int iIndex, int dwCategory)
{
if (!ValidPlr(iPlr)) return C4VBool(false);
// Search by id, return available count
if (id) return C4VInt(::Players.Get(iPlr)->BaseProduction.GetIDCount(id));
// Search indexed item of given category, return C4ID
return C4VPropList(C4Id2Def(::Players.Get(iPlr)->BaseProduction.GetID( ::Definitions, dwCategory, iIndex )));
}
static long FnGetWealth(C4PropList * _this, long iPlr)
{
if (!ValidPlr(iPlr)) return 0;
return ::Players.Get(iPlr)->Wealth;
}
static bool FnSetWealth(C4PropList * _this, long iPlr, long iValue)
{
if (!ValidPlr(iPlr)) return false;
::Players.Get(iPlr)->SetWealth(iValue);
return true;
}
static long FnDoPlayerScore(C4PropList * _this, long iPlr, long iChange)
{
if (!ValidPlr(iPlr)) return false;
return ::Players.Get(iPlr)->DoScore(iChange);
}
static long FnGetPlayerScore(C4PropList * _this, long iPlr)
{
if (!ValidPlr(iPlr)) return 0;
return ::Players.Get(iPlr)->CurrentScore;
}
static long FnGetPlayerScoreGain(C4PropList * _this, long iPlr)
{
if (!ValidPlr(iPlr)) return 0;
return ::Players.Get(iPlr)->CurrentScore - ::Players.Get(iPlr)->InitialScore;
}
static C4Object *FnGetHiRank(C4PropList * _this, long iPlr)
{
if (!ValidPlr(iPlr)) return NULL;
return ::Players.Get(iPlr)->GetHiRankActiveCrew();
}
static C4Object *FnGetCrew(C4PropList * _this, long iPlr, long index)
{
if (!ValidPlr(iPlr)) return NULL;
return ::Players.Get(iPlr)->Crew.GetObject(index);
}
static long FnGetCrewCount(C4PropList * _this, long iPlr)
{
if (!ValidPlr(iPlr)) return 0;
return ::Players.Get(iPlr)->Crew.ObjectCount();
}
static long FnGetPlayerCount(C4PropList * _this, long iType)
{
if (!iType)
return ::Players.GetCount();
else
return ::Players.GetCount((C4PlayerType) iType);
}
static long FnGetPlayerByIndex(C4PropList * _this, long iIndex, long iType)
{
C4Player *pPlayer;
if (iType)
pPlayer = ::Players.GetByIndex(iIndex, (C4PlayerType) iType);
else
pPlayer = ::Players.GetByIndex(iIndex);
if (!pPlayer) return NO_OWNER;
return pPlayer->Number;
}
static long FnEliminatePlayer(C4PropList * _this, long iPlr, bool fRemoveDirect)
{
C4Player *pPlr=::Players.Get(iPlr);
if (!pPlr) return false;
// direct removal?
if (fRemoveDirect)
{
// do direct removal (no fate)
if (::Control.isCtrlHost()) ::Players.CtrlRemove(iPlr, false);
return true;
}
else
{
// do regular elimination
if (pPlr->Eliminated) return false;
pPlr->Eliminate();
}
return true;
}
// undocumented!
static bool FnSurrenderPlayer(C4PropList * _this, long iPlr)
{
C4Player *pPlr=::Players.Get(iPlr);
if (!pPlr) return false;
if (pPlr->Eliminated) return false;
pPlr->Surrender();
return true;
}
// undocumented!
static bool FnSetLeaguePerformance(C4PropList * _this, long iScore, long idPlayer)
{
if(!Game.Parameters.isLeague()) return false;
if(idPlayer && !Game.PlayerInfos.GetPlayerInfoByID(idPlayer)) return false;
Game.RoundResults.SetLeaguePerformance(iScore, idPlayer);
return true;
}
static const int32_t CSPF_FixedAttributes = 1<<0,
CSPF_NoScenarioInit = 1<<1,
CSPF_NoEliminationCheck = 1<<2,
CSPF_Invisible = 1<<3;
static bool FnCreateScriptPlayer(C4PropList * _this, C4String *szName, long dwColor, long idTeam, long dwFlags, C4ID idExtra)
{
// safety
if (!szName || !szName->GetData().getLength()) return false;
// this script command puts a new script player info into the list
// the actual join will be delayed and synchronized via queue
// processed by control host only - clients/replay/etc. will perform the join via queue
if (!::Control.isCtrlHost()) return true;
C4PlayerInfo *pScriptPlrInfo = new C4PlayerInfo();
uint32_t dwInfoFlags = 0u;
if (dwFlags & CSPF_FixedAttributes ) dwInfoFlags |= C4PlayerInfo::PIF_AttributesFixed;
if (dwFlags & CSPF_NoScenarioInit ) dwInfoFlags |= C4PlayerInfo::PIF_NoScenarioInit;
if (dwFlags & CSPF_NoEliminationCheck) dwInfoFlags |= C4PlayerInfo::PIF_NoEliminationCheck;
if (dwFlags & CSPF_Invisible ) dwInfoFlags |= C4PlayerInfo::PIF_Invisible;
pScriptPlrInfo->SetAsScriptPlayer(szName->GetCStr(), dwColor, dwInfoFlags, idExtra);
pScriptPlrInfo->SetTeam(idTeam);
C4ClientPlayerInfos JoinPkt(NULL, true, pScriptPlrInfo);
// add to queue!
Game.PlayerInfos.DoPlayerInfoUpdate(&JoinPkt);
// always successful for sync reasons
return true;
}
static C4Object *FnGetCursor(C4PropList * _this, long iPlr)
{
// get player
C4Player *pPlr = ::Players.Get(iPlr);
// invalid player?
if (!pPlr) return NULL;
return pPlr->Cursor;
}
// undocumented!
static C4Object *FnGetViewCursor(C4PropList * _this, long iPlr)
{
// get player
C4Player *pPlr = ::Players.Get(iPlr);
// get viewcursor
return pPlr ? pPlr->ViewCursor : NULL;
}
static bool FnSetCursor(C4PropList * _this, long iPlr, C4Object *pObj, bool fNoSelectArrow)
{
C4Player *pPlr = ::Players.Get(iPlr);
if (!pPlr || (pObj && !pObj->Status) || (pObj && pObj->CrewDisabled)) return false;
pPlr->SetCursor(pObj, !fNoSelectArrow);
return true;
}
// undocumented!
static bool FnSetViewCursor(C4PropList * _this, long iPlr, C4Object *pObj)
{
// get player
C4Player *pPlr = ::Players.Get(iPlr);
// invalid player?
if (!pPlr) return false;
// set viewcursor
pPlr->ViewCursor = pObj;
return true;
}
static long FnGetWind(C4PropList * _this, long x, long y, bool fGlobal)
{
// global wind
if (fGlobal) return ::Weather.Wind;
// local wind
if (Object(_this)) { x+=Object(_this)->GetX(); y+=Object(_this)->GetY(); }
return ::Weather.GetWind(x,y);
}
static void FnSetWind(C4PropList * _this, long iWind)
{
::Weather.SetWind(iWind);
}
static void FnSetTemperature(C4PropList * _this, long iTemperature)
{
::Weather.SetTemperature(iTemperature);
}
static long FnGetTemperature(C4PropList * _this)
{
return ::Weather.GetTemperature();
}
static void FnSetAmbientBrightness(C4PropList * _this, long iBrightness)
{
if (::Landscape.HasFoW())
::Landscape.GetFoW()->Ambient.SetBrightness(iBrightness / 100.);
}
static long FnGetAmbientBrightness(C4PropList * _this)
{
if (!::Landscape.HasFoW())
return 100;
return static_cast<long>(::Landscape.GetFoW()->Ambient.GetBrightness() * 100. + 0.5);
}
static void FnSetSeason(C4PropList * _this, long iSeason)
{
::Weather.SetSeason(iSeason);
}
static long FnGetSeason(C4PropList * _this)
{
return ::Weather.GetSeason();
}
static void FnSetClimate(C4PropList * _this, long iClimate)
{
::Weather.SetClimate(iClimate);
}
static long FnGetClimate(C4PropList * _this)
{
return ::Weather.GetClimate();
}
static long FnLandscapeWidth(C4PropList * _this)
{
return ::Landscape.GetWidth();
}
static long FnLandscapeHeight(C4PropList * _this)
{
return ::Landscape.GetHeight();
}
static void FnShakeFree(C4PropList * _this, long x, long y, long rad)
{
::Landscape.ShakeFree(x,y,rad);
}
static long FnDigFree(C4PropList * _this, long x, long y, long rad, bool no_dig2objects, bool no_instability_check)
{
return ::Landscape.DigFree(x,y,rad,Object(_this),no_dig2objects,no_instability_check);
}
static long FnDigFreeRect(C4PropList * _this, long iX, long iY, long iWdt, long iHgt, bool no_dig2objects, bool no_instability_check)
{
return ::Landscape.DigFreeRect(iX,iY,iWdt,iHgt,Object(_this),no_dig2objects,no_instability_check);
}
static void FnClearFreeRect(C4PropList * _this, long iX, long iY, long iWdt, long iHgt)
{
::Landscape.ClearFreeRect(iX,iY,iWdt,iHgt);
}
static bool FnPathFree(C4PropList * _this, long X1, long Y1, long X2, long Y2)
{
return !!PathFree(X1, Y1, X2, Y2);
}
// undocumented!
static C4ValueArray* FnPathFree2(C4PropList * _this, int32_t x1, int32_t y1, int32_t x2, int32_t y2)
{
int32_t x = -1, y = -1;
if (!PathFree(x1, y1, x2, y2, &x, &y))
{
C4ValueArray *pArray = new C4ValueArray(2);
pArray->SetItem(0, C4VInt(x));
pArray->SetItem(1, C4VInt(y));
return pArray;
}
return 0;
}
C4Object* FnObject(C4PropList * _this, long iNumber)
{
return ::Objects.SafeObjectPointer(iNumber);
// See FnObjectNumber
}
static C4Value FnGameCallEx(C4PropList * _this, C4Value * Pars)
{
C4String * fn = Pars[0].getStr();
if (!fn) return C4Value();
// copy parameters
C4AulParSet ParSet;
ParSet.Copy(&Pars[1], 9);
// Call
return ::Game.GRBroadcast(fn->GetCStr(), &ParSet, true);
}
static C4Object * FnEditCursor(C4PropList * _this)
{
if (::Control.SyncMode()) return NULL;
return Console.EditCursor.GetTarget();
}
static bool FnIsNetwork(C4PropList * _this) { return Game.Parameters.IsNetworkGame; }
// undocumented!
static C4String *FnGetLeague(C4PropList * _this, long idx)
{
// get indexed league
StdStrBuf sIdxLeague;
if (!Game.Parameters.League.GetSection(idx, &sIdxLeague)) return NULL;
return String(sIdxLeague.getData());
}
static int32_t FnGetLeagueScore(C4PropList * _this, long idPlayer)
{
// security
if (idPlayer < 1) return 0;
// get info
C4PlayerInfo *pInfo = Game.PlayerInfos.GetPlayerInfoByID(idPlayer);
if (!pInfo) return 0;
// get league score
return pInfo->getLeagueScore();
}
static bool FnSetLeagueProgressData(C4PropList * _this, C4String *pNewData, long idPlayer)
{
if(!Game.Parameters.League.getLength() || !idPlayer) return false;
C4PlayerInfo *info = Game.PlayerInfos.GetPlayerInfoByID(idPlayer);
if (!info) return false;
info->SetLeagueProgressData(pNewData ? pNewData->GetCStr() : NULL);
return true;
}
static C4String *FnGetLeagueProgressData(C4PropList * _this, long idPlayer)
{
if(!Game.Parameters.League.getLength()) return NULL;
C4PlayerInfo *info = Game.PlayerInfos.GetPlayerInfoByID(idPlayer);
if (!info) return NULL;
return String(info->GetLeagueProgressData());
}
// undocumented!
static bool FnTestMessageBoard(C4PropList * _this, long iForPlr, bool fTestIfInUse)
{
// multi-query-MessageBoard is always available if the player is valid =)
// (but it won't do anything in developer mode...)
C4Player *pPlr = ::Players.Get(iForPlr);
if (!pPlr) return false;
if (!fTestIfInUse) return true;
// single query only if no query is scheduled
return pPlr->HasMessageBoardQuery();
}
// undocumented!
static bool FnCallMessageBoard(C4PropList * _this, C4Object *pObj, bool fUpperCase, C4String *szQueryString, long iForPlr)
{
if (!pObj) pObj=Object(_this);
if (pObj && !pObj->Status) return false;
// check player
C4Player *pPlr = ::Players.Get(iForPlr);
if (!pPlr) return false;
// remove any previous
pPlr->CallMessageBoard(pObj, StdStrBuf(FnStringPar(szQueryString)), !!fUpperCase);
return true;
}
// undocumented!
static bool FnAbortMessageBoard(C4PropList * _this, C4Object *pObj, long iForPlr)
{
if (!pObj) pObj=Object(_this);
// check player
C4Player *pPlr = ::Players.Get(iForPlr);
if (!pPlr) return false;
// close TypeIn if active
::MessageInput.AbortMsgBoardQuery(pObj, iForPlr);
// abort for it
return pPlr->RemoveMessageBoardQuery(pObj);
}
static void FnSetFoW(C4PropList * _this, bool fEnabled, long iPlr)
{
// safety
if (!ValidPlr(iPlr)) return;
// set enabled
::Players.Get(iPlr)->SetFoW(!!fEnabled);
}
static long FnSetMaxPlayer(C4PropList * _this, long iTo)
{
// think positive! :)
if (iTo < 0) return false;
// script functions don't need to pass ControlQueue!
Game.Parameters.MaxPlayers = iTo;
// success
return true;
}
static bool FnGetMissionAccess(C4PropList * _this, C4String *strMissionAccess)
{
// safety
if (!strMissionAccess) return false;
// non-sync mode: warn
if (::Control.SyncMode())
Log("Warning: using GetMissionAccess may cause desyncs when playing records!");
return SIsModule(Config.General.MissionAccess, FnStringPar(strMissionAccess));
}
// Helper to read or write a value from/to a structure. Must be two
class C4ValueCompiler : public StdCompiler
{
public:
C4ValueCompiler(const char **pszNames, int iNameCnt, int iEntryNr)
: pszNames(pszNames), iNameCnt(iNameCnt), iEntryNr(iEntryNr)
{ }
virtual bool isCompiler() { return false; }
virtual bool hasNaming() { return true; }
virtual bool isVerbose() { return false; }
virtual bool Name(const char *szName)
{
// match possible? (no match yet / continued match)
if (!iMatchStart || haveCurrentMatch())
// already got all names?
if (!haveCompleteMatch())
// check name
if (SEqual(pszNames[iMatchCount], szName))
{
// got match
if (!iMatchCount) iMatchStart = iDepth + 1;
iMatchCount++;
}
iDepth++;
return true;
}
virtual bool Default(const char *szName)
{
// Always process values even if they are default!
return false;
}
virtual void NameEnd(bool fBreak = false)
{
// end of matched name section?
if (haveCurrentMatch())
{
iMatchCount--;
if (!iMatchCount) iMatchStart = 0;
}
iDepth--;
}
virtual void Begin()
{
// set up
iDepth = iMatchStart = iMatchCount = 0;
}
protected:
// value function forward to be overwritten by get or set compiler
virtual void ProcessInt(int32_t &rInt) = 0;
virtual void ProcessBool(bool &rBool) = 0;
virtual void ProcessChar(char &rChar) = 0;
virtual void ProcessString(char *szString, size_t iMaxLength, bool fIsID) = 0;
virtual void ProcessString(char **pszString, bool fIsID) = 0;
public:
// value functions
virtual void DWord(int32_t &rInt) { if (haveCompleteMatch()) if (!iEntryNr--) ProcessInt(rInt); }
virtual void DWord(uint32_t &rInt) { if (haveCompleteMatch()) if (!iEntryNr--) { int32_t i=rInt; ProcessInt(i); rInt =i; } }
virtual void Word(int16_t &rShort) { if (haveCompleteMatch()) if (!iEntryNr--) { int32_t i=rShort; ProcessInt(i); rShort=i; } }
virtual void Word(uint16_t &rShort) { if (haveCompleteMatch()) if (!iEntryNr--) { int32_t i=rShort; ProcessInt(i); rShort=i; } }
virtual void Byte(int8_t &rByte) { if (haveCompleteMatch()) if (!iEntryNr--) { int32_t i=rByte; ProcessInt(i); rByte =i; } }
virtual void Byte(uint8_t &rByte) { if (haveCompleteMatch()) if (!iEntryNr--) { int32_t i=rByte; ProcessInt(i); rByte =i; } }
virtual void Boolean(bool &rBool) { if (haveCompleteMatch()) if (!iEntryNr--) ProcessBool(rBool); }
virtual void Character(char &rChar) { if (haveCompleteMatch()) if (!iEntryNr--) ProcessChar(rChar); }
// The C4ID-Adaptor will set RCT_ID for it's strings (see C4Id.h), so we don't have to guess the type.
virtual void String(char *szString, size_t iMaxLength, RawCompileType eType)
{ if (haveCompleteMatch()) if (!iEntryNr--) ProcessString(szString, iMaxLength, eType == StdCompiler::RCT_ID); }
virtual void String(char **pszString, RawCompileType eType)
{ if (haveCompleteMatch()) if (!iEntryNr--) ProcessString(pszString, eType == StdCompiler::RCT_ID); }
virtual void Raw(void *pData, size_t iSize, RawCompileType eType = RCT_Escaped)
{ /* C4Script can't handle this */ }
private:
// Name(s) of the entry to read
const char **pszNames;
int iNameCnt;
// Number of the element that is to be read
int iEntryNr;
// current depth
int iDepth;
// match start (where did the first name match?),
// match count (how many names did match, from that point?)
int iMatchStart, iMatchCount;
private:
// match active?
bool haveCurrentMatch() const { return iDepth + 1 == iMatchStart + iMatchCount; }
// match complete?
bool haveCompleteMatch() const { return haveCurrentMatch() && iMatchCount == iNameCnt; }
};
class C4ValueGetCompiler : public C4ValueCompiler
{
private:
// Result
C4Value Res;
public:
C4ValueGetCompiler(const char **pszNames, int iNameCnt, int iEntryNr)
: C4ValueCompiler(pszNames, iNameCnt, iEntryNr)
{ }
// Result-getter
const C4Value &getResult() const { return Res; }
protected:
// get values as C4Value
virtual void ProcessInt(int32_t &rInt) { Res = C4VInt(rInt); }
virtual void ProcessBool(bool &rBool) { Res = C4VBool(rBool); }
virtual void ProcessChar(char &rChar) { Res = C4VString(FormatString("%c", rChar)); }
virtual void ProcessString(char *szString, size_t iMaxLength, bool fIsID)
{ Res = (fIsID ? C4VPropList(C4Id2Def(C4ID(szString))) : C4VString(szString)); }
virtual void ProcessString(char **pszString, bool fIsID)
{ Res = (fIsID ? C4VPropList(C4Id2Def(C4ID(*pszString))) : C4VString(*pszString)); }
};
// Use the compiler to find a named value in a structure
template <class T>
C4Value GetValByStdCompiler(const char *strEntry, const char *strSection, int iEntryNr, const T &rFrom)
{
// Set up name array, create compiler
const char *szNames[2] = { strSection ? strSection : strEntry, strSection ? strEntry : NULL };
C4ValueGetCompiler Comp(szNames, strSection ? 2 : 1, iEntryNr);
// Compile
try
{
Comp.Decompile(rFrom);
return Comp.getResult();
}
// Should not happen, catch it anyway.
catch (StdCompiler::Exception *)
{
return C4VNull;
}
}
static C4Value FnGetDefCoreVal(C4PropList * _this, C4String * strEntry, C4String * strSection, int iEntryNr)
{
if (!_this || !_this->GetDef())
throw NeedNonGlobalContext("GetDefCoreVal");
return GetValByStdCompiler(FnStringPar(strEntry), strSection ? strSection->GetCStr() : NULL,
iEntryNr, mkNamingAdapt(*_this->GetDef(), "DefCore"));
}
static C4Value FnGetObjectVal(C4Object * _this, C4String * strEntry, C4String * strSection, int iEntryNr)
{
// get value
C4ValueNumbers numbers;
C4Value retval = GetValByStdCompiler(FnStringPar(strEntry), strSection ? strSection->GetCStr() : NULL,
iEntryNr, mkNamingAdapt(mkParAdapt(*Object(_this), &numbers), "Object"));
numbers.Denumerate();
retval.Denumerate(&numbers);
return retval;
}
static C4Value FnGetObjectInfoCoreVal(C4Object * _this, C4String * strEntry, C4String * strSection, int iEntryNr)
{
// get obj info
C4ObjectInfo* pObjInfo = Object(_this)->Info;
if (!pObjInfo) return C4VNull;
// get obj info core
C4ObjectInfoCore* pObjInfoCore = (C4ObjectInfoCore*) pObjInfo;
// get value
return GetValByStdCompiler(FnStringPar(strEntry), strSection ? strSection->GetCStr() : NULL,
iEntryNr, mkNamingAdapt(*pObjInfoCore, "ObjectInfo"));
}
static C4Value FnGetScenarioVal(C4PropList * _this, C4String * strEntry, C4String * strSection, int iEntryNr)
{
return GetValByStdCompiler(FnStringPar(strEntry), strSection ? strSection->GetCStr() : NULL,
iEntryNr, mkParAdapt(Game.C4S, false));
}
static C4Value FnGetPlayerVal(C4PropList * _this, C4String * strEntry, C4String * strSection, int iPlayer, int iEntryNr)
{
// get player
C4Player* pPlayer = ::Players.Get(iPlayer);
if (!pPlayer) return C4Value();
// get value
C4ValueNumbers numbers;
C4Value retval = GetValByStdCompiler(FnStringPar(strEntry), strSection ? strSection->GetCStr() : NULL,
iEntryNr, mkNamingAdapt(mkParAdapt(*pPlayer, &numbers), "Player"));
numbers.Denumerate();
retval.Denumerate(&numbers);
return retval;
}
static C4Value FnGetPlayerInfoCoreVal(C4PropList * _this, C4String * strEntry, C4String * strSection, int iPlayer, int iEntryNr)
{
// get player
C4Player* pPlayer = ::Players.Get(iPlayer);
if (!pPlayer) return C4Value();
// get plr info core
C4PlayerInfoCore* pPlayerInfoCore = (C4PlayerInfoCore*) pPlayer;
// get value
return GetValByStdCompiler(FnStringPar(strEntry), strSection ? strSection->GetCStr() : NULL,
iEntryNr, *pPlayerInfoCore);
}
static C4Value FnGetMaterialVal(C4PropList * _this, C4String * strEntry, C4String* strSection, int iMat, int iEntryNr)
{
if (iMat < 0 || iMat >= ::MaterialMap.Num) return C4Value();
// get material
C4Material *pMaterial = &::MaterialMap.Map[iMat];
// get plr info core
C4MaterialCore* pMaterialCore = static_cast<C4MaterialCore*>(pMaterial);
// get value
return GetValByStdCompiler(FnStringPar(strEntry), strSection ? strSection->GetCStr() : NULL, iEntryNr, *pMaterialCore);
}
static C4String *FnMaterialName(C4PropList * _this, long iMat)
{
// mat valid?
if (!MatValid(iMat)) return NULL;
// return mat name
return String(::MaterialMap.Map[iMat].Name);
}
static bool FnSetSkyAdjust(C4PropList * _this, long dwAdjust, long dwBackClr)
{
// set adjust
::Landscape.GetSky().SetModulation(dwAdjust, dwBackClr);
// success
return true;
}
static bool FnSetMatAdjust(C4PropList * _this, long dwAdjust)
{
// set adjust
::Landscape.SetModulation(dwAdjust);
// success
return true;
}
static long FnGetSkyAdjust(C4PropList * _this, bool fBackColor)
{
// get adjust
return ::Landscape.GetSky().GetModulation(!!fBackColor);
}
static long FnGetMatAdjust(C4PropList * _this)
{
// get adjust
return ::Landscape.GetModulation();
}
static long FnGetTime(C4PropList * _this)
{
// check network, record, etc
if (::Control.SyncMode()) return 0;
return C4TimeMilliseconds::Now().AsInt();
}
static C4Value FnSetPlrExtraData(C4PropList * _this, int iPlayer, C4String * DataName, const C4Value & Data)
{
const char * strDataName = FnStringPar(DataName);
// do not allow data type C4V_Array or C4V_C4Object
if (Data.GetType() != C4V_Nil &&
Data.GetType() != C4V_Int &&
Data.GetType() != C4V_Bool &&
Data.GetType() != C4V_String) return C4VNull;
C4Player* pPlayer = ::Players.Get(iPlayer);
if (!pPlayer) return C4Value();
// no name list created yet?
if (!pPlayer->ExtraData.pNames)
// create name list
pPlayer->ExtraData.CreateTempNameList();
// data name already exists?
long ival;
if ((ival = pPlayer->ExtraData.pNames->GetItemNr(strDataName)) != -1)
pPlayer->ExtraData[ival] = Data;
else
{
// add name
pPlayer->ExtraData.pNames->AddName(strDataName);
// get val id & set
if ((ival = pPlayer->ExtraData.pNames->GetItemNr(strDataName)) == -1) return C4Value();
pPlayer->ExtraData[ival] = Data;
}
// ok, return the value that has been set
return Data;
}
static C4Value FnGetPlrExtraData(C4PropList * _this, int iPlayer, C4String * DataName)
{
const char *strDataName = FnStringPar(DataName);
C4Player* pPlayer = ::Players.Get(iPlayer);
if (!pPlayer) return C4Value();
// no name list?
if (!pPlayer->ExtraData.pNames) return C4Value();
long ival;
if ((ival = pPlayer->ExtraData.pNames->GetItemNr(strDataName)) == -1) return C4Value();
// return data
return pPlayer->ExtraData[ival];
}
// undocumented!
static long FnDrawMatChunks(C4PropList * _this, long tx, long ty, long twdt, long thgt, long icntx, long icnty, C4String *strMaterial, C4String *strTexture, bool bIFT)
{
return ::Landscape.DrawChunks(tx, ty, twdt, thgt, icntx, icnty, FnStringPar(strMaterial), FnStringPar(strTexture), bIFT != 0);
}
static long FnDrawMap(C4PropList * _this, long iX, long iY, long iWdt, long iHgt, C4String *szMapDef)
{
// draw it!
// don't clear the old map before drawing
return ::Landscape.DrawMap(iX, iY, iWdt, iHgt, FnStringPar(szMapDef), true);
}
static long FnDrawDefMap(C4PropList * _this, long iX, long iY, long iWdt, long iHgt, C4String *szMapDef)
{
// draw it!
// don't clear the old map before drawing
return ::Landscape.DrawDefMap(iX, iY, iWdt, iHgt, FnStringPar(szMapDef), true);
}
static bool FnCreateParticle(C4PropList * _this, C4String *name, C4Value x, C4Value y, C4Value speedX, C4Value speedY, C4Value lifetime, C4PropList *properties, int amount)
{
// safety
C4Object *obj = Object(_this);
if (obj && !_this->Status) return false;
#ifndef USE_CONSOLE
if (amount <= 0) amount = 1;
// get particle
C4ParticleDef *pDef = ::Particles.definitions.GetDef(FnStringPar(name));
if (!pDef) return false;
// construct data
C4ParticleValueProvider valueX, valueY, valueSpeedX, valueSpeedY, valueLifetime;
valueX.Set(x);
valueY.Set(y);
valueSpeedX.Set(speedX);
valueSpeedY.Set(speedY);
valueLifetime.Set(lifetime);
// create
::Particles.Create(pDef, valueX, valueY, valueSpeedX, valueSpeedY, valueLifetime, properties, amount, obj);
#endif
// success, even if not created
return true;
}
static bool FnClearParticles(C4PropList * _this)
{
#ifndef USE_CONSOLE
C4Object *obj;
if ((obj = Object(_this)))
{
if (obj->BackParticles)
obj->BackParticles->Clear();
if (obj->FrontParticles)
obj->FrontParticles->Clear();
}
else
{
if (::Particles.GetGlobalParticles())
::Particles.GetGlobalParticles()->Clear();
}
#endif
// always return true
return true;
}
static C4ValueArray* FnPV_Linear(C4PropList * _this, C4Value startValue, C4Value endValue)
{
C4ValueArray *pArray = new C4ValueArray(3);
pArray->SetItem(0, C4VInt(C4PV_Linear));
pArray->SetItem(1, startValue);
pArray->SetItem(2, endValue);
return pArray;
}
static C4ValueArray* FnPV_Random(C4PropList * _this, C4Value startValue, C4Value endValue, C4Value rerollInterval, C4Value seed)
{
C4ValueArray *pArray = new C4ValueArray(4);
pArray->SetItem(0, C4VInt(C4PV_Random));
pArray->SetItem(1, startValue);
pArray->SetItem(2, endValue);
pArray->SetItem(3, rerollInterval);
pArray->SetItem(4, seed);
return pArray;
}
static C4ValueArray* FnPV_Direction(C4PropList * _this, C4Value factor)
{
C4ValueArray *pArray = new C4ValueArray(2);
pArray->SetItem(0, C4VInt(C4PV_Direction));
pArray->SetItem(1, factor.GetType() != C4V_Nil ? factor : C4VInt(1000));
return pArray;
}
static C4ValueArray* FnPV_Step(C4PropList * _this, C4Value step, C4Value startValue, C4Value delay, C4Value maximumValue)
{
C4ValueArray *pArray = new C4ValueArray(5);
pArray->SetItem(0, C4VInt(C4PV_Step));
pArray->SetItem(1, step);
pArray->SetItem(2, startValue);
pArray->SetItem(3, delay);
pArray->SetItem(4, maximumValue);
return pArray;
}
static C4Value FnPV_KeyFrames(C4PropList * _this, C4Value *pars)
{
C4ValueArray *pArray = new C4ValueArray(C4AUL_MAX_Par);
pArray->SetItem(0, C4VInt(C4PV_KeyFrames));
const int offset = 1;
// Read all parameters
int i = 0;
for (; i < C4AUL_MAX_Par; i++)
{
C4Value Data = *(pars++);
// No data given?
if (Data.GetType() == C4V_Nil) break;
pArray->SetItem(offset + i, Data);
}
pArray->SetSize(i + offset);
return C4Value(pArray);
}
static C4ValueArray* FnPV_Sin(C4PropList * _this, C4Value value, C4Value amplitude, C4Value offset)
{
C4ValueArray *pArray = new C4ValueArray(5);
pArray->SetItem(0, C4VInt(C4PV_Sin));
pArray->SetItem(1, value);
pArray->SetItem(2, amplitude);
pArray->SetItem(3, offset);
return pArray;
}
static C4ValueArray* FnPV_Cos(C4PropList * _this, C4Value value, C4Value amplitude, C4Value offset)
{
C4ValueArray *pArray = new C4ValueArray(5);
pArray->SetItem(0, C4VInt(C4PV_Cos));
pArray->SetItem(1, value);
pArray->SetItem(2, amplitude);
pArray->SetItem(3, offset);
return pArray;
}
static C4ValueArray* FnPV_Speed(C4PropList * _this, C4Value factor, C4Value startValue)
{
C4ValueArray *pArray = new C4ValueArray(3);
pArray->SetItem(0, C4VInt(C4PV_Speed));
pArray->SetItem(1, factor.GetType() == C4V_Nil ? C4VInt(1000) : factor);
pArray->SetItem(2, startValue);
return pArray;
}
static C4ValueArray* FnPV_Wind(C4PropList * _this, C4Value factor, C4Value startValue)
{
C4ValueArray *pArray = new C4ValueArray(3);
pArray->SetItem(0, C4VInt(C4PV_Wind));
pArray->SetItem(1, factor.GetType() == C4V_Nil ? C4VInt(1000) : factor);
pArray->SetItem(2, startValue);
return pArray;
}
static C4ValueArray* FnPV_Gravity(C4PropList * _this, C4Value factor, C4Value startValue)
{
C4ValueArray *pArray = new C4ValueArray(3);
pArray->SetItem(0, C4VInt(C4PV_Gravity));
pArray->SetItem(1, factor.GetType() == C4V_Nil ? C4VInt(1000) : factor);
pArray->SetItem(2, startValue);
return pArray;
}
static C4ValueArray* FnPC_Die(C4PropList * _this)
{
C4ValueArray *pArray = new C4ValueArray(1);
pArray->SetItem(0, C4VInt(C4PC_Die));
return pArray;
}
static C4ValueArray* FnPC_Bounce(C4PropList * _this, C4Value bouncyness)
{
C4ValueArray *pArray = new C4ValueArray(2);
pArray->SetItem(0, C4VInt(C4PC_Bounce));
pArray->SetItem(1, bouncyness.GetType() != C4V_Nil ? bouncyness : C4VInt(1000));
return pArray;
}
static C4ValueArray* FnPC_Stop(C4PropList * _this)
{
C4ValueArray *pArray = new C4ValueArray(1);
pArray->SetItem(0, C4VInt(C4PC_Stop));
return pArray;
}
static bool FnSetSkyParallax(C4PropList * _this, Nillable<long> iMode, Nillable<long> iParX, Nillable<long> iParY, Nillable<long> iXDir, Nillable<long> iYDir, Nillable<long> iX, Nillable<long> iY)
{
// set all parameters that aren't nil
if (!iMode.IsNil())
if (Inside<long>(iMode, 0, 1)) ::Landscape.GetSky().ParallaxMode = iMode;
if (!iParX.IsNil() && iParX) ::Landscape.GetSky().ParX = iParX;
if (!iParY.IsNil() && iParY) ::Landscape.GetSky().ParY = iParY;
if (!iXDir.IsNil()) ::Landscape.GetSky().xdir = itofix(iXDir);
if (!iYDir.IsNil()) ::Landscape.GetSky().ydir = itofix(iYDir);
if (!iX.IsNil()) ::Landscape.GetSky().x = itofix(iX);
if (!iY.IsNil()) ::Landscape.GetSky().y = itofix(iY);
// success
return true;
}
static long FnReloadDef(C4PropList * _this, C4ID idDef, long iReloadWhat)
{
// get def
C4Def *pDef=NULL;
if (!idDef)
{
// no def given: local def
if (Object(_this)) pDef=Object(_this)->Def;
}
else
// def by ID
pDef=::Definitions.ID2Def(idDef);
// safety
if (!pDef) return false;
// reload everything if nothing has been specified
if (!iReloadWhat) iReloadWhat=C4D_Load_RX;
// perform reload
return Game.ReloadDef(pDef->id);
}
static long FnReloadParticle(C4PropList * _this, C4String *szParticleName)
{
// perform reload
return Game.ReloadParticle(FnStringPar(szParticleName));
}
static bool FnSetGamma(C4PropList * _this, long iRed, long iGreen, long iBlue, long iRampIndex)
{
pDraw->SetGamma(float(iRed) / 100,
float(iGreen) / 100,
float(iBlue) / 100,
iRampIndex);
return true;
}
static bool FnResetGamma(C4PropList * _this, long iRampIndex)
{
::Game.SetDefaultGamma();
return true;
}
// undocumented!
static long FnFrameCounter(C4PropList * _this) { return Game.FrameCounter; }
struct PathInfo
{
long ilx, ily;
long ilen;
};
struct SumPathLength
{
explicit SumPathLength(PathInfo *info) : pPathInfo(info) {}
bool operator()(int32_t iX, int32_t iY, C4Object *TransferTarget)
{
pPathInfo->ilen += Distance(pPathInfo->ilx, pPathInfo->ily, iX, iY);
pPathInfo->ilx = iX;
pPathInfo->ily = iY;
return true;
}
private:
PathInfo *pPathInfo;
};
static Nillable<long> FnGetPathLength(C4PropList * _this, long iFromX, long iFromY, long iToX, long iToY)
{
PathInfo PathInfo;
PathInfo.ilx = iFromX;
PathInfo.ily = iFromY;
PathInfo.ilen = 0;
if (!Game.PathFinder.Find(iFromX, iFromY, iToX, iToY, SumPathLength(&PathInfo)))
return C4Void();
return PathInfo.ilen + Distance(PathInfo.ilx, PathInfo.ily, iToX, iToY);
}
// undocumented!
static long FnSetTextureIndex(C4PropList * _this, C4String *psMatTex, long iNewIndex, bool fInsert)
{
if (!Inside(iNewIndex, 0l, 255l)) return false;
return ::Landscape.SetTextureIndex(FnStringPar(psMatTex), BYTE(iNewIndex), !!fInsert);
}
// undocumented!
static long FnRemoveUnusedTexMapEntries(C4PropList * _this)
{
::Landscape.RemoveUnusedTexMapEntries();
return true;
}
static const int32_t DMQ_Sky = 0, // draw w/ sky IFT
DMQ_Sub = 1, // draw w/ tunnel IFT
DMQ_Bridge = 2; // draw only over materials you can bridge over
static bool FnDrawMaterialQuad(C4PropList * _this, C4String *szMaterial, long iX1, long iY1, long iX2, long iY2, long iX3, long iY3, long iX4, long iY4, const C4Value& draw_mode)
{
const char *szMat = FnStringPar(szMaterial);
const char *szBackMat = NULL;
bool fBridge = false;
if (draw_mode.GetType() == C4V_Int)
{
// Default behaviour: Default background material
const int draw_mode_value = draw_mode.getInt();
switch(draw_mode_value)
{
case DMQ_Sky: break;
case DMQ_Sub: szBackMat = "Tunnel"; break; // TODO: Go via DefaultBkgMat
case DMQ_Bridge: fBridge = true; break;
}
}
else if (draw_mode.GetType() == C4V_String)
{
szBackMat = FnStringPar(draw_mode.getStr());
}
return !! ::Landscape.DrawQuad(iX1, iY1, iX2, iY2, iX3, iY3, iX4, iY4, szMat, szBackMat, fBridge);
}
static bool FnSetFilmView(C4PropList * _this, long iToPlr)
{
// check player
if (!ValidPlr(iToPlr) && iToPlr != NO_OWNER) return false;
// real switch in replays only
if (!::Control.isReplay()) return true;
// set new target plr
if (C4Viewport *vp = ::Viewports.GetFirstViewport()) vp->Init(iToPlr, true);
// done, always success (sync)
return true;
}
static bool FnAddMsgBoardCmd(C4PropList * _this, C4String *pstrCommand, C4String *pstrScript)
{
// safety
if (!pstrCommand || !pstrScript) return false;
// add command
::MessageInput.AddCommand(FnStringPar(pstrCommand), FnStringPar(pstrScript));
return true;
}
static bool FnSetGameSpeed(C4PropList * _this, long iSpeed)
{
// safety
if (iSpeed) if (!Inside<long>(iSpeed, 0, 1000)) return false;
if (!iSpeed) iSpeed = 38;
// set speed, restart timer
Application.SetGameTickDelay(1000 / iSpeed);
return true;
}
bool SimFlight(C4Real &x, C4Real &y, C4Real &xdir, C4Real &ydir, int32_t iDensityMin, int32_t iDensityMax, int32_t &iIter);
static C4ValueArray* FnSimFlight(C4PropList * _this, int X, int Y, Nillable<int> pvrXDir, Nillable<int> pvrYDir, Nillable<int> pviDensityMin, Nillable<int> pviDensityMax, Nillable<int> pviIter, int iPrec)
{
// check and set parameters
if (Object(_this))
{
X += Object(_this)->GetX();
Y += Object(_this)->GetY();
}
int XDir = pvrXDir.IsNil() && Object(_this) ? fixtoi(Object(_this)->xdir) : static_cast<int>(pvrXDir);
int YDir = pvrXDir.IsNil() && Object(_this) ? fixtoi(Object(_this)->ydir) : static_cast<int>(pvrYDir);
int iDensityMin = pviDensityMin.IsNil() ? C4M_Solid : static_cast<int>(pviDensityMin);
int iDensityMax = pviDensityMax.IsNil() ? 100 : static_cast<int>(pviDensityMax);
int iIter = pviIter.IsNil() ? -1 : static_cast<int>(pviIter);
if (!iPrec) iPrec = 10;
// convert to C4Real
C4Real x = itofix(X), y = itofix(Y),
xdir = itofix(XDir, iPrec), ydir = itofix(YDir, iPrec);
// simulate
if (!SimFlight(x, y, xdir, ydir, iDensityMin, iDensityMax, iIter))
{
iIter *= -1;
}
// write results to array
C4ValueArray *pResults = new C4ValueArray(5);
pResults->SetItem(0, C4VInt(fixtoi(x)));
pResults->SetItem(1, C4VInt(fixtoi(y)));
pResults->SetItem(2, C4VInt(fixtoi(xdir * iPrec)));
pResults->SetItem(3, C4VInt(fixtoi(ydir * iPrec)));
pResults->SetItem(4, C4VInt(iIter));
return pResults;
}
// undocumented!
static long FnLoadScenarioSection(C4PropList * _this, C4String *pstrSection, long dwFlags)
{
// safety
const char *szSection;
if (!pstrSection || !*(szSection=FnStringPar(pstrSection))) return false;
// try to load it
return Game.LoadScenarioSection(szSection, dwFlags);
}
static C4Value FnAddEffect(C4PropList * _this, C4String * szEffect, C4Object * pTarget,
int iPrio, int iTimerInterval, C4Object * pCmdTarget, C4ID idCmdTarget,
const C4Value & Val1, const C4Value & Val2, const C4Value & Val3, const C4Value & Val4)
{
// safety
if (pTarget && !pTarget->Status) return C4Value();
if (!szEffect || !*szEffect->GetCStr() || !iPrio) return C4Value();
// create effect
C4Effect * pEffect = C4Effect::New(pTarget, szEffect, iPrio, iTimerInterval, pCmdTarget, idCmdTarget, Val1, Val2, Val3, Val4);
// return effect - may be 0 if the effect has been denied by another effect
if (!pEffect) return C4Value();
return C4VPropList(pEffect);
}
static C4Effect * FnGetEffect(C4PropList * _this, C4String *psEffectName, C4Object *pTarget, int index, int iMaxPriority)
{
const char *szEffect = FnStringPar(psEffectName);
// get effects
C4Effect *pEffect = pTarget ? pTarget->pEffects : Game.pGlobalEffects;
if (!pEffect) return NULL;
// name/wildcard given: find effect by name and index
if (szEffect && *szEffect)
return pEffect->Get(szEffect, index, iMaxPriority);
return NULL;
}
static bool FnRemoveEffect(C4PropList * _this, C4String *psEffectName, C4Object *pTarget, C4Effect * pEffect2, bool fDoNoCalls)
{
// evaluate parameters
const char *szEffect = FnStringPar(psEffectName);
// if the user passed an effect, it can be used straight-away
C4Effect *pEffect = pEffect2;
// otherwise, the correct effect will be searched in the target's effects or in the global ones
if (!pEffect)
{
pEffect = pTarget ? pTarget->pEffects : Game.pGlobalEffects;
// the object has no effects attached, nothing to look for
if (!pEffect) return 0;
// name/wildcard given: find effect by name
if (szEffect && *szEffect)
pEffect = pEffect->Get(szEffect, 0);
}
// neither passed nor found - nothing to remove!
if (!pEffect) return 0;
// kill it
if (fDoNoCalls)
pEffect->SetDead();
else
pEffect->Kill(pTarget);
// done, success
return true;
}
static C4Value FnCheckEffect(C4PropList * _this, C4String * psEffectName, C4Object * pTarget,
int iPrio, int iTimerInterval,
const C4Value & Val1, const C4Value & Val2, const C4Value & Val3, const C4Value & Val4)
{
const char *szEffect = FnStringPar(psEffectName);
// safety
if (pTarget && !pTarget->Status) return C4Value();
if (!szEffect || !*szEffect) return C4Value();
// get effects
C4Effect *pEffect = pTarget ? pTarget->pEffects : Game.pGlobalEffects;
if (!pEffect) return C4Value();
// let them check
C4Effect * r = pEffect->Check(pTarget, szEffect, iPrio, iTimerInterval, Val1, Val2, Val3, Val4);
if (r == (C4Effect *)C4Fx_Effect_Deny) return C4VInt(C4Fx_Effect_Deny);
if (r == (C4Effect *)C4Fx_Effect_Annul) return C4VInt(C4Fx_Effect_Annul);
return C4VPropList(r);
}
static long FnGetEffectCount(C4PropList * _this, C4String *psEffectName, C4Object *pTarget, long iMaxPriority)
{
// evaluate parameters
const char *szEffect = FnStringPar(psEffectName);
// get effects
C4Effect *pEffect = pTarget ? pTarget->pEffects : Game.pGlobalEffects;
if (!pEffect) return false;
// count effects
if (!*szEffect) szEffect = 0;
return pEffect->GetCount(szEffect, iMaxPriority);
}
static C4Value FnEffectCall(C4PropList * _this, C4Value * Pars)
{
// evaluate parameters
C4Object *pTarget = Pars[0].getObj();
C4Effect * pEffect = Pars[1].getPropList() ? Pars[1].getPropList()->GetEffect() : 0;
C4String *psCallFn = Pars[2].getStr();
const char *szCallFn = FnStringPar(psCallFn);
// safety
if (pTarget && !pTarget->Status) return C4Value();
if (!szCallFn || !*szCallFn) return C4Value();
if (!pEffect) return C4Value();
// do call
return pEffect->DoCall(pTarget, szCallFn, Pars[3], Pars[4], Pars[5], Pars[6], Pars[7], Pars[8], Pars[9]);
}
static bool FnSetViewOffset(C4PropList * _this, long iPlayer, long iX, long iY)
{
if (!ValidPlr(iPlayer)) return false;
// get player viewport
C4Viewport *pView = ::Viewports.GetViewport(iPlayer);
if (!pView) return 1; // sync safety
// set
pView->SetViewOffset(iX, iY);
// ok
return true;
}
// undocumented!
static bool FnSetPreSend(C4PropList * _this, long iToVal, C4String *pNewName)
{
if (!::Control.isNetwork()) return true;
// dbg: manual presend
const char *szClient = FnStringPar(pNewName);
if (!szClient || !*szClient || WildcardMatch(szClient, Game.Clients.getLocalName()))
{
::Control.Network.setTargetFPS(iToVal);
::GraphicsSystem.FlashMessage(FormatString("TargetFPS: %ld", iToVal).getData());
}
return true;
}
static long FnGetPlayerID(C4PropList * _this, long iPlayer)
{
C4Player *pPlr = ::Players.Get(iPlayer);
return pPlr ? pPlr->ID : 0;
}
static long FnGetPlayerTeam(C4PropList * _this, long iPlayer)
{
// get player
C4Player *pPlr = ::Players.Get(iPlayer);
if (!pPlr) return 0;
// search team containing this player
C4Team *pTeam = Game.Teams.GetTeamByPlayerID(pPlr->ID);
if (pTeam) return pTeam->GetID();
// special value of -1 indicating that the team is still to be chosen
if (pPlr->IsChosingTeam()) return -1;
// No team.
return 0;
}
static bool FnSetPlayerTeam(C4PropList * _this, long iPlayer, long idNewTeam, bool fNoCalls)
{
// no team changing in league games
if (Game.Parameters.isLeague()) return false;
// get player
C4Player *pPlr = ::Players.Get(iPlayer);
if (!pPlr) return false;
C4PlayerInfo *pPlrInfo = pPlr->GetInfo();
if (!pPlrInfo) return false;
// already in that team?
if (pPlr->Team == idNewTeam) return true;
// ask team setting if it's allowed (also checks for valid team)
if (!Game.Teams.IsJoin2TeamAllowed(idNewTeam)) return false;
// ask script if it's allowed
if (!fNoCalls)
{
if (!!::Game.GRBroadcast(PSF_RejectTeamSwitch, &C4AulParSet(iPlayer, idNewTeam), true, true))
return false;
}
// exit previous team
C4Team *pOldTeam = Game.Teams.GetTeamByPlayerID(pPlr->ID);
int32_t idOldTeam = 0;
if (pOldTeam)
{
idOldTeam = pOldTeam->GetID();
pOldTeam->RemovePlayerByID(pPlr->ID);
}
// enter new team
if (idNewTeam)
{
C4Team *pNewTeam = Game.Teams.GetGenerateTeamByID(idNewTeam);
if (pNewTeam)
{
pNewTeam->AddPlayer(*pPlrInfo, true);
idNewTeam = pNewTeam->GetID();
}
else
{
// unknown error
pPlr->Team = idNewTeam = 0;
}
}
// update hositlities if this is not a "silent" change
if (!fNoCalls)
{
pPlr->SetTeamHostility();
}
// do callback to reflect change in scenario
if (!fNoCalls)
::Game.GRBroadcast(PSF_OnTeamSwitch, &C4AulParSet(iPlayer, idNewTeam, idOldTeam), true);
return true;
}
// undocumented!
static long FnGetTeamConfig(C4PropList * _this, long iConfigValue)
{
// query value
switch (iConfigValue)
{
case C4TeamList::TEAM_Custom: return Game.Teams.IsCustom();
case C4TeamList::TEAM_Active: return Game.Teams.IsMultiTeams();
case C4TeamList::TEAM_AllowHostilityChange: return Game.Teams.IsHostilityChangeAllowed();
case C4TeamList::TEAM_Dist: return Game.Teams.GetTeamDist();
case C4TeamList::TEAM_AllowTeamSwitch: return Game.Teams.IsTeamSwitchAllowed();
case C4TeamList::TEAM_AutoGenerateTeams: return Game.Teams.IsAutoGenerateTeams();
case C4TeamList::TEAM_TeamColors: return Game.Teams.IsTeamColors();
}
// undefined value
DebugLogF("GetTeamConfig: Unknown config value: %ld", iConfigValue);
return 0;
}
static C4String *FnGetTeamName(C4PropList * _this, long iTeam)
{
C4Team *pTeam = Game.Teams.GetTeamByID(iTeam);
if (!pTeam) return NULL;
return String(pTeam->GetName());
}
static long FnGetTeamColor(C4PropList * _this, long iTeam)
{
C4Team *pTeam = Game.Teams.GetTeamByID(iTeam);
return pTeam ? pTeam->GetColor() : 0u;
}
static long FnGetTeamByIndex(C4PropList * _this, long iIndex)
{
C4Team *pTeam = Game.Teams.GetTeamByIndex(iIndex);
return pTeam ? pTeam->GetID() : 0;
}
static long FnGetTeamCount(C4PropList * _this)
{
return Game.Teams.GetTeamCount();
}
// undocumented!
static bool FnInitScenarioPlayer(C4PropList * _this, long iPlayer, long idTeam)
{
C4Player *pPlr = ::Players.Get(iPlayer);
if (!pPlr) return false;
return pPlr->ScenarioAndTeamInit(idTeam);
}
static bool FnSetScoreboardData(C4PropList * _this, long iRowID, long iColID, C4String *pText, long iData)
{
Game.Scoreboard.SetCell(iColID, iRowID, pText ? pText->GetCStr() : NULL, iData);
return true;
}
// undocumented!
static C4String *FnGetScoreboardString(C4PropList * _this, long iRowID, long iColID)
{
return String(Game.Scoreboard.GetCellString(iColID, iRowID));
}
// undocumented!
static int32_t FnGetScoreboardData(C4PropList * _this, long iRowID, long iColID)
{
return Game.Scoreboard.GetCellData(iColID, iRowID);
}
static bool FnDoScoreboardShow(C4PropList * _this, long iChange, long iForPlr)
{
C4Player *pPlr;
if (iForPlr)
{
// abort if the specified player is not local - but always return if the player exists,
// to ensure sync safety
if (!(pPlr = ::Players.Get(iForPlr-1))) return false;
if (!pPlr->LocalControl) return true;
}
Game.Scoreboard.DoDlgShow(iChange, false);
return true;
}
static bool FnSortScoreboard(C4PropList * _this, long iByColID, bool fReverse)
{
return Game.Scoreboard.SortBy(iByColID, !!fReverse);
}
// undocumented!
static bool FnAddEvaluationData(C4PropList * _this, C4String *pText, long idPlayer)
{
// safety
if (!pText) return false;
if (!pText->GetCStr()) return false;
if (idPlayer && !Game.PlayerInfos.GetPlayerInfoByID(idPlayer)) return false;
// add data
Game.RoundResults.AddCustomEvaluationString(pText->GetCStr(), idPlayer);
return true;
}
// undocumented!
static void FnHideSettlementScoreInEvaluation(C4PropList * _this, bool fHide)
{
Game.RoundResults.HideSettlementScore(fHide);
}
static bool FnCustomMessage(C4PropList * _this, C4String *pMsg, C4Object *pObj, Nillable<long> iOwner, long iOffX, long iOffY, long dwClr, C4ID idDeco, C4PropList *pSrc, long dwFlags, long iHSize)
{
// safeties: for global messages pSrc needs to be object/definition. For object-local messages, any proplist is OK
if (pSrc)
if(!pSrc->GetDef() && !pSrc->GetObject() && !pSrc->GetPropertyPropList(P_Source) && !pObj) return false;
if (!pMsg) return false;
if (pObj && !pObj->Status) return false;
const char *szMsg = pMsg->GetCStr();
if (!szMsg) return false;
if (idDeco && !C4Id2Def(idDeco)) return false;
if (iOwner.IsNil()) iOwner = NO_OWNER;
// only one positioning flag per direction allowed
uint32_t hpos = dwFlags & (C4GM_Left | C4GM_HCenter | C4GM_Right);
uint32_t vpos = dwFlags & (C4GM_Top | C4GM_VCenter | C4GM_Bottom);
if (((hpos | (hpos-1)) + 1)>>1 != hpos)
{
throw C4AulExecError("CustomMessage: Only one horizontal positioning flag allowed");
}
if (((vpos | (vpos-1)) + 1)>>1 != vpos)
{
throw C4AulExecError("CustomMessage: Only one vertical positioning flag allowed");
}
// message color
if (!dwClr) dwClr = 0xffffffff;
else dwClr = (dwClr&0xffffff) | (0xff000000u - uint32_t(dwClr|0xff000000)); // message internals use inverted alpha channel
// message type
int32_t iType;
if (pObj)
if (iOwner != NO_OWNER)
iType = C4GM_TargetPlayer;
else
iType = C4GM_Target;
else if (iOwner != NO_OWNER)
iType = C4GM_GlobalPlayer;
else
iType = C4GM_Global;
// remove speech?
StdStrBuf sMsg;
sMsg.Ref(szMsg);
if (dwFlags & C4GM_DropSpeech) sMsg.SplitAtChar('$', NULL);
// create it!
return ::Messages.New(iType,sMsg,pObj,iOwner,iOffX,iOffY,(uint32_t)dwClr, idDeco, pSrc, dwFlags, iHSize);
}
static int FnGuiOpen(C4PropList * _this, C4PropList *menu)
{
C4ScriptGuiWindow *window = new C4ScriptGuiWindow;
::Game.ScriptGuiRoot->AddChild(window);
if (!window->CreateFromPropList(menu, true))
{
::Game.ScriptGuiRoot->RemoveChild(window, false);
return 0;
}
return window->GetID();
}
static bool FnGuiUpdateTag(C4PropList * _this, C4String *tag, int32_t guiID, int32_t childID, C4Object *target)
{
C4ScriptGuiWindow *window = ::Game.ScriptGuiRoot->GetChildByID(guiID);
if (!window) return false;
if (childID) // note: valid child IDs are always non-zero
{
C4ScriptGuiWindow *subwindow = window->GetSubWindow(childID, target);
if (!subwindow) return false;
subwindow->SetTag(tag);
return true;
}
window->SetTag(tag);
return true;
}
static bool FnGuiClose(C4PropList *_this, int32_t guiID, int32_t childID, C4Object *target)
{
C4ScriptGuiWindow *window = ::Game.ScriptGuiRoot->GetChildByID(guiID);
if (!window) return false;
if (childID) // note: valid child IDs are always non-zero
{
C4ScriptGuiWindow *subwindow = window->GetSubWindow(childID, target);
if (!subwindow) return false;
subwindow->Close();
return true;
}
window->Close();
return true;
}
static bool FnGuiUpdate(C4PropList *_this, C4PropList *update, int32_t guiID, int32_t childID, C4Object *target)
{
if (!update) return false;
C4ScriptGuiWindow *window = ::Game.ScriptGuiRoot->GetChildByID(guiID);
if (!window) return false;
if (childID) // note: valid child IDs are always non-zero
{
C4ScriptGuiWindow *subwindow = window->GetSubWindow(childID, target);
if (!subwindow) return false;
subwindow->CreateFromPropList(update, false, true);
return true;
}
window->CreateFromPropList(update, false, true);
return true;
}
// undocumented!
static bool FnPauseGame(C4PropList * _this, bool fToggle)
{
// not in replay (film)
if (::Control.isReplay()) return true;
// script method for halting game (for films)
if (fToggle)
Console.TogglePause();
else
Console.DoHalt();
return true;
}
static bool FnSetNextMission(C4PropList * _this, C4String *szNextMission, C4String *szNextMissionText, C4String *szNextMissionDesc)
{
if (!szNextMission || !szNextMission->GetData().getLength())
{
// param empty: clear next mission
Game.NextMission.Clear();
Game.NextMissionText.Clear();
}
else
{
// set next mission, button and button desc if given
Game.NextMission.Copy(szNextMission->GetData());
if (szNextMissionText && szNextMissionText->GetCStr())
{
Game.NextMissionText.Copy(szNextMissionText->GetData());
}
else
{
Game.NextMissionText.Copy(LoadResStr("IDS_BTN_NEXTMISSION"));
}
if (szNextMissionDesc && szNextMissionDesc->GetCStr())
{
Game.NextMissionDesc.Copy(szNextMissionDesc->GetData());
}
else
{
Game.NextMissionDesc.Copy(LoadResStr("IDS_DESC_NEXTMISSION"));
}
}
return true;
}
static long FnGetPlayerControlState(C4PropList * _this, long iPlr, long iControl, bool fMovedState)
{
// get control set to check
C4PlayerControl *pCheckCtrl = NULL;
if (iPlr != NO_OWNER)
{
C4Player *pPlr = ::Players.Get(iPlr);
if (pPlr)
{
pCheckCtrl = &(pPlr->Control);
}
}
// invalid player or no controls
if (!pCheckCtrl) return 0;
// query control
const C4PlayerControl::CSync::ControlDownState *pControlState = pCheckCtrl->GetControlDownState(iControl);
// no state means not down
if (!pControlState) return 0;
// otherwise take either down-value or moved-value
return fMovedState ? pControlState->MovedState.iStrength : pControlState->DownState.iStrength;
}
// undocumented!
static bool FnSetPlayerControlEnabled(C4PropList * _this, long iplr, long ctrl, bool is_enabled)
{
// get control set to check
C4PlayerControl *plrctrl = NULL;
if (iplr != NO_OWNER)
{
C4Player *plr = ::Players.Get(iplr);
if (plr)
{
plrctrl = &(plr->Control);
}
}
// invalid player or no controls
if (!plrctrl) return false;
// invalid control
if (ctrl >= int32_t(Game.PlayerControlDefs.GetCount())) return false;
// query
return plrctrl->SetControlDisabled(ctrl, !is_enabled);
}
// undocumented!
static bool FnGetPlayerControlEnabled(C4PropList * _this, long iplr, long ctrl)
{
// get control set to check
C4PlayerControl *plrctrl = NULL;
if (iplr != NO_OWNER)
{
C4Player *plr = ::Players.Get(iplr);
if (plr)
{
plrctrl = &(plr->Control);
}
}
// invalid player or no controls
if (!plrctrl) return false;
return !plrctrl->IsControlDisabled(ctrl);
}
// undocumented!
static C4String *FnGetPlayerControlAssignment(C4PropList * _this, long player, long control, bool human_readable, bool short_name)
{
// WARNING: As many functions returning strings, the result is not sync safe!
// "" is returned for invalid controls to make the obvious if(GetPlayerControlAssignmentName(...)) not cause a sync loss
// get desired assignment from parameters
C4Player *plr = ::Players.Get(player);
if (!plr) return NULL; // invalid player
if (!plr->ControlSet) return String(""); // player has no control (remote player)
C4PlayerControlAssignment *assignment = plr->ControlSet->GetAssignmentByControl(control);
if (!assignment) return String("");
// get assignment as readable string
return String(assignment->GetKeysAsString(human_readable, short_name).getData());
}
// strength: 0-1000, length: milliseconds
static bool FnPlayRumble(C4PropList * _this, long player, long strength, long length)
{
// Check parameters.
if (strength <= 0 || strength > 1000) return false;
if (length <= 0) return false;
// NO_OWNER: play rumble for all players (e.g. earthquakes)
if (player == NO_OWNER)
{
for (C4Player *plr = ::Players.First; plr; plr=plr->Next)
if (plr->Number != NO_OWNER) // can't happen, but would be a crash if it did...
FnPlayRumble(_this, plr->Number, strength, length);
return true;
}
C4Player *plr = ::Players.Get(player);
if (!plr) return false;
if (plr->pGamepad)
plr->pGamepad->PlayRumble(strength / 1000.f, length);
// We can't return whether the rumble was actually played.
return true;
}
static bool FnStopRumble(C4PropList * _this, long player)
{
// NO_OWNER: stop rumble for all players
// Not sure whether this makes sense to do - mainly provided for symmetry with PlayRumble().
if (player == NO_OWNER)
{
for (C4Player *plr = ::Players.First; plr; plr=plr->Next)
if (plr->Number != NO_OWNER) // can't happen, but would be a crash if it did...
FnStopRumble(_this, plr->Number);
return true;
}
C4Player *plr = ::Players.Get(player);
if (!plr) return false;
if (plr->pGamepad)
plr->pGamepad->StopRumble();
return true;
}
static int32_t FnGetStartupPlayerCount(C4PropList * _this)
{
// returns number of players when game was initially started
return ::Game.StartupPlayerCount;
}
static int32_t FnGetStartupTeamCount(C4PropList * _this)
{
// returns number of non-empty teams when game was initially started
return ::Game.StartupTeamCount;
}
static bool FnGainScenarioAchievement(C4PropList * _this, C4String *achievement_name, Nillable<long> avalue, Nillable<long> player, C4String *for_scenario)
{
// safety
if (!achievement_name || !achievement_name->GetData().getLength()) return false;
// default parameter
long value = avalue.IsNil() ? 1 : (long)avalue;
// gain achievement
bool result = true;
if (!player.IsNil() && player != NO_OWNER)
{
C4Player *plr = ::Players.Get(player);
if (!plr) return false;
result = plr->GainScenarioAchievement(achievement_name->GetCStr(), value, for_scenario ? for_scenario->GetCStr() : NULL);
}
else
{
for (C4Player *plr = ::Players.First; plr; plr = plr->Next)
if (!plr->GainScenarioAchievement(achievement_name->GetCStr(), value, for_scenario ? for_scenario->GetCStr() : NULL))
result = false;
}
return result;
}
static long FnGetPXSCount(C4PropList * _this, Nillable<long> iMaterial, Nillable<long> iX0, Nillable<long> iY0, Nillable<long> iWdt, Nillable<long> iHgt)
{
if (iX0.IsNil())
{
// Search everywhere
// All materials everywhere
if (iMaterial.IsNil() || iMaterial == MNone) return ::PXS.GetCount();
// Specific material everywhere
return ::PXS.GetCount(iMaterial);
}
else
{
// Material in area; offset by caller
int32_t x = iX0, y = iY0;
if (Object(_this)) { x += Object(_this)->GetX(); y += Object(_this)->GetY(); }
return ::PXS.GetCount(iMaterial.IsNil() ? MNone : static_cast<int32_t>(iMaterial), x, y, iWdt, iHgt);
}
}
extern C4ScriptConstDef C4ScriptGameConstMap[];
extern C4ScriptFnDef C4ScriptGameFnMap[];
void InitGameFunctionMap(C4AulScriptEngine *pEngine)
{
// add all def constants (all Int)
for (C4ScriptConstDef *pCDef = &C4ScriptGameConstMap[0]; pCDef->Identifier; pCDef++)
{
assert(pCDef->ValType == C4V_Int); // only int supported currently
pEngine->RegisterGlobalConstant(pCDef->Identifier, C4VInt(pCDef->Data));
}
C4PropListStatic * p = pEngine->GetPropList();
// add all def script funcs
for (C4ScriptFnDef *pDef = &C4ScriptGameFnMap[0]; pDef->Identifier; pDef++)
new C4AulDefFunc(p, pDef);
#define F(f) ::AddFunc(p, #f, Fn##f)
F(GetX);
F(GetY);
F(GetDefinition);
F(GetPlayerName);
F(GetPlayerType);
F(GetPlayerColor);
F(GetPlrClonkSkin);
F(CreateObject);
F(CreateObjectAbove);
F(CreateConstruction);
F(FindConstructionSite);
F(CheckConstructionSite);
F(Sound);
F(SoundAt);
F(ChangeSoundModifier);
F(SetGlobalSoundModifier);
F(Music);
F(MusicLevel);
F(SetPlayList);
F(SetPlrView);
F(SetPlrKnowledge);
F(GetPlrViewMode);
F(ResetCursorView);
F(GetPlrView);
F(GetWealth);
F(SetWealth);
F(DoPlayerScore);
F(GetPlayerScore);
F(GetPlayerScoreGain);
F(GetWind);
F(SetWind);
F(GetTemperature);
F(SetTemperature);
F(ShakeFree);
F(DigFree);
F(DigFreeRect);
F(ClearFreeRect);
F(Hostile);
F(SetHostility);
F(PlaceVegetation);
F(PlaceAnimal);
F(GameOver);
F(GetHiRank);
F(GetCrew);
F(GetCrewCount);
F(GetPlayerCount);
F(GetPlayerByIndex);
F(EliminatePlayer);
F(SurrenderPlayer);
F(GetLeagueScore);
F(SetLeaguePerformance);
F(SetLeagueProgressData);
F(GetLeagueProgressData);
F(CreateScriptPlayer);
F(GetCursor);
F(GetViewCursor);
F(SetCursor);
F(SetViewCursor);
F(GetMaterial);
F(GetBackMaterial);
F(GetTexture);
F(GetBackTexture);
F(GetAverageTextureColor);
F(GetMaterialCount);
F(GBackSolid);
F(GBackSemiSolid);
F(GBackLiquid);
F(GBackSky);
F(Material);
F(BlastFree);
F(InsertMaterial);
F(CanInsertMaterial);
F(LandscapeWidth);
F(LandscapeHeight);
F(SetAmbientBrightness);
F(GetAmbientBrightness);
F(SetSeason);
F(GetSeason);
F(SetClimate);
F(GetClimate);
F(SetPlayerZoomByViewRange);
F(GetPlayerZoomLimits);
F(SetPlayerZoom);
F(SetPlayerViewLock);
F(DoBaseMaterial);
F(DoBaseProduction);
F(GainMissionAccess);
F(IsNetwork);
F(GetLeague);
::AddFunc(p, "TestMessageBoard", FnTestMessageBoard, false);
::AddFunc(p, "CallMessageBoard", FnCallMessageBoard, false);
::AddFunc(p, "AbortMessageBoard", FnAbortMessageBoard, false);
F(SetFoW);
F(SetMaxPlayer);
F(Object);
F(GetTime);
F(GetMissionAccess);
F(MaterialName);
F(DrawMap);
F(DrawDefMap);
F(CreateParticle);
F(ClearParticles);
F(SetSkyAdjust);
F(SetMatAdjust);
F(GetSkyAdjust);
F(GetMatAdjust);
F(SetSkyParallax);
F(ReloadDef);
F(ReloadParticle);
F(SetGamma);
F(ResetGamma);
F(FrameCounter);
F(DrawMaterialQuad);
F(SetFilmView);
F(AddMsgBoardCmd);
::AddFunc(p, "SetGameSpeed", FnSetGameSpeed, false);
::AddFunc(p, "DrawMatChunks", FnDrawMatChunks, false);
F(GetPathLength);
F(SetTextureIndex);
F(RemoveUnusedTexMapEntries);
F(SimFlight);
F(LoadScenarioSection);
F(RemoveEffect);
F(GetEffect);
F(SetViewOffset);
::AddFunc(p, "SetPreSend", FnSetPreSend, false);
F(GetPlayerID);
F(GetPlayerTeam);
F(SetPlayerTeam);
F(GetTeamConfig);
F(GetTeamName);
F(GetTeamColor);
F(GetTeamByIndex);
F(GetTeamCount);
::AddFunc(p, "InitScenarioPlayer", FnInitScenarioPlayer, false);
F(SetScoreboardData);
::AddFunc(p, "GetScoreboardString", FnGetScoreboardString, false);
::AddFunc(p, "GetScoreboardData", FnGetScoreboardData, false);
F(DoScoreboardShow);
F(SortScoreboard);
F(AddEvaluationData);
F(HideSettlementScoreInEvaluation);
F(ExtractMaterialAmount);
F(GetEffectCount);
F(CustomMessage);
F(GuiOpen);
F(GuiUpdateTag);
F(GuiClose);
F(GuiUpdate);
::AddFunc(p, "PauseGame", FnPauseGame, false);
F(PathFree);
F(PathFree2);
F(SetNextMission);
F(GetPlayerControlState);
F(SetPlayerControlEnabled);
F(GetPlayerControlEnabled);
F(GetPlayerControlAssignment);
F(PlayRumble);
F(StopRumble);
F(GetStartupPlayerCount);
F(GetStartupTeamCount);
F(EditCursor);
F(GainScenarioAchievement);
F(GetPXSCount);
F(GetPlrKnowledge);
F(GetComponent);
F(GetBaseMaterial);
F(GetBaseProduction);
F(GetDefCoreVal);
F(GetObjectVal);
F(GetObjectInfoCoreVal);
F(GetScenarioVal);
F(GetPlayerVal);
F(GetPlayerInfoCoreVal);
F(GetMaterialVal);
F(SetPlrExtraData);
F(GetPlrExtraData);
F(AddEffect);
F(CheckEffect);
F(PV_Linear);
F(PV_Random);
F(PV_Direction);
F(PV_Step);
F(PV_Speed);
F(PV_Wind);
F(PV_Gravity);
// F(PV_KeyFrames); added below
F(PV_Sin);
F(PV_Cos);
F(PC_Die);
F(PC_Bounce);
F(PC_Stop);
F(IncinerateLandscape);
F(GetGravity);
F(SetGravity);
#undef F
}
C4ScriptConstDef C4ScriptGameConstMap[]=
{
{ "FX_OK" ,C4V_Int, C4Fx_OK }, // generic standard behaviour for all effect callbacks
{ "FX_Effect_Deny" ,C4V_Int, C4Fx_Effect_Deny }, // delete effect
{ "FX_Effect_Annul" ,C4V_Int, C4Fx_Effect_Annul }, // delete effect, because it has annulled a countereffect
{ "FX_Effect_AnnulDoCalls" ,C4V_Int, C4Fx_Effect_AnnulCalls }, // delete effect, because it has annulled a countereffect; temp readd countereffect
{ "FX_Execute_Kill" ,C4V_Int, C4Fx_Execute_Kill }, // execute callback: Remove effect now
{ "FX_Stop_Deny" ,C4V_Int, C4Fx_Stop_Deny }, // deny effect removal
{ "FX_Start_Deny" ,C4V_Int, C4Fx_Start_Deny }, // deny effect start
{ "FX_Call_Normal" ,C4V_Int, C4FxCall_Normal }, // normal call; effect is being added or removed
{ "FX_Call_Temp" ,C4V_Int, C4FxCall_Temp }, // temp call; effect is being added or removed in responce to a lower-level effect change
{ "FX_Call_TempAddForRemoval" ,C4V_Int, C4FxCall_TempAddForRemoval }, // temp call; effect is being added because it had been temp removed and is now removed forever
{ "FX_Call_RemoveClear" ,C4V_Int, C4FxCall_RemoveClear }, // effect is being removed because object is being removed
{ "FX_Call_RemoveDeath" ,C4V_Int, C4FxCall_RemoveDeath }, // effect is being removed because object died - return -1 to avoid removal
{ "FX_Call_DmgScript" ,C4V_Int, C4FxCall_DmgScript }, // damage through script call
{ "FX_Call_DmgBlast" ,C4V_Int, C4FxCall_DmgBlast }, // damage through blast
{ "FX_Call_DmgFire" ,C4V_Int, C4FxCall_DmgFire }, // damage through fire
{ "FX_Call_DmgChop" ,C4V_Int, C4FxCall_DmgChop }, // damage through chopping
{ "FX_Call_Energy" ,C4V_Int, 32 }, // bitmask for generic energy loss
{ "FX_Call_EngScript" ,C4V_Int, C4FxCall_EngScript }, // energy loss through script call
{ "FX_Call_EngBlast" ,C4V_Int, C4FxCall_EngBlast }, // energy loss through blast
{ "FX_Call_EngObjHit" ,C4V_Int, C4FxCall_EngObjHit }, // energy loss through object hitting the living
{ "FX_Call_EngFire" ,C4V_Int, C4FxCall_EngFire }, // energy loss through fire
{ "FX_Call_EngBaseRefresh" ,C4V_Int, C4FxCall_EngBaseRefresh }, // energy reload in base (also by base object, but that's normally not called)
{ "FX_Call_EngAsphyxiation" ,C4V_Int, C4FxCall_EngAsphyxiation }, // energy loss through asphyxiaction
{ "FX_Call_EngCorrosion" ,C4V_Int, C4FxCall_EngCorrosion }, // energy loss through corrosion (acid)
{ "FX_Call_EngGetPunched" ,C4V_Int, C4FxCall_EngGetPunched }, // energy loss from punch
{ "NO_OWNER" ,C4V_Int, NO_OWNER }, // invalid player number
// material density
{ "C4M_Vehicle" ,C4V_Int, C4M_Vehicle },
{ "C4M_Solid" ,C4V_Int, C4M_Solid },
{ "C4M_SemiSolid" ,C4V_Int, C4M_SemiSolid },
{ "C4M_Liquid" ,C4V_Int, C4M_Liquid },
{ "C4M_Background" ,C4V_Int, C4M_Background },
// scoreboard
{ "SBRD_Caption" ,C4V_Int, C4Scoreboard::TitleKey }, // used to set row/coloumn headers
// teams - constants for GetTeamConfig
{ "TEAM_Custom" ,C4V_Int, C4TeamList::TEAM_Custom },
{ "TEAM_Active" ,C4V_Int, C4TeamList::TEAM_Active },
{ "TEAM_AllowHostilityChange" ,C4V_Int, C4TeamList::TEAM_AllowHostilityChange },
{ "TEAM_Dist" ,C4V_Int, C4TeamList::TEAM_Dist },
{ "TEAM_AllowTeamSwitch" ,C4V_Int, C4TeamList::TEAM_AllowTeamSwitch },
{ "TEAM_AutoGenerateTeams" ,C4V_Int, C4TeamList::TEAM_AutoGenerateTeams },
{ "TEAM_TeamColors" ,C4V_Int, C4TeamList::TEAM_TeamColors },
{ "C4FO_Not" ,C4V_Int, C4FO_Not },
{ "C4FO_And" ,C4V_Int, C4FO_And },
{ "C4FO_Or" ,C4V_Int, C4FO_Or },
{ "C4FO_Exclude" ,C4V_Int, C4FO_Exclude },
{ "C4FO_InRect" ,C4V_Int, C4FO_InRect },
{ "C4FO_AtPoint" ,C4V_Int, C4FO_AtPoint },
{ "C4FO_AtRect" ,C4V_Int, C4FO_AtRect },
{ "C4FO_OnLine" ,C4V_Int, C4FO_OnLine },
{ "C4FO_Distance" ,C4V_Int, C4FO_Distance },
{ "C4FO_ID" ,C4V_Int, C4FO_ID },
{ "C4FO_OCF" ,C4V_Int, C4FO_OCF },
{ "C4FO_Category" ,C4V_Int, C4FO_Category },
{ "C4FO_Action" ,C4V_Int, C4FO_Action },
{ "C4FO_ActionTarget" ,C4V_Int, C4FO_ActionTarget },
{ "C4FO_Procedure" ,C4V_Int, C4FO_Procedure },
{ "C4FO_Container" ,C4V_Int, C4FO_Container },
{ "C4FO_AnyContainer" ,C4V_Int, C4FO_AnyContainer },
{ "C4FO_Owner" ,C4V_Int, C4FO_Owner },
{ "C4FO_Controller" ,C4V_Int, C4FO_Controller },
{ "C4FO_Func" ,C4V_Int, C4FO_Func },
{ "C4FO_Layer" ,C4V_Int, C4FO_Layer },
{ "C4FO_InArray" ,C4V_Int, C4FO_InArray },
{ "C4FO_Property" ,C4V_Int, C4FO_Property },
{ "C4FO_AnyLayer" ,C4V_Int, C4FO_AnyLayer },
{ "MD_DragSource" ,C4V_Int, C4MC_MD_DragSource },
{ "MD_DropTarget" ,C4V_Int, C4MC_MD_DropTarget },
{ "MD_NoClick" ,C4V_Int, C4MC_MD_NoClick },
{ "C4SO_Reverse" ,C4V_Int, C4SO_Reverse },
{ "C4SO_Multiple" ,C4V_Int, C4SO_Multiple },
{ "C4SO_Distance" ,C4V_Int, C4SO_Distance },
{ "C4SO_Random" ,C4V_Int, C4SO_Random },
{ "C4SO_Speed" ,C4V_Int, C4SO_Speed },
{ "C4SO_Mass" ,C4V_Int, C4SO_Mass },
{ "C4SO_Value" ,C4V_Int, C4SO_Value },
{ "C4SO_Func" ,C4V_Int, C4SO_Func },
{ "C4SECT_SaveLandscape" ,C4V_Int, C4S_SAVE_LANDSCAPE },
{ "C4SECT_SaveObjects" ,C4V_Int, C4S_SAVE_OBJECTS },
{ "C4SECT_KeepEffects" ,C4V_Int, C4S_KEEP_EFFECTS },
{ "TEAMID_New" ,C4V_Int, TEAMID_New },
{ "MSG_NoLinebreak" ,C4V_Int, C4GM_NoBreak },
{ "MSG_Bottom" ,C4V_Int, C4GM_Bottom },
{ "MSG_Multiple" ,C4V_Int, C4GM_Multiple },
{ "MSG_Top" ,C4V_Int, C4GM_Top },
{ "MSG_Left" ,C4V_Int, C4GM_Left },
{ "MSG_Right" ,C4V_Int, C4GM_Right },
{ "MSG_HCenter" ,C4V_Int, C4GM_HCenter },
{ "MSG_VCenter" ,C4V_Int, C4GM_VCenter },
{ "MSG_DropSpeech" ,C4V_Int, C4GM_DropSpeech },
{ "MSG_WidthRel" ,C4V_Int, C4GM_WidthRel },
{ "MSG_XRel" ,C4V_Int, C4GM_XRel },
{ "MSG_YRel" ,C4V_Int, C4GM_YRel },
{ "MSG_Zoom" ,C4V_Int, C4GM_Zoom },
{ "C4PT_User" ,C4V_Int, C4PT_User },
{ "C4PT_Script" ,C4V_Int, C4PT_Script },
{ "CSPF_FixedAttributes" ,C4V_Int, CSPF_FixedAttributes },
{ "CSPF_NoScenarioInit" ,C4V_Int, CSPF_NoScenarioInit },
{ "CSPF_NoEliminationCheck" ,C4V_Int, CSPF_NoEliminationCheck },
{ "CSPF_Invisible" ,C4V_Int, CSPF_Invisible },
{ "DMQ_Sky" ,C4V_Int, DMQ_Sky },
{ "DMQ_Sub" ,C4V_Int, DMQ_Sub },
{ "DMQ_Bridge" ,C4V_Int, DMQ_Bridge },
{ "PLRZOOM_Direct" ,C4V_Int, PLRZOOM_Direct },
{ "PLRZOOM_NoIncrease" ,C4V_Int, PLRZOOM_NoIncrease },
{ "PLRZOOM_NoDecrease" ,C4V_Int, PLRZOOM_NoDecrease },
{ "PLRZOOM_LimitMin" ,C4V_Int, PLRZOOM_LimitMin },
{ "PLRZOOM_LimitMax" ,C4V_Int, PLRZOOM_LimitMax },
{ "PLRZOOM_Set" ,C4V_Int, PLRZOOM_Set },
{ "ATTACH_Front" ,C4V_Int, C4ATTACH_Front },
{ "ATTACH_Back" ,C4V_Int, C4ATTACH_Back },
{ "ATTACH_MoveRelative" ,C4V_Int, C4ATTACH_MoveRelative },
// sound modifier type
{ "C4SMT_Reverb" ,C4V_Int, C4SoundModifier::C4SMT_Reverb },
{ "C4SMT_Echo" ,C4V_Int, C4SoundModifier::C4SMT_Echo },
{ "C4SMT_Equalizer" ,C4V_Int, C4SoundModifier::C4SMT_Equalizer },
{ "GUI_SetTag" ,C4V_Int, C4ScriptGuiWindowActionID::SetTag },
{ "GUI_Call" ,C4V_Int, C4ScriptGuiWindowActionID::Call },
{ "GUI_GridLayout" ,C4V_Int, C4ScriptGuiWindowStyleFlag::GridLayout },
{ "GUI_VerticalLayout" ,C4V_Int, C4ScriptGuiWindowStyleFlag::VerticalLayout },
{ "GUI_TextVCenter" ,C4V_Int, C4ScriptGuiWindowStyleFlag::TextVCenter },
{ "GUI_TextHCenter" ,C4V_Int, C4ScriptGuiWindowStyleFlag::TextHCenter },
{ "GUI_TextRight" ,C4V_Int, C4ScriptGuiWindowStyleFlag::TextRight },
{ "GUI_TextBottom" ,C4V_Int, C4ScriptGuiWindowStyleFlag::TextBottom },
{ "GUI_TextTop" ,C4V_Int, C4ScriptGuiWindowStyleFlag::None }, // note that top and left are considered default
{ "GUI_TextLeft" ,C4V_Int, C4ScriptGuiWindowStyleFlag::None }, // they are only included for completeness
{ "GUI_FitChildren" ,C4V_Int, C4ScriptGuiWindowStyleFlag::FitChildren },
{ "GUI_Multiple" ,C4V_Int, C4ScriptGuiWindowStyleFlag::Multiple },
{ "GUI_IgnoreMouse" ,C4V_Int, C4ScriptGuiWindowStyleFlag::IgnoreMouse },
{ "GUI_NoCrop" ,C4V_Int, C4ScriptGuiWindowStyleFlag::NoCrop },
// control states
{ "CONS_Down" ,C4V_Int, C4PlayerControl::CONS_Down },
{ "CONS_Up" ,C4V_Int, C4PlayerControl::CONS_Up },
{ "CONS_Moved" ,C4V_Int, C4PlayerControl::CONS_Moved },
{ "PLRCON_MaxStrength" ,C4V_Int, C4GamePadControl::MaxStrength },
{ NULL, C4V_Nil, 0}
};
C4ScriptFnDef C4ScriptGameFnMap[]=
{
{ "FindObject", 1, C4V_Object, { C4V_Array ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any}, FnFindObject },
{ "FindObjects", 1, C4V_Array, { C4V_Array ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any}, FnFindObjects },
{ "ObjectCount", 1, C4V_Int, { C4V_Array ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any}, FnObjectCount },
{ "GameCallEx", 1, C4V_Any, { C4V_String ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any}, FnGameCallEx },
{ "PlayerMessage", 1, C4V_Int, { C4V_Int ,C4V_String ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any}, FnPlayerMessage },
{ "Message", 1, C4V_Bool, { C4V_String ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any}, FnMessage },
{ "AddMessage", 1, C4V_Bool, { C4V_String ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any}, FnAddMessage },
{ "EffectCall", 1, C4V_Any, { C4V_Object ,C4V_PropList,C4V_String ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any}, FnEffectCall },
{ "PV_KeyFrames", 1, C4V_Array, { C4V_Int ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any ,C4V_Any}, FnPV_KeyFrames },
{ NULL, 0, C4V_Nil, { C4V_Nil ,C4V_Nil ,C4V_Nil ,C4V_Nil ,C4V_Nil ,C4V_Nil ,C4V_Nil ,C4V_Nil ,C4V_Nil ,C4V_Nil}, 0 }
};