openclonk/engine/inc/C4Script.h

168 lines
8.9 KiB
C

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de
*
* Portions might be copyrighted by other authors who have contributed
* to OpenClonk.
*
* Permission to use, copy, modify, and/or distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
* See isc_license.txt for full license and disclaimer.
*
* "Clonk" is a registered trademark of Matthes Bender.
* See clonk_trademark_license.txt for full license.
*/
/* Functions mapped by C4Script */
#ifndef INC_C4Script
#define INC_C4Script
#include <C4Value.h>
const int C4SCR_Access_Public = 0,
C4SCR_Access_Protected = 1,
C4SCR_Access_Private = 2;
#define C4SCR_Public "public"
#define C4SCR_Protected "protected"
#define C4SCR_Private "private"
// ** a definition of a script constant
struct C4ScriptConstDef
{
const char *Identifier; // constant name
C4V_Type ValType; // type value
long Data; // raw data
};
// ** a definition of a script-function.
// includes two versions of the Function to be called:
// * the first (C4V) takes 10 parameters
// * the second (C4V2) takes an array of 10 parameters
// only one may be set.
struct C4ScriptFnDef
{
const char* Identifier; // the name of the func in the script
BOOL Public;
C4V_Type RetType; // type returned. ignored when C4V
C4V_Type ParType[10];// type of the parameters. error when wrong parameter type.
C4Value (*FunctionC4V)(C4AulContext *cthr, C4Value*, C4Value*, C4Value*, C4Value*, C4Value*,
C4Value*, C4Value*, C4Value*, C4Value*, C4Value*);
C4Value (*FunctionC4V2)(struct C4AulContext *, C4Value *);
};
extern C4ScriptConstDef C4ScriptConstMap[];
extern C4ScriptFnDef C4ScriptFnMap[];
void InitFunctionMap(C4AulScriptEngine *pEngine); // add functions to engine
/* Engine-Calls */
#define PSF_Script "~Script%i"
#define PSF_Initialize "~Initialize"
#define PSF_Construction "~Construction"
#define PSF_Destruction "~Destruction"
#define PSF_ContentsDestruction "~ContentsDestruction" // C4Object *pContents
#define PSF_InitializePlayer "~InitializePlayer" // iPlayer, iX, iY, pBase, iTeam, idExtra
#define PSF_InitializeScriptPlayer "~InitializeScriptPlayer" // iPlayer, idTeam
#define PSF_PreInitializePlayer "~PreInitializePlayer" // iPlayer
#define PSF_RemovePlayer "~RemovePlayer" // iPlayer
#define PSF_OnGameOver "~OnGameOver"
#define PSF_Time1 "~Time1"
#define PSF_Hit "~Hit"
#define PSF_Hit2 "~Hit2"
#define PSF_Hit3 "~Hit3"
#define PSF_Grab "~Grab"
#define PSF_Grabbed "~Grabbed"
#define PSF_Get "~Get"
#define PSF_Put "~Put"
#define PSF_Collection "~Collection" // pObject, fPut
#define PSF_Collection2 "~Collection2" // pObject
#define PSF_Ejection "~Ejection" // pObject
#define PSF_Entrance "~Entrance" // pContainer
#define PSF_Departure "~Departure" // pContainer
#define PSF_Completion "~Completion"
#define PSF_Purchase "~Purchase" // iPlayer, pBuyObj
#define PSF_Sale "~Sale" // iPlayer
#define PSF_Damage "~Damage" // iChange, iCausedBy
#define PSF_Incineration "~Incineration" // iCausedBy
#define PSF_IncinerationEx "~IncinerationEx" // iCausedBy
#define PSF_Death "~Death" // iCausedBy
#define PSF_ActivateEntrance "~ActivateEntrance" // pByObject
#define PSF_Activate "~Activate" // pByObject
#define PSF_LiftTop "~LiftTop"
#define PSF_Control "~Control%s" // pByObject
#define PSF_ContainedControl "~Contained%s" // pByObject
#define PSF_ControlUpdate "~ControlUpdate" // pByObject, iComs
#define PSF_ContainedControlUpdate "~ContainedUpdate" // pByObject, iComs
#define PSF_Contact "~Contact%s"
#define PSF_ControlCommand "~ControlCommand" // szCommand, pTarget, iTx, iTy
#define PSF_ControlCommandFinished "~ControlCommandFinished" // szCommand, pTarget, iTx, iTy, pTarget2, iData
#define PSF_DeepBreath "~DeepBreath"
#define PSF_CatchBlow "~CatchBlow" // iLevel, pByObject
#define PSF_QueryCatchBlow "~QueryCatchBlow" // pByObject
#define PSF_Stuck "~Stuck"
#define PSF_RejectCollection "~RejectCollect" // idObject, pObject
#define PSF_RejectContents "~RejectContents" // blocks opening of activate/get/contents menus; no parameters
#define PSF_GrabLost "~GrabLost"
#define PSF_LineBreak "~LineBreak" // iCause
#define PSF_BuildNeedsMaterial "~BuildNeedsMaterial" // idMat1, iAmount1, idMat2, iAmount2...
#define PSF_ControlTransfer "~ControlTransfer" // C4Object* pObj, int iTx, int iTy
#define PSF_UpdateTransferZone "~UpdateTransferZone"
#define PSF_CalcValue "~CalcValue" // C4Object *pInBase, int iForPlayer
#define PSF_CalcDefValue "~CalcDefValue" // C4Object *pInBase, int iForPlayer
#define PSF_SellTo "~SellTo" // int iByPlr
#define PSF_InputCallback "InputCallback" // const char *szText
#define PSF_MenuQueryCancel "~MenuQueryCancel" // int iSelection
#define PSF_IsFulfilled "~IsFulfilled"
#define PSF_IsFulfilledforPlr "~IsFulfilledforPlr" // int iCallPlayer
#define PSF_RejectEntrance "~RejectEntrance" // C4Object *pIntoObj
#define PSF_RejectFight "~RejectFight" // C4Object* pEnemy
#define PSF_AttachTargetLost "~AttachTargetLost"
#define PSF_CrewSelection "~CrewSelection" // BOOL fDeselect, BOOL fCursorOnly
#define PSF_GetObject2Drop "~GetObject2Drop" // C4Object *pForCollectionOfObj
#define PSF_LeagueGetResult "~LeagueGetResult" // int iForPlr
#define PSF_MenuSelection "~OnMenuSelection" // int iItemIndex, C4Object *pMenuObject
#define PSF_OnActionJump "~OnActionJump" // int iXDir100, iYDir100
#define PSF_CalcBuyValue "~CalcBuyValue" // C4ID idItem, int iDefValue
#define PSF_CalcSellValue "~CalcSellValue" // C4Object *pObj, int iObjValue
#define PSF_MouseSelection "~MouseSelection" // int iByPlr
#define PSF_OnOwnerChanged "~OnOwnerChanged" // iNewOwner, iOldOwner
#define PSF_OnJoinCrew "~Recruitment" // int Player
#define PSF_FxStart "Fx%sStart" // C4Object *pTarget, int iEffectNumber, int iTemp, C4Value vVar1, C4Value vVar2, C4Value vVar3, C4Value vVar4
#define PSF_FxStop "Fx%sStop" // C4Object *pTarget, int iEffectNumber, int iReason, BOOL fTemp
#define PSF_FxTimer "Fx%sTimer" // C4Object *pTarget, int iEffectNumber, int iEffectTime
#define PSF_FxEffect "Fx%sEffect" // C4String *szNewEffect, C4Object *pTarget, int iEffectNumber, int iNewEffectNumber, C4Value vNewEffectVar1, C4Value vNewEffectVar2, C4Value vNewEffectVar3, C4Value vNewEffectVar4
#define PSF_FxDamage "Fx%sDamage" // C4Object *pTarget, int iEffectNumber, int iDamage, int iCause, int iCausePlayer
#define PSF_FxCustom "Fx%s%s" // C4Object *pTarget, int iEffectNumber, C4Value vVar1, C4Value vVar2, C4Value vVar3, C4Value vVar4, C4Value vVar5, C4Value vVar6, C4Value vVar7
#define PSF_FireMode "~FireMode"
#define PSF_FrameDecoration "~FrameDecoration%s"
#define PSF_GetFairCrewPhysical "~GetFairCrewPhysical" // C4String *szPhysicalName, int iRank, int iPrevPhysical
#define PSF_DoMagicEnergy "DoMagicEnergy" // int iChange, C4Object *pObj, bool fAllowPartial
#define PSF_GetCustomComponents "~GetCustomComponents" // C4Object *pBuilder
#define PSF_RejectHostilityChange "~RejectHostilityChange" // int iPlr1, int iPlr2, bool fNewHostility
#define PSF_RejectTeamSwitch "~RejectTeamSwitch" // int iPlr, int idNewTeam
#define PSF_OnHostilityChange "~OnHostilityChange" // int iPlr1, int iPlr2, bool fNewHostility, bool fOldHostility
#define PSF_OnTeamSwitch "~OnTeamSwitch" // int iPlr1, int idNewTeam, int idOldTeam
#define PSF_OnOwnerRemoved "~OnOwnerRemoved"
#define PSF_PlayerControl "PlayerControl" // int iPlr, int iControl, C4ID idControlExtraData, int x, int y, int iStrength, bool fRepeated
#define PSF_PlayerControlRelease "PlayerControlRelease" // int iPlr, int iControl, C4ID idControlExtraData, int x, int y
// Fx%s is automatically prefixed
#define PSFS_FxAdd "Add" // C4Object *pTarget, int iEffectNumber, C4String *szNewEffect, int iNewTimer, C4Value vNewEffectVar1, C4Value vNewEffectVar2, C4Value vNewEffectVar3, C4Value vNewEffectVar4
#define PSFS_FxInfo "Info" // C4Object *pTarget, int iEffectNumber
// Construction is used instead of Construct intentionally, because this callback
// is not performed in the beginning of the command; some checks are skipped.
// If there will ever be more generic ControlCommand*-callbacks, there should be
// an additional callback for Construct.
#define PSF_ControlCommandAcquire "~ControlCommandAcquire" // C4Object *pTarget (unused), int iRangeX, int iRangeY, C4Object *pExcludeContainer, C4ID idAcquireDef
#define PSF_ControlCommandConstruction "~ControlCommandConstruction" // C4Object *pTarget (unused), int iRangeX, int iRangeY, C4Object *pTarget2 (unused), C4ID idConstructDef
#endif