| 1 | /* |
| 2 | * LegacyClonk |
| 3 | * |
| 4 | * Copyright (c) 1998-2000, Matthes Bender (RedWolf Design) |
| 5 | * Copyright (c) 2017-2022, The LegacyClonk Team and contributors |
| 6 | * |
| 7 | * Distributed under the terms of the ISC license; see accompanying file |
| 8 | * "COPYING" for details. |
| 9 | * |
| 10 | * "Clonk" is a registered trademark of Matthes Bender, used with permission. |
| 11 | * See accompanying file "TRADEMARK" for details. |
| 12 | * |
| 13 | * To redistribute this file separately, substitute the full license texts |
| 14 | * for the above references. |
| 15 | */ |
| 16 | |
| 17 | /* That which fills the world with life */ |
| 18 | |
| 19 | #include <C4Include.h> |
| 20 | #include <C4Object.h> |
| 21 | #include <C4Version.h> |
| 22 | |
| 23 | #include <C4ObjectInfo.h> |
| 24 | #include <C4Physics.h> |
| 25 | #include <C4ObjectCom.h> |
| 26 | #include <C4Command.h> |
| 27 | #include <C4Viewport.h> |
| 28 | #ifdef DEBUGREC |
| 29 | #include <C4Record.h> |
| 30 | #endif |
| 31 | #include <C4SolidMask.h> |
| 32 | #include <C4Random.h> |
| 33 | #include <C4Wrappers.h> |
| 34 | #include <C4Player.h> |
| 35 | #include <C4ObjectMenu.h> |
| 36 | |
| 37 | #include <cstring> |
| 38 | #include <format> |
| 39 | #include <limits> |
| 40 | #include <utility> |
| 41 | |
| 42 | void DrawVertex(C4Facet &cgo, int32_t tx, int32_t ty, int32_t col, int32_t contact) |
| 43 | { |
| 44 | if (Inside<int32_t>(ival: tx, lbound: 1, rbound: cgo.Wdt - 2) && Inside<int32_t>(ival: ty, lbound: 1, rbound: cgo.Hgt - 2)) |
| 45 | { |
| 46 | Application.DDraw->DrawHorizontalLine(sfcDest: cgo.Surface, x1: cgo.X + tx - 1, x2: cgo.X + tx + 1, y: cgo.Y + ty, col); |
| 47 | Application.DDraw->DrawVerticalLine(sfcDest: cgo.Surface, x: cgo.X + tx, y1: cgo.Y + ty - 1, y2: cgo.Y + ty + 1, col); |
| 48 | if (contact) Application.DDraw->DrawFrame(sfcDest: cgo.Surface, x1: cgo.X + tx - 2, y1: cgo.Y + ty - 2, x2: cgo.X + tx + 2, y2: cgo.Y + ty + 2, col: CWhite); |
| 49 | } |
| 50 | } |
| 51 | |
| 52 | void C4Action::SetBridgeData(int32_t iBridgeTime, bool fMoveClonk, bool fWall, int32_t iBridgeMaterial) |
| 53 | { |
| 54 | // validity |
| 55 | iBridgeMaterial = std::min<int32_t>(a: iBridgeMaterial, b: Game.Material.Num - 1); |
| 56 | if (iBridgeMaterial < 0) iBridgeMaterial = 0xff; |
| 57 | iBridgeTime = BoundBy<int32_t>(bval: iBridgeTime, lbound: 0, rbound: 0xffff); |
| 58 | // mask in this->Data |
| 59 | Data = (uint32_t(iBridgeTime) << 16) + (uint32_t(fMoveClonk) << 8) + (uint32_t(fWall) << 9) + iBridgeMaterial; |
| 60 | } |
| 61 | |
| 62 | void C4Action::GetBridgeData(int32_t &riBridgeTime, bool &rfMoveClonk, bool &rfWall, int32_t &riBridgeMaterial) |
| 63 | { |
| 64 | // mask from this->Data |
| 65 | uint32_t uiData = Data; |
| 66 | riBridgeTime = uiData >> 16; |
| 67 | rfMoveClonk = !!(uiData & 0x100); |
| 68 | rfWall = !!(uiData & 0x200); |
| 69 | riBridgeMaterial = (uiData & 0xff); |
| 70 | if (riBridgeMaterial == 0xff) riBridgeMaterial = -1; |
| 71 | } |
| 72 | |
| 73 | C4Object::C4Object() |
| 74 | { |
| 75 | Default(); |
| 76 | } |
| 77 | |
| 78 | void C4Object::Default() |
| 79 | { |
| 80 | id = C4ID_None; |
| 81 | Number = -1; |
| 82 | Status = 1; |
| 83 | nInfo.Clear(); |
| 84 | RemovalDelay = 0; |
| 85 | Owner = NO_OWNER; |
| 86 | Controller = NO_OWNER; |
| 87 | LastEnergyLossCausePlayer = NO_OWNER; |
| 88 | Category = 0; |
| 89 | x = y = r = 0; |
| 90 | motion_x = motion_y = 0; |
| 91 | NoCollectDelay = 0; |
| 92 | Base = NO_OWNER; |
| 93 | Con = 0; |
| 94 | Mass = OwnMass = 0; |
| 95 | Damage = 0; |
| 96 | Energy = 0; |
| 97 | MagicEnergy = 0; |
| 98 | Alive = 0; |
| 99 | Breath = 0; |
| 100 | FirePhase = 0; |
| 101 | InMat = MNone; |
| 102 | Color = 0; |
| 103 | ViewEnergy = 0; |
| 104 | Local.Reset(); |
| 105 | PlrViewRange = 0; |
| 106 | fix_x = fix_y = fix_r = 0; |
| 107 | xdir = ydir = rdir = 0; |
| 108 | Mobile = 0; |
| 109 | Select = 0; |
| 110 | Unsorted = false; |
| 111 | Initializing = false; |
| 112 | OnFire = 0; |
| 113 | InLiquid = 0; |
| 114 | EntranceStatus = 0; |
| 115 | Audible = -1; |
| 116 | NeedEnergy = 0; |
| 117 | Timer = 0; |
| 118 | t_contact = 0; |
| 119 | OCF = 0; |
| 120 | Action.Default(); |
| 121 | Shape.Default(); |
| 122 | fOwnVertices = 0; |
| 123 | Contents.Default(); |
| 124 | Component.Clear(); |
| 125 | SolidMask.Default(); |
| 126 | PictureRect.Default(); |
| 127 | Def = nullptr; |
| 128 | Info = nullptr; |
| 129 | Command = nullptr; |
| 130 | Contained = nullptr; |
| 131 | TopFace.Default(); |
| 132 | Menu = nullptr; |
| 133 | PhysicalTemporary = false; |
| 134 | TemporaryPhysical.Default(); |
| 135 | MaterialContents.fill(u: 0); |
| 136 | Visibility = VIS_All; |
| 137 | LocalNamed.Reset(); |
| 138 | Marker = 0; |
| 139 | ColorMod = BlitMode = 0; |
| 140 | CrewDisabled = false; |
| 141 | pLayer = nullptr; |
| 142 | pSolidMaskData = nullptr; |
| 143 | pGraphics = nullptr; |
| 144 | pDrawTransform = nullptr; |
| 145 | pEffects = nullptr; |
| 146 | FirstRef = nullptr; |
| 147 | pGfxOverlay = nullptr; |
| 148 | iLastAttachMovementFrame = -1; |
| 149 | } |
| 150 | |
| 151 | bool C4Object::Init(C4Def *pDef, C4Object *pCreator, |
| 152 | int32_t iOwner, C4ObjectInfo *pInfo, |
| 153 | int32_t nx, int32_t ny, int32_t nr, |
| 154 | C4Fixed nxdir, C4Fixed nydir, C4Fixed nrdir, int32_t iController) |
| 155 | { |
| 156 | // currently initializing |
| 157 | Initializing = true; |
| 158 | |
| 159 | // Def & basics |
| 160 | id = pDef->id; |
| 161 | Owner = iOwner; |
| 162 | if (iController > NO_OWNER) Controller = iController; else Controller = iOwner; |
| 163 | LastEnergyLossCausePlayer = NO_OWNER; |
| 164 | Info = pInfo; |
| 165 | Def = pDef; |
| 166 | Category = Def->Category; |
| 167 | Def->Count++; |
| 168 | if (pCreator) pLayer = pCreator->pLayer; |
| 169 | |
| 170 | // graphics |
| 171 | pGraphics = &Def->Graphics; |
| 172 | BlitMode = Def->BlitMode; |
| 173 | |
| 174 | // Position |
| 175 | if (!Def->Rotateable) { nr = 0; nrdir = 0; } |
| 176 | x = nx; y = ny; r = nr; |
| 177 | fix_x = itofix(x); |
| 178 | fix_y = itofix(x: y); |
| 179 | fix_r = itofix(x: r); |
| 180 | xdir = nxdir; ydir = nydir; rdir = nrdir; |
| 181 | |
| 182 | // Initial mobility |
| 183 | if (Category != C4D_StaticBack) |
| 184 | if (!!xdir || !!ydir || !!rdir) |
| 185 | Mobile = 1; |
| 186 | |
| 187 | // Mass |
| 188 | Mass = std::max<int32_t>(a: Def->Mass * Con / FullCon, b: 1); |
| 189 | |
| 190 | // Life, energy, breath |
| 191 | if (Category & C4D_Living) Alive = 1; |
| 192 | if (Alive) Energy = GetPhysical()->Energy; |
| 193 | Breath = GetPhysical()->Breath; |
| 194 | |
| 195 | // Components |
| 196 | Component = Def->Component; |
| 197 | ComponentConCutoff(); |
| 198 | |
| 199 | // Color |
| 200 | if (Def->ColorByOwner) |
| 201 | if (ValidPlr(plr: Owner)) |
| 202 | Color = Game.Players.Get(iPlayer: Owner)->ColorDw; |
| 203 | |
| 204 | // Shape & face |
| 205 | Shape = Def->Shape; |
| 206 | SolidMask = Def->SolidMask; |
| 207 | CheckSolidMaskRect(); |
| 208 | UpdateGraphics(fGraphicsChanged: false); |
| 209 | UpdateFace(bUpdateShape: true); |
| 210 | |
| 211 | // Initial audibility |
| 212 | Audible = -1; |
| 213 | |
| 214 | // Initial OCF |
| 215 | SetOCF(); |
| 216 | |
| 217 | // local named vars |
| 218 | LocalNamed.SetNameList(&pDef->Script.LocalNamed); |
| 219 | |
| 220 | // finished initializing |
| 221 | Initializing = false; |
| 222 | |
| 223 | return true; |
| 224 | } |
| 225 | |
| 226 | C4Object::~C4Object() |
| 227 | { |
| 228 | Clear(); |
| 229 | |
| 230 | #ifndef NDEBUG |
| 231 | // debug: mustn't be listed in any list now |
| 232 | assert(!Game.Objects.ObjectNumber(this)); |
| 233 | assert(!Game.Objects.InactiveObjects.ObjectNumber(this)); |
| 234 | Game.Objects.Sectors.AssertObjectNotInList(this); |
| 235 | #endif |
| 236 | } |
| 237 | |
| 238 | void C4Object::AssignRemoval(bool fExitContents) |
| 239 | { |
| 240 | // check status |
| 241 | if (!Status) return; |
| 242 | #ifdef DEBUGREC |
| 243 | C4RCCreateObj rc; |
| 244 | rc.id = Def->id; |
| 245 | rc.oei = Number; |
| 246 | rc.x = x; rc.y = y; rc.ownr = Owner; |
| 247 | AddDbgRec(RCT_DsObj, &rc, sizeof(rc)); |
| 248 | #endif |
| 249 | // Destruction call in container |
| 250 | if (Contained) |
| 251 | { |
| 252 | Contained->Call(PSF_ContentsDestruction, pPars: {C4VObj(pObj: this)}); |
| 253 | if (!Status) return; |
| 254 | } |
| 255 | // Destruction call |
| 256 | Call(PSF_Destruction); |
| 257 | // Destruction-callback might have deleted the object already |
| 258 | if (!Status) return; |
| 259 | // remove all effects (extinguishes as well) |
| 260 | if (pEffects) |
| 261 | { |
| 262 | pEffects->ClearAll(pObj: this, C4FxCall_RemoveClear); |
| 263 | // Effect-callback might actually have deleted the object already |
| 264 | if (!Status) return; |
| 265 | } |
| 266 | // ...or just deleted the effects |
| 267 | delete pEffects; |
| 268 | pEffects = nullptr; |
| 269 | // remove particles |
| 270 | if (FrontParticles) FrontParticles.Clear(); |
| 271 | if (BackParticles) BackParticles.Clear(); |
| 272 | // Action idle |
| 273 | SetAction(iAct: ActIdle); |
| 274 | // Object system operation |
| 275 | if (Status == C4OS_INACTIVE) |
| 276 | { |
| 277 | // object was inactive: activate first, then delete |
| 278 | Game.Objects.InactiveObjects.Remove(pObj: this); |
| 279 | Status = C4OS_NORMAL; |
| 280 | Game.Objects.Add(nObj: this); |
| 281 | } |
| 282 | Status = 0; |
| 283 | // count decrease |
| 284 | Def->Count--; |
| 285 | // Kill contents |
| 286 | C4Object *cobj; C4ObjectLink *clnk; |
| 287 | while ((clnk = Contents.First) && (cobj = clnk->Obj)) |
| 288 | { |
| 289 | if (fExitContents) |
| 290 | cobj->Exit(iX: x, iY: y); |
| 291 | else |
| 292 | { |
| 293 | Contents.Remove(pObj: cobj); |
| 294 | cobj->AssignRemoval(); |
| 295 | } |
| 296 | } |
| 297 | // remove from container *after* contents have been removed! |
| 298 | C4Object *pCont; |
| 299 | if (pCont = Contained) |
| 300 | { |
| 301 | pCont->Contents.Remove(pObj: this); |
| 302 | pCont->UpdateMass(); |
| 303 | pCont->SetOCF(); |
| 304 | Contained = nullptr; |
| 305 | } |
| 306 | // Object info |
| 307 | if (Info) Info->Retire(); |
| 308 | Info = nullptr; |
| 309 | // Object system operation |
| 310 | while (FirstRef) FirstRef->Set0(); |
| 311 | Game.ClearPointers(cobj: this); |
| 312 | ClearCommands(); |
| 313 | if (pSolidMaskData) pSolidMaskData->Remove(fCauseInstability: true, fBackupAttachment: false); |
| 314 | delete pSolidMaskData; |
| 315 | pSolidMaskData = nullptr; |
| 316 | SolidMask.Wdt = 0; |
| 317 | RemovalDelay = 2; |
| 318 | } |
| 319 | |
| 320 | void C4Object::UpdateShape(bool bUpdateVertices) |
| 321 | { |
| 322 | // Line shape independent |
| 323 | if (Def->Line) return; |
| 324 | |
| 325 | // Copy shape from def |
| 326 | Shape.CopyFrom(rFrom: Def->Shape, bCpyVertices: bUpdateVertices, fCopyVerticesFromSelf: !!fOwnVertices); |
| 327 | |
| 328 | // Construction zoom |
| 329 | if (Con != FullCon) |
| 330 | if (Def->GrowthType) |
| 331 | Shape.Stretch(iPercent: Con * 100 / FullCon, bUpdateVertices); |
| 332 | else |
| 333 | Shape.Jolt(iPercent: Con * 100 / FullCon, bUpdateVertices); |
| 334 | |
| 335 | // Rotation |
| 336 | if (Def->Rotateable) |
| 337 | if (r != 0) |
| 338 | Shape.Rotate(iAngle: r, bUpdateVertices); |
| 339 | |
| 340 | // covered area changed? to be on the save side, update pos |
| 341 | UpdatePos(); |
| 342 | } |
| 343 | |
| 344 | void C4Object::UpdatePos() |
| 345 | { |
| 346 | // get new area covered |
| 347 | // do *NOT* do this while initializing, because object cannot be sorted by main list |
| 348 | if (!Initializing && Status == C4OS_NORMAL) |
| 349 | { |
| 350 | Game.Objects.UpdatePos(pObj: this); |
| 351 | Audible = -1; // outdated, needs to be recalculated if needed |
| 352 | } |
| 353 | } |
| 354 | |
| 355 | void C4Object::UpdateFace(bool bUpdateShape, bool fTemp) |
| 356 | { |
| 357 | // Update shape - NOT for temp call, because temnp calls are done in drawing routine |
| 358 | // must not change sync relevant data here (although the shape and pos *should* be updated at that time anyway, |
| 359 | // because a runtime join would desync otherwise) |
| 360 | if (!fTemp) { if (bUpdateShape) UpdateShape(); else UpdatePos(); } |
| 361 | |
| 362 | // SolidMask |
| 363 | if (!fTemp) UpdateSolidMask(fRestoreAttachedObjects: false); |
| 364 | |
| 365 | // Null defaults |
| 366 | TopFace.Default(); |
| 367 | |
| 368 | // newgfx: TopFace only |
| 369 | if (Con >= FullCon || Def->GrowthType) |
| 370 | if (!Def->Rotateable || (r == 0)) |
| 371 | if (Def->TopFace.Wdt > 0) // Fullcon & no rotation |
| 372 | TopFace.Set(nsfc: GetGraphics()->GetBitmap(dwClr: Color), |
| 373 | nx: Def->TopFace.x, ny: Def->TopFace.y, |
| 374 | nwdt: Def->TopFace.Wdt, nhgt: Def->TopFace.Hgt); |
| 375 | |
| 376 | // Active face |
| 377 | UpdateActionFace(); |
| 378 | } |
| 379 | |
| 380 | void C4Object::UpdateGraphics(bool fGraphicsChanged, bool fTemp) |
| 381 | { |
| 382 | // check color |
| 383 | if (!fTemp) if (!pGraphics->IsColorByOwner()) Color = 0; |
| 384 | // new grafics: update face + solidmask |
| 385 | if (fGraphicsChanged) |
| 386 | { |
| 387 | // update solid |
| 388 | if (pSolidMaskData && !fTemp) |
| 389 | { |
| 390 | // remove if put |
| 391 | pSolidMaskData->Remove(fCauseInstability: true, fBackupAttachment: false); |
| 392 | // delete |
| 393 | delete pSolidMaskData; pSolidMaskData = nullptr; |
| 394 | // ensure SolidMask-rect lies within new graphics-rect |
| 395 | CheckSolidMaskRect(); |
| 396 | } |
| 397 | // update face - this also puts any SolidMask |
| 398 | UpdateFace(bUpdateShape: false); |
| 399 | } |
| 400 | } |
| 401 | |
| 402 | void C4Object::UpdateFlipDir() |
| 403 | { |
| 404 | int32_t iFlipDir; |
| 405 | // We're active |
| 406 | if (Action.Act > ActIdle) |
| 407 | // Get flipdir value from action |
| 408 | if (iFlipDir = Def->ActMap[Action.Act].FlipDir) |
| 409 | // Action dir is in flipdir range |
| 410 | if (Action.Dir >= iFlipDir) |
| 411 | { |
| 412 | // Calculate flipped drawing dir (from the flipdir direction going backwards) |
| 413 | Action.DrawDir = (iFlipDir - 1 - (Action.Dir - iFlipDir)); |
| 414 | // Set draw transform, creating one if necessary |
| 415 | if (pDrawTransform) |
| 416 | pDrawTransform->SetFlipDir(-1); |
| 417 | else |
| 418 | pDrawTransform = new C4DrawTransform(-1); |
| 419 | // Done setting flipdir |
| 420 | return; |
| 421 | } |
| 422 | // No flipdir necessary |
| 423 | Action.DrawDir = Action.Dir; |
| 424 | // Draw transform present? |
| 425 | if (pDrawTransform) |
| 426 | { |
| 427 | // reset flip dir |
| 428 | pDrawTransform->SetFlipDir(1); |
| 429 | // if it's identity now, remove the matrix |
| 430 | if (pDrawTransform->IsIdentity()) |
| 431 | { |
| 432 | delete pDrawTransform; |
| 433 | pDrawTransform = nullptr; |
| 434 | } |
| 435 | } |
| 436 | } |
| 437 | |
| 438 | void C4Object::DrawFace(C4FacetEx &cgo, int32_t cgoX, int32_t cgoY, int32_t iPhaseX, int32_t iPhaseY) |
| 439 | { |
| 440 | const int swdt = Def->Shape.Wdt; |
| 441 | const int shgt = Def->Shape.Hgt; |
| 442 | // Grow Type Display |
| 443 | float fx = static_cast<float>(swdt * iPhaseX); |
| 444 | float fy = static_cast<float>(shgt * iPhaseY); |
| 445 | float fwdt = static_cast<float>(swdt); |
| 446 | float fhgt = static_cast<float>(shgt); |
| 447 | |
| 448 | float tx = static_cast<float>(cgoX + (Shape.Wdt - swdt * Con / FullCon) / 2); |
| 449 | float ty = static_cast<float>(cgoY + (Shape.Hgt - shgt * Con / FullCon) / 2); |
| 450 | float twdt = static_cast<float>(swdt * Con / FullCon); |
| 451 | float thgt = static_cast<float>(shgt * Con / FullCon); |
| 452 | |
| 453 | // Construction Type Display |
| 454 | if (!Def->GrowthType) |
| 455 | { |
| 456 | tx = static_cast<float>(cgoX) + (Shape.Wdt - swdt) / 2.0f; |
| 457 | twdt = static_cast<float>(swdt); |
| 458 | fy += static_cast<float>(shgt * std::max<int32_t>(a: FullCon - Con, b: 0) / FullCon); |
| 459 | fhgt = static_cast<float>(std::min<int32_t>(a: shgt * Con / FullCon, b: shgt)); |
| 460 | } |
| 461 | |
| 462 | const float scale{GetGraphics()->pDef->Scale}; |
| 463 | |
| 464 | fx *= scale; |
| 465 | fy *= scale; |
| 466 | fwdt *= scale; |
| 467 | fhgt *= scale; |
| 468 | |
| 469 | // Straight |
| 470 | if ((!Def->Rotateable || (r == 0)) && !pDrawTransform) |
| 471 | { |
| 472 | lpDDraw->Blit(sfcSource: GetGraphics()->GetBitmap(dwClr: Color), |
| 473 | fx, fy, fwdt, fhgt, |
| 474 | sfcTarget: cgo.Surface, tx, ty, twdt, thgt, |
| 475 | fSrcColKey: true, pTransform: nullptr); |
| 476 | } |
| 477 | // Rotated or transformed |
| 478 | else |
| 479 | { |
| 480 | C4DrawTransform rot; |
| 481 | if (pDrawTransform) |
| 482 | { |
| 483 | rot.SetTransformAt(rCopy&: *pDrawTransform, iOffX: cgoX + Shape.Wdt / 2.0f, iOffY: cgoY + Shape.Hgt / 2.0f); |
| 484 | if (r) rot.Rotate(iAngle: r * 100, fOffX: cgoX + Shape.Wdt / 2.0f, fOffY: cgoY + Shape.Hgt / 2.0f); |
| 485 | } |
| 486 | else |
| 487 | { |
| 488 | rot.SetRotate(iAngle: r * 100, fOffX: cgoX + Shape.Wdt / 2.0f, fOffY: cgoY + Shape.Hgt / 2.0f); |
| 489 | } |
| 490 | lpDDraw->Blit(sfcSource: GetGraphics()->GetBitmap(dwClr: Color), |
| 491 | fx, fy, fwdt, fhgt, |
| 492 | sfcTarget: cgo.Surface, tx, ty, twdt, thgt, |
| 493 | fSrcColKey: true, pTransform: &rot); |
| 494 | } |
| 495 | } |
| 496 | |
| 497 | void C4Object::UpdateMass() |
| 498 | { |
| 499 | Mass = std::max<int32_t>(a: (Def->Mass + OwnMass) * Con / FullCon, b: 1); |
| 500 | if (!Def->NoComponentMass) Mass += Contents.Mass; |
| 501 | if (Contained) |
| 502 | { |
| 503 | Contained->Contents.MassCount(); |
| 504 | Contained->UpdateMass(); |
| 505 | } |
| 506 | } |
| 507 | |
| 508 | void C4Object::ComponentConCutoff() |
| 509 | { |
| 510 | // this is not ideal, since it does not know about custom builder components |
| 511 | int32_t cnt; |
| 512 | for (cnt = 0; Component.GetID(index: cnt); cnt++) |
| 513 | Component.SetCount(index: cnt, |
| 514 | count: std::min<int32_t>(a: Component.GetCount(index: cnt), b: Def->Component.GetCount(index: cnt) * Con / FullCon)); |
| 515 | } |
| 516 | |
| 517 | void C4Object::ComponentConGain() |
| 518 | { |
| 519 | // this is not ideal, since it does not know about custom builder components |
| 520 | int32_t cnt; |
| 521 | for (cnt = 0; Component.GetID(index: cnt); cnt++) |
| 522 | Component.SetCount(index: cnt, |
| 523 | count: std::max<int32_t>(a: Component.GetCount(index: cnt), b: Def->Component.GetCount(index: cnt) * Con / FullCon)); |
| 524 | } |
| 525 | |
| 526 | void C4Object::SetOCF() |
| 527 | { |
| 528 | #ifdef DEBUGREC_OCF |
| 529 | uint32_t dwOCFOld = OCF; |
| 530 | #endif |
| 531 | // Update the object character flag according to the object's current situation |
| 532 | C4Fixed cspeed = GetSpeed(); |
| 533 | #ifndef NDEBUG |
| 534 | if (Contained && !Game.Objects.ObjectNumber(Contained)) |
| 535 | { |
| 536 | LogNTr(spdlog::level::warn, "Contained in wild object {}!" , static_cast<void *>(Contained.Object())); |
| 537 | } |
| 538 | else if (Contained && !Contained->Status) |
| 539 | { |
| 540 | LogNTr(spdlog::level::warn, "Warning: contained in deleted object {} ({})!" , static_cast<void *>(Contained.Object()), Contained->GetName()); |
| 541 | } |
| 542 | #endif |
| 543 | if (Contained) |
| 544 | InMat = Contained->Def->ClosedContainer ? MNone : Contained->InMat; |
| 545 | else |
| 546 | InMat = GBackMat(x, y); |
| 547 | // OCF_Normal: The OCF is never zero |
| 548 | OCF = OCF_Normal; |
| 549 | // OCF_Construct: Can be built outside |
| 550 | if (Def->Constructable && (Con < FullCon) |
| 551 | && (r == 0) && !OnFire) |
| 552 | OCF |= OCF_Construct; |
| 553 | // OCF_Grab: Can be pushed |
| 554 | if (Def->Grab && !(Category & C4D_StaticBack)) |
| 555 | OCF |= OCF_Grab; |
| 556 | // OCF_Carryable: Can be picked up |
| 557 | if (Def->Carryable) |
| 558 | OCF |= OCF_Carryable; |
| 559 | // OCF_OnFire: Is burning |
| 560 | if (OnFire) |
| 561 | OCF |= OCF_OnFire; |
| 562 | // OCF_Inflammable: Is not burning and is inflammable |
| 563 | if (!OnFire && Def->ContactIncinerate > 0) |
| 564 | // Is not a dead living |
| 565 | if (!(Category & C4D_Living) || Alive) |
| 566 | OCF |= OCF_Inflammable; |
| 567 | // OCF_FullCon: Is fully completed/grown |
| 568 | if (Con >= FullCon) |
| 569 | OCF |= OCF_FullCon; |
| 570 | // OCF_Chop: Can be chopped |
| 571 | uint32_t cocf = OCF_Exclusive; |
| 572 | if (Def->Chopable) |
| 573 | if (Category & C4D_StaticBack) // Must be static back: this excludes trees that have already been chopped |
| 574 | if (!Game.Objects.AtObject(ctx: x, cty: y, ocf&: cocf)) // Can only be chopped if the center is not blocked by an exclusive object |
| 575 | OCF |= OCF_Chop; |
| 576 | // OCF_Rotate: Can be rotated |
| 577 | if (Def->Rotateable) |
| 578 | // Don't rotate minimum (invisible) construction sites |
| 579 | if (Con > 100) |
| 580 | OCF |= OCF_Rotate; |
| 581 | // OCF_Exclusive: No action through this, no construction in front of this |
| 582 | if (Def->Exclusive) |
| 583 | OCF |= OCF_Exclusive; |
| 584 | // OCF_Entrance: Can currently be entered/activated |
| 585 | if ((Def->Entrance.Wdt > 0) && (Def->Entrance.Hgt > 0)) |
| 586 | if ((OCF & OCF_FullCon) && ((Def->RotatedEntrance == 1) || (r <= Def->RotatedEntrance))) |
| 587 | OCF |= OCF_Entrance; |
| 588 | // HitSpeeds |
| 589 | if (cspeed >= HitSpeed1) OCF |= OCF_HitSpeed1; |
| 590 | if (cspeed >= HitSpeed2) OCF |= OCF_HitSpeed2; |
| 591 | if (cspeed >= HitSpeed3) OCF |= OCF_HitSpeed3; |
| 592 | if (cspeed >= HitSpeed4) OCF |= OCF_HitSpeed4; |
| 593 | // OCF_Collection |
| 594 | if ((OCF & OCF_FullCon) || Def->IncompleteActivity) |
| 595 | if ((Def->Collection.Wdt > 0) && (Def->Collection.Hgt > 0)) |
| 596 | if (!Def->CollectionLimit || (Contents.ObjectCount() < Def->CollectionLimit)) |
| 597 | if ((Action.Act <= ActIdle) || (!Def->ActMap[Action.Act].Disabled)) |
| 598 | if (NoCollectDelay == 0) |
| 599 | OCF |= OCF_Collection; |
| 600 | // OCF_Living |
| 601 | if (Category & C4D_Living) |
| 602 | { |
| 603 | OCF |= OCF_Living; |
| 604 | if (Alive) OCF |= OCF_Alive; |
| 605 | } |
| 606 | // OCF_FightReady |
| 607 | if (OCF & OCF_Alive) |
| 608 | if ((Action.Act <= ActIdle) || (!Def->ActMap[Action.Act].Disabled)) |
| 609 | if (!Def->NoFight) |
| 610 | OCF |= OCF_FightReady; |
| 611 | // OCF_LineConstruct |
| 612 | if (OCF & OCF_FullCon) |
| 613 | if (Def->LineConnect & ~C4D_EnergyHolder) |
| 614 | OCF |= OCF_LineConstruct; |
| 615 | // OCF_Prey |
| 616 | if (Def->Prey) |
| 617 | if (Alive) |
| 618 | OCF |= OCF_Prey; |
| 619 | // OCF_CrewMember |
| 620 | if (Def->CrewMember) |
| 621 | if (Alive) |
| 622 | OCF |= OCF_CrewMember; |
| 623 | // OCF_AttractLightning |
| 624 | if (Def->AttractLightning) |
| 625 | if (OCF & OCF_FullCon) |
| 626 | OCF |= OCF_AttractLightning; |
| 627 | // OCF_NotContained |
| 628 | if (!Contained) |
| 629 | OCF |= OCF_NotContained; |
| 630 | // OCF_Edible |
| 631 | if (Def->Edible) |
| 632 | OCF |= OCF_Edible; |
| 633 | // OCF_InLiquid |
| 634 | if (InLiquid) |
| 635 | if (!Contained) |
| 636 | OCF |= OCF_InLiquid; |
| 637 | // OCF_InSolid |
| 638 | if (!Contained) |
| 639 | if (GBackSolid(x, y)) |
| 640 | OCF |= OCF_InSolid; |
| 641 | // OCF_InFree |
| 642 | if (!Contained) |
| 643 | if (!GBackSemiSolid(x, y: y - 1)) |
| 644 | OCF |= OCF_InFree; |
| 645 | // OCF_Available |
| 646 | if (!Contained || (Contained->Def->GrabPutGet & C4D_Grab_Get) || (Contained->OCF & OCF_Entrance)) |
| 647 | if (!GBackSemiSolid(x, y: y - 1) || (!GBackSolid(x, y: y - 1) && !GBackSemiSolid(x, y: y - 8))) |
| 648 | OCF |= OCF_Available; |
| 649 | // OCF_PowerConsumer |
| 650 | if (Def->LineConnect & C4D_Power_Consumer) |
| 651 | if (OCF & OCF_FullCon) |
| 652 | OCF |= OCF_PowerConsumer; |
| 653 | // OCF_PowerSupply |
| 654 | if ((Def->LineConnect & C4D_Power_Generator) |
| 655 | || ((Def->LineConnect & C4D_Power_Output) && (Energy > 0))) |
| 656 | if (OCF & OCF_FullCon) |
| 657 | OCF |= OCF_PowerSupply; |
| 658 | // OCF_Container |
| 659 | if ((Def->GrabPutGet & C4D_Grab_Put) || (Def->GrabPutGet & C4D_Grab_Get) || (OCF & OCF_Entrance)) |
| 660 | OCF |= OCF_Container; |
| 661 | #ifdef DEBUGREC_OCF |
| 662 | assert(!dwOCFOld || ((dwOCFOld & OCF_Carryable) == (OCF & OCF_Carryable))); |
| 663 | C4RCOCF rc = { dwOCFOld, OCF, false }; |
| 664 | AddDbgRec(RCT_OCF, &rc, sizeof(rc)); |
| 665 | #endif |
| 666 | } |
| 667 | |
| 668 | void C4Object::UpdateOCF() |
| 669 | { |
| 670 | #ifdef DEBUGREC_OCF |
| 671 | uint32_t dwOCFOld = OCF; |
| 672 | #endif |
| 673 | // Update the object character flag according to the object's current situation |
| 674 | C4Fixed cspeed = GetSpeed(); |
| 675 | #ifndef NDEBUG |
| 676 | if (Contained && !Game.Objects.ObjectNumber(Contained)) |
| 677 | { |
| 678 | LogNTr(spdlog::level::warn, "contained in wild object {}!" , static_cast<void *>(Contained.Object())); |
| 679 | } |
| 680 | else if (Contained && !Contained->Status) |
| 681 | { |
| 682 | LogNTr(spdlog::level::warn, "contained in deleted object {} ({})!" , static_cast<void *>(Contained.Object()), Contained->GetName()); |
| 683 | } |
| 684 | #endif |
| 685 | if (Contained) |
| 686 | InMat = Contained->Def->ClosedContainer ? MNone : Contained->InMat; |
| 687 | else |
| 688 | InMat = GBackMat(x, y); |
| 689 | // Keep the bits that only have to be updated with SetOCF (def, category, con, alive, onfire) |
| 690 | OCF = OCF & (OCF_Normal | OCF_Carryable | OCF_Exclusive | OCF_Edible | OCF_Grab | OCF_FullCon |
| 691 | /*| OCF_Chop - now updated regularly, see below */ |
| 692 | | OCF_Rotate | OCF_OnFire | OCF_Inflammable | OCF_Living | OCF_Alive |
| 693 | | OCF_LineConstruct | OCF_Prey | OCF_CrewMember | OCF_AttractLightning |
| 694 | | OCF_PowerConsumer); |
| 695 | // OCF_Construct: Can be built outside |
| 696 | if (Def->Constructable && (Con < FullCon) |
| 697 | && (r == 0) && !OnFire) |
| 698 | OCF |= OCF_Construct; |
| 699 | // OCF_Entrance: Can currently be entered/activated |
| 700 | if ((Def->Entrance.Wdt > 0) && (Def->Entrance.Hgt > 0)) |
| 701 | if ((OCF & OCF_FullCon) && ((Def->RotatedEntrance == 1) || (r <= Def->RotatedEntrance))) |
| 702 | OCF |= OCF_Entrance; |
| 703 | // OCF_Chop: Can be chopped |
| 704 | uint32_t cocf = OCF_Exclusive; |
| 705 | if (Def->Chopable) |
| 706 | if (Category & C4D_StaticBack) // Must be static back: this excludes trees that have already been chopped |
| 707 | if (!Game.Objects.AtObject(ctx: x, cty: y, ocf&: cocf)) // Can only be chopped if the center is not blocked by an exclusive object |
| 708 | OCF |= OCF_Chop; |
| 709 | // HitSpeeds |
| 710 | if (cspeed >= HitSpeed1) OCF |= OCF_HitSpeed1; |
| 711 | if (cspeed >= HitSpeed2) OCF |= OCF_HitSpeed2; |
| 712 | if (cspeed >= HitSpeed3) OCF |= OCF_HitSpeed3; |
| 713 | if (cspeed >= HitSpeed4) OCF |= OCF_HitSpeed4; |
| 714 | // OCF_Collection |
| 715 | if ((OCF & OCF_FullCon) || Def->IncompleteActivity) |
| 716 | if ((Def->Collection.Wdt > 0) && (Def->Collection.Hgt > 0)) |
| 717 | if (!Def->CollectionLimit || (Contents.ObjectCount() < Def->CollectionLimit)) |
| 718 | if ((Action.Act <= ActIdle) || (!Def->ActMap[Action.Act].Disabled)) |
| 719 | if (NoCollectDelay == 0) |
| 720 | OCF |= OCF_Collection; |
| 721 | // OCF_FightReady |
| 722 | if (OCF & OCF_Alive) |
| 723 | if ((Action.Act <= ActIdle) || (!Def->ActMap[Action.Act].Disabled)) |
| 724 | if (!Def->NoFight) |
| 725 | OCF |= OCF_FightReady; |
| 726 | // OCF_NotContained |
| 727 | if (!Contained) |
| 728 | OCF |= OCF_NotContained; |
| 729 | // OCF_InLiquid |
| 730 | if (InLiquid) |
| 731 | if (!Contained) |
| 732 | OCF |= OCF_InLiquid; |
| 733 | // OCF_InSolid |
| 734 | if (!Contained) |
| 735 | if (GBackSolid(x, y)) |
| 736 | OCF |= OCF_InSolid; |
| 737 | // OCF_InFree |
| 738 | if (!Contained) |
| 739 | if (!GBackSemiSolid(x, y: y - 1)) |
| 740 | OCF |= OCF_InFree; |
| 741 | // OCF_Available |
| 742 | if (!Contained || (Contained->Def->GrabPutGet & C4D_Grab_Get) || (Contained->OCF & OCF_Entrance)) |
| 743 | if (!GBackSemiSolid(x, y: y - 1) || (!GBackSolid(x, y: y - 1) && !GBackSemiSolid(x, y: y - 8))) |
| 744 | OCF |= OCF_Available; |
| 745 | // OCF_PowerSupply |
| 746 | if ((Def->LineConnect & C4D_Power_Generator) |
| 747 | || ((Def->LineConnect & C4D_Power_Output) && (Energy > 0))) |
| 748 | if (OCF & OCF_FullCon) |
| 749 | OCF |= OCF_PowerSupply; |
| 750 | // OCF_Container |
| 751 | if ((Def->GrabPutGet & C4D_Grab_Put) || (Def->GrabPutGet & C4D_Grab_Get) || (OCF & OCF_Entrance)) |
| 752 | OCF |= OCF_Container; |
| 753 | #ifdef DEBUGREC_OCF |
| 754 | C4RCOCF rc = { dwOCFOld, OCF, true }; |
| 755 | AddDbgRec(RCT_OCF, &rc, sizeof(rc)); |
| 756 | #endif |
| 757 | #ifndef NDEBUG |
| 758 | DEBUGREC_OFF |
| 759 | uint32_t updateOCF = OCF; |
| 760 | SetOCF(); |
| 761 | assert(updateOCF == OCF); |
| 762 | DEBUGREC_ON |
| 763 | #endif |
| 764 | } |
| 765 | |
| 766 | bool C4Object::ExecFire(int32_t iFireNumber, int32_t iCausedByPlr) |
| 767 | { |
| 768 | // Fire Phase |
| 769 | FirePhase++; if (FirePhase >= MaxFirePhase) FirePhase = 0; |
| 770 | // Extinguish in base |
| 771 | if (!Tick5) |
| 772 | if (Category & C4D_Living) |
| 773 | if (Contained && ValidPlr(plr: Contained->Base)) |
| 774 | if (Game.C4S.Game.Realism.BaseFunctionality & BASEFUNC_Extinguish) |
| 775 | Extinguish(iFireNumber); |
| 776 | // Decay |
| 777 | if (!Def->NoBurnDecay) |
| 778 | DoCon(iChange: -100); |
| 779 | // Damage |
| 780 | if (!Tick10) if (!Def->NoBurnDamage) DoDamage(iLevel: +2, iCausedByPlr, C4FxCall_DmgFire); |
| 781 | // Energy |
| 782 | if (!Tick5) DoEnergy(iChange: -1, fExact: false, C4FxCall_EngFire, iCausedByPlr); |
| 783 | // Effects |
| 784 | int32_t smoke_level = 2 * Shape.Wdt / 3; |
| 785 | int32_t smoke_rate = Def->SmokeRate; |
| 786 | if (smoke_rate) |
| 787 | { |
| 788 | smoke_rate = 50 * smoke_level / smoke_rate; |
| 789 | if (!((Game.FrameCounter + (Number * 7)) % std::max<int32_t>(a: smoke_rate, b: 3)) || (Abs(val: xdir) > 2)) |
| 790 | Smoke(tx: x, ty: y, level: smoke_level); |
| 791 | } |
| 792 | // Background Effects |
| 793 | if (!Tick5) |
| 794 | { |
| 795 | int32_t mat; |
| 796 | if (MatValid(mat: mat = GBackMat(x, y))) |
| 797 | { |
| 798 | // Extinguish |
| 799 | if (Game.Material.Map[mat].Extinguisher) |
| 800 | { |
| 801 | Extinguish(iFireNumber); if (GBackLiquid(x, y)) StartSoundEffect(name: "Pshshsh" , loop: false, volume: 100, obj: this); |
| 802 | } |
| 803 | // Inflame |
| 804 | if (!Random(iRange: 3)) |
| 805 | Game.Landscape.Incinerate(x, y); |
| 806 | } |
| 807 | } |
| 808 | |
| 809 | return true; |
| 810 | } |
| 811 | |
| 812 | bool C4Object::BuyEnergy() |
| 813 | { |
| 814 | C4Player *pPlr = Game.Players.Get(iPlayer: Base); if (!pPlr) return false; |
| 815 | if (!GetPhysical()->Energy) return false; |
| 816 | if (pPlr->Eliminated) return false; |
| 817 | if (pPlr->Wealth < Game.C4S.Game.Realism.BaseRegenerateEnergyPrice) return false; |
| 818 | pPlr->DoWealth(change: -Game.C4S.Game.Realism.BaseRegenerateEnergyPrice); |
| 819 | DoEnergy(iChange: +100, fExact: false, C4FxCall_EngBaseRefresh, iCausedByPlr: Owner); |
| 820 | return true; |
| 821 | } |
| 822 | |
| 823 | bool C4Object::ExecLife() |
| 824 | { |
| 825 | // Growth |
| 826 | if (!Tick35) |
| 827 | // Growth specified by definition |
| 828 | if (Def->Growth) |
| 829 | // Alive livings && trees only |
| 830 | if (((Category & C4D_Living) && Alive) |
| 831 | || (Category & C4D_StaticBack)) |
| 832 | // Not burning |
| 833 | if (!OnFire) |
| 834 | // Not complete yet |
| 835 | if (Con < FullCon) |
| 836 | // Grow |
| 837 | DoCon(iChange: Def->Growth * 100); |
| 838 | |
| 839 | // Energy reload in base |
| 840 | int32_t transfer; |
| 841 | if (!Tick3) if (Alive) |
| 842 | if (Contained && ValidPlr(plr: Contained->Base)) |
| 843 | if (!Hostile(plr1: Owner, plr2: Contained->Base)) |
| 844 | if (Energy < GetPhysical()->Energy) |
| 845 | if (Game.C4S.Game.Realism.BaseFunctionality & BASEFUNC_RegenerateEnergy) |
| 846 | { |
| 847 | if (Contained->Energy <= 0) Contained->BuyEnergy(); |
| 848 | transfer = std::min<int32_t>(a: std::min<int32_t>(a: 2 * C4MaxPhysical / 100, b: Contained->Energy), b: GetPhysical()->Energy - Energy); |
| 849 | if (transfer) |
| 850 | { |
| 851 | Contained->DoEnergy(iChange: -transfer, fExact: true, C4FxCall_EngBaseRefresh, iCausedByPlr: Contained->Owner); |
| 852 | DoEnergy(iChange: transfer, fExact: true, C4FxCall_EngBaseRefresh, iCausedByPlr: Contained->Owner); |
| 853 | } |
| 854 | } |
| 855 | |
| 856 | // Magic reload |
| 857 | if (!Tick3) if (Alive) |
| 858 | if (Contained) |
| 859 | if (!Hostile(plr1: Owner, plr2: Contained->Owner)) |
| 860 | if (MagicEnergy < GetPhysical()->Magic) |
| 861 | { |
| 862 | transfer = std::min<int32_t>(a: std::min<int32_t>(a: 2 * MagicPhysicalFactor, b: Contained->MagicEnergy), b: GetPhysical()->Magic - MagicEnergy) / MagicPhysicalFactor; |
| 863 | if (transfer) |
| 864 | { |
| 865 | // do energy transfer via script, so it can be overloaded by No-Magic-Energy-rule |
| 866 | // always use global func instead of local to save double search |
| 867 | C4AulFunc *pMagicEnergyFn = Game.ScriptEngine.GetFuncRecursive(PSF_DoMagicEnergy); |
| 868 | if (pMagicEnergyFn) // should always be true |
| 869 | { |
| 870 | if (pMagicEnergyFn->Exec(pObj: nullptr, pPars: {C4VInt(iVal: -transfer), C4VObj(pObj: Contained)})) |
| 871 | { |
| 872 | pMagicEnergyFn->Exec(pObj: nullptr, pPars: {C4VInt(iVal: +transfer), C4VObj(pObj: this)}); |
| 873 | } |
| 874 | } |
| 875 | } |
| 876 | } |
| 877 | |
| 878 | // Breathing |
| 879 | if (!Tick5) |
| 880 | if (Alive && !Def->NoBreath) |
| 881 | { |
| 882 | // Supply check |
| 883 | bool Breathe = false; |
| 884 | // Forcefields are breathable. |
| 885 | if (GBackMat(x, y: y + Shape.y / 2) == MVehic) |
| 886 | { |
| 887 | Breathe = true; |
| 888 | } |
| 889 | else if (GetPhysical()->BreatheWater) |
| 890 | { |
| 891 | if (GBackMat(x, y) == MWater) Breathe = true; |
| 892 | } |
| 893 | else |
| 894 | { |
| 895 | if (!GBackSemiSolid(x, y: y + Shape.y / 2)) Breathe = true; |
| 896 | } |
| 897 | if (Contained) Breathe = true; |
| 898 | // No supply |
| 899 | if (!Breathe) |
| 900 | { |
| 901 | // Reduce breath, then energy, bubble |
| 902 | // Asphyxiation cause is last energy loss cause player, so kill tracing works when player is pushed into liquid |
| 903 | if (Breath > 0) Breath = (std::max)(a: Breath - 2 * C4MaxPhysical / 100, b: 0); |
| 904 | else DoEnergy(iChange: -1, fExact: false, C4FxCall_EngAsphyxiation, iCausedByPlr: LastEnergyLossCausePlayer); |
| 905 | BubbleOut(tx: x + Random(iRange: 5) - 2, ty: y + Shape.y / 2); |
| 906 | ViewEnergy = C4ViewDelay; |
| 907 | // Physical training |
| 908 | TrainPhysical(mpiOffset: &C4PhysicalInfo::Breath, iTrainBy: 2, iMaxTrain: C4MaxPhysical); |
| 909 | } |
| 910 | // Supply |
| 911 | else |
| 912 | { |
| 913 | // Take breath |
| 914 | int32_t takebreath = GetPhysical()->Breath - Breath; |
| 915 | if (takebreath > GetPhysical()->Breath / 2) |
| 916 | Call(PSF_DeepBreath); |
| 917 | Breath += takebreath; |
| 918 | } |
| 919 | } |
| 920 | |
| 921 | // Corrosion energy loss |
| 922 | if (!Tick10) |
| 923 | if (Alive) |
| 924 | if (InMat != MNone) |
| 925 | if (Game.Material.Map[InMat].Corrosive) |
| 926 | if (!GetPhysical()->CorrosionResist) |
| 927 | // Inflict corrision damage by last energy loss cause player, so tumbling enemies into an acid lake attribute kills properly |
| 928 | DoEnergy(iChange: -Game.Material.Map[InMat].Corrosive / 15, fExact: false, C4FxCall_EngCorrosion, iCausedByPlr: LastEnergyLossCausePlayer); |
| 929 | |
| 930 | // InMat incineration |
| 931 | if (!Tick10) |
| 932 | if (InMat != MNone) |
| 933 | if (Game.Material.Map[InMat].Incindiary) |
| 934 | if (Def->ContactIncinerate) |
| 935 | // Inflict fire by last energy loss cause player, so tumbling enemies into a lava lake attribute kills properly |
| 936 | Incinerate(iCausedBy: LastEnergyLossCausePlayer); |
| 937 | |
| 938 | // Nonlife normal energy loss |
| 939 | if (!Tick10) if (Energy) |
| 940 | if (!(Category & C4D_Living)) |
| 941 | if (!ValidPlr(plr: Base) || (~Game.C4S.Game.Realism.BaseFunctionality & BASEFUNC_RegenerateEnergy)) |
| 942 | // don't loose if assigned as Energy-holder |
| 943 | if (!(Def->LineConnect & C4D_EnergyHolder)) |
| 944 | DoEnergy(iChange: -1, fExact: false, C4FxCall_EngStruct, iCausedByPlr: NO_OWNER); |
| 945 | |
| 946 | // birthday |
| 947 | if (!Tick255) |
| 948 | if (Alive) |
| 949 | if (Info) |
| 950 | { |
| 951 | int32_t iPlayingTime = Info->TotalPlayingTime + (Game.Time - Info->InActionTime); |
| 952 | |
| 953 | int32_t iNewAge = iPlayingTime / 3600 / 5; |
| 954 | |
| 955 | if (Info->Age != iNewAge) |
| 956 | { |
| 957 | // message |
| 958 | GameMsgObject(szText: LoadResStr(id: C4ResStrTableKey::IDS_OBJ_BIRTHDAY, args: GetName(), args&: iNewAge).c_str(), pTarget: this); |
| 959 | StartSoundEffect(name: "Trumpet" , loop: false, volume: 100, obj: this); |
| 960 | } |
| 961 | |
| 962 | Info->Age = iNewAge; |
| 963 | } |
| 964 | |
| 965 | return true; |
| 966 | } |
| 967 | |
| 968 | void C4Object::AutoSellContents() |
| 969 | { |
| 970 | C4Player *pPlr = Game.Players.Get(iPlayer: Base); if (!pPlr) return; |
| 971 | |
| 972 | for (auto outerIt = std::begin(cont&: Contents); outerIt != std::end(cont&: Contents); ) |
| 973 | { |
| 974 | const auto &obj = *outerIt; |
| 975 | ++outerIt; |
| 976 | if (obj && obj->Status) |
| 977 | { |
| 978 | for (auto innerIt = std::begin(cont&: obj->Contents); innerIt != std::end(cont&: obj->Contents); ) |
| 979 | { |
| 980 | const auto &contents = *innerIt; |
| 981 | ++innerIt; |
| 982 | if (contents && contents->Status && contents->Def->BaseAutoSell && pPlr->CanSell(obj: contents)) |
| 983 | { |
| 984 | contents->Exit(); |
| 985 | pPlr->Sell2Home(tobj: contents); |
| 986 | } |
| 987 | } |
| 988 | |
| 989 | if (obj->Def->BaseAutoSell && pPlr->CanSell(obj)) |
| 990 | { |
| 991 | obj->Exit(); |
| 992 | pPlr->Sell2Home(tobj: obj); |
| 993 | } |
| 994 | } |
| 995 | } |
| 996 | } |
| 997 | |
| 998 | void C4Object::ExecBase() |
| 999 | { |
| 1000 | C4Object *flag; |
| 1001 | |
| 1002 | // New base assignment by flag (no old base removal) |
| 1003 | if (!Tick10) |
| 1004 | if (Def->CanBeBase) if (!ValidPlr(plr: Base)) |
| 1005 | if (flag = Contents.Find(id: C4ID_Flag)) |
| 1006 | if (ValidPlr(plr: flag->Owner) && (flag->Owner != Base)) |
| 1007 | { |
| 1008 | // Attach new flag |
| 1009 | flag->Exit(); |
| 1010 | flag->SetActionByName(szActName: "FlyBase" , pTarget: this); |
| 1011 | // Assign new base |
| 1012 | Base = flag->Owner; |
| 1013 | Contents.CloseMenus(); |
| 1014 | StartSoundEffect(name: "Trumpet" , loop: false, volume: 100, obj: this); |
| 1015 | SetOwner(flag->Owner); |
| 1016 | } |
| 1017 | |
| 1018 | // Base execution |
| 1019 | if (!Tick35) |
| 1020 | if (ValidPlr(plr: Base)) |
| 1021 | { |
| 1022 | // Auto sell contents |
| 1023 | if (Game.C4S.Game.Realism.BaseFunctionality & BASEFUNC_AutoSellContents) AutoSellContents(); |
| 1024 | // Lost flag? |
| 1025 | if (!Game.FindObject(id: C4ID_Flag, iX: 0, iY: 0, iWdt: 0, iHgt: 0, ocf: OCF_All, szAction: "FlyBase" , pActionTarget: this)) |
| 1026 | { |
| 1027 | Base = NO_OWNER; |
| 1028 | Contents.CloseMenus(); |
| 1029 | } |
| 1030 | } |
| 1031 | |
| 1032 | // Environmental action |
| 1033 | if (!Tick35) |
| 1034 | { |
| 1035 | // Structures dig free snow |
| 1036 | if ((Category & C4D_Structure) && !(Game.Rules & C4RULE_StructuresSnowIn)) |
| 1037 | if (r == 0) |
| 1038 | { |
| 1039 | Game.Landscape.DigFreeMat(tx: x + Shape.x, ty: y + Shape.y, wdt: Shape.Wdt, hgt: Shape.Hgt, mat: MSnow); |
| 1040 | Game.Landscape.DigFreeMat(tx: x + Shape.x, ty: y + Shape.y, wdt: Shape.Wdt, hgt: Shape.Hgt, mat: Game.Material.Get(szMaterial: "FlyAshes" )); |
| 1041 | } |
| 1042 | } |
| 1043 | } |
| 1044 | |
| 1045 | void C4Object::Execute() |
| 1046 | { |
| 1047 | #ifdef DEBUGREC |
| 1048 | // record debug |
| 1049 | C4RCExecObj rc; |
| 1050 | rc.Number = Number; |
| 1051 | rc.id = Def->id; |
| 1052 | rc.fx = fix_x; |
| 1053 | rc.fy = fix_y; |
| 1054 | rc.fr = fix_r; |
| 1055 | AddDbgRec(RCT_ExecObj, &rc, sizeof(rc)); |
| 1056 | #endif |
| 1057 | // OCF |
| 1058 | UpdateOCF(); |
| 1059 | // Command |
| 1060 | ExecuteCommand(); |
| 1061 | // Action |
| 1062 | // need not check status, because dead objects have lost their action |
| 1063 | ExecAction(); |
| 1064 | // commands and actions are likely to have removed the object, and movement |
| 1065 | // *must not* be executed for dead objects (SolidMask-errors) |
| 1066 | if (!Status) return; |
| 1067 | // Movement |
| 1068 | ExecMovement(); |
| 1069 | if (!Status) return; |
| 1070 | // particles |
| 1071 | if (BackParticles) BackParticles.Exec(pObj: this); |
| 1072 | if (FrontParticles) FrontParticles.Exec(pObj: this); |
| 1073 | // effects |
| 1074 | if (pEffects) |
| 1075 | { |
| 1076 | pEffects->Execute(pObj: this); |
| 1077 | if (!Status) return; |
| 1078 | } |
| 1079 | // Life |
| 1080 | ExecLife(); |
| 1081 | // Base |
| 1082 | ExecBase(); |
| 1083 | // Timer |
| 1084 | Timer++; |
| 1085 | if (Timer >= Def->Timer) |
| 1086 | { |
| 1087 | Timer = 0; |
| 1088 | // TimerCall |
| 1089 | if (Def->TimerCall) Def->TimerCall->Exec(pObj: this); |
| 1090 | } |
| 1091 | // Menu |
| 1092 | if (Menu) Menu->Execute(); |
| 1093 | // View delays |
| 1094 | if (ViewEnergy > 0) ViewEnergy--; |
| 1095 | } |
| 1096 | |
| 1097 | bool C4Object::At(int32_t ctx, int32_t cty) |
| 1098 | { |
| 1099 | if (Status) if (!Contained) if (Def) |
| 1100 | if (Inside<int32_t>(ival: cty - (y + Shape.y - addtop()), lbound: 0, rbound: Shape.Hgt - 1 + addtop())) |
| 1101 | if (Inside<int32_t>(ival: ctx - (x + Shape.x), lbound: 0, rbound: Shape.Wdt - 1)) |
| 1102 | return true; |
| 1103 | return false; |
| 1104 | } |
| 1105 | |
| 1106 | bool C4Object::At(int32_t ctx, int32_t cty, uint32_t &ocf) |
| 1107 | { |
| 1108 | if (Status) if (!Contained) if (Def) |
| 1109 | if (OCF & ocf) |
| 1110 | if (Inside<int32_t>(ival: cty - (y + Shape.y - addtop()), lbound: 0, rbound: Shape.Hgt - 1 + addtop())) |
| 1111 | if (Inside<int32_t>(ival: ctx - (x + Shape.x), lbound: 0, rbound: Shape.Wdt - 1)) |
| 1112 | { |
| 1113 | // Set ocf return value |
| 1114 | GetOCFForPos(ctx, cty, ocf); |
| 1115 | return true; |
| 1116 | } |
| 1117 | |
| 1118 | return false; |
| 1119 | } |
| 1120 | |
| 1121 | void C4Object::GetOCFForPos(int32_t ctx, int32_t cty, uint32_t &ocf) |
| 1122 | { |
| 1123 | uint32_t rocf = OCF; |
| 1124 | // Verify entrance area OCF return |
| 1125 | if (rocf & OCF_Entrance) |
| 1126 | if (!Inside<int32_t>(ival: cty - (y + Def->Entrance.y), lbound: 0, rbound: Def->Entrance.Hgt - 1) |
| 1127 | || !Inside<int32_t>(ival: ctx - (x + Def->Entrance.x), lbound: 0, rbound: Def->Entrance.Wdt - 1)) |
| 1128 | rocf &= (~OCF_Entrance); |
| 1129 | // Verify collection area OCF return |
| 1130 | if (rocf & OCF_Collection) |
| 1131 | if (!Inside<int32_t>(ival: cty - (y + Def->Collection.y), lbound: 0, rbound: Def->Collection.Hgt - 1) |
| 1132 | || !Inside<int32_t>(ival: ctx - (x + Def->Collection.x), lbound: 0, rbound: Def->Collection.Wdt - 1)) |
| 1133 | rocf &= (~OCF_Collection); |
| 1134 | ocf = rocf; |
| 1135 | } |
| 1136 | |
| 1137 | void C4Object::AssignDeath(bool fForced) |
| 1138 | { |
| 1139 | C4Object *thing; |
| 1140 | // Alive objects only |
| 1141 | if (!Alive) return; |
| 1142 | // clear all effects |
| 1143 | // do not delete effects afterwards, because they might have denied removal |
| 1144 | // set alive-flag before, so objects know what's up |
| 1145 | // and prevent recursive death-calls this way |
| 1146 | // get death causing player before doing effect calls, because those might meddle around with the flags |
| 1147 | int32_t iDeathCausingPlayer = LastEnergyLossCausePlayer; |
| 1148 | Alive = 0; |
| 1149 | if (pEffects) pEffects->ClearAll(pObj: this, C4FxCall_RemoveDeath); |
| 1150 | // if the object is alive again, abort here if the kill is not forced |
| 1151 | if (Alive && !fForced) return; |
| 1152 | // Action |
| 1153 | SetActionByName(szActName: "Dead" ); |
| 1154 | // Values |
| 1155 | Select = 0; |
| 1156 | Alive = 0; |
| 1157 | ClearCommands(); |
| 1158 | if (Info) |
| 1159 | { |
| 1160 | Info->HasDied = true; |
| 1161 | ++Info->DeathCount; |
| 1162 | Info->Retire(); |
| 1163 | } |
| 1164 | // Lose contents |
| 1165 | while (thing = Contents.GetObject()) thing->Exit(iX: thing->x, iY: thing->y); |
| 1166 | // Remove from crew/cursor/view |
| 1167 | C4Player *pPlr = Game.Players.Get(iPlayer: Owner); |
| 1168 | if (pPlr) pPlr->ClearPointers(tptr: this, fDeath: true); |
| 1169 | // ensure objects that won't be affected by dead-plrview-decay are handled properly |
| 1170 | if (!pPlr || !(Category & C4D_Living) || !pPlr->FoWViewObjs.IsContained(pObj: this)) |
| 1171 | SetPlrViewRange(0); |
| 1172 | // Engine script call |
| 1173 | Call(PSF_Death, pPars: {C4VInt(iVal: iDeathCausingPlayer)}); |
| 1174 | // Update OCF. Done here because previously it would have been done in the next frame |
| 1175 | // Whats worse: Having the OCF change because of some unrelated script-call like |
| 1176 | // SetCategory, or slightly breaking compatibility? |
| 1177 | SetOCF(); |
| 1178 | } |
| 1179 | |
| 1180 | bool C4Object::ChangeDef(C4ID idNew) |
| 1181 | { |
| 1182 | // Get new definition |
| 1183 | C4Def *pDef = C4Id2Def(id: idNew); |
| 1184 | if (!pDef) return false; |
| 1185 | // Containment storage |
| 1186 | C4Object *pContainer = Contained; |
| 1187 | // Exit container (no Ejection/Departure) |
| 1188 | if (Contained) Exit(iX: 0, iY: 0, iR: 0, iXDir: Fix0, iYDir: Fix0, iRDir: Fix0, fCalls: false); |
| 1189 | // Pre change resets |
| 1190 | SetAction(iAct: ActIdle); |
| 1191 | Action.Act = ActIdle; // Enforce ActIdle because SetAction may have failed due to NoOtherAction |
| 1192 | SetDir(0); // will drop any outdated flipdir |
| 1193 | if (pSolidMaskData) pSolidMaskData->Remove(fCauseInstability: true, fBackupAttachment: false); |
| 1194 | delete pSolidMaskData; pSolidMaskData = nullptr; |
| 1195 | Def->Count--; |
| 1196 | // Def change |
| 1197 | Def = pDef; |
| 1198 | id = pDef->id; |
| 1199 | Def->Count++; |
| 1200 | LocalNamed.SetNameList(&pDef->Script.LocalNamed); |
| 1201 | // new def: Needs to be resorted |
| 1202 | Unsorted = true; |
| 1203 | // graphics change |
| 1204 | pGraphics = &pDef->Graphics; |
| 1205 | // blit mode adjustment |
| 1206 | if (!(BlitMode & C4GFXBLIT_CUSTOM)) BlitMode = Def->BlitMode; |
| 1207 | // an object may have newly become an ColorByOwner-object |
| 1208 | // if it had been ColorByOwner, but is not now, this will be caught in UpdateGraphics() |
| 1209 | if (!Color && ValidPlr(plr: Owner)) |
| 1210 | Color = Game.Players.Get(iPlayer: Owner)->ColorDw; |
| 1211 | if (!Def->Rotateable) { r = 0; fix_r = rdir = Fix0; } |
| 1212 | // Reset solid mask |
| 1213 | SolidMask = Def->SolidMask; |
| 1214 | // Post change updates |
| 1215 | UpdateGraphics(fGraphicsChanged: true); |
| 1216 | UpdateMass(); |
| 1217 | UpdateFace(bUpdateShape: true); |
| 1218 | SetOCF(); |
| 1219 | // Any effect callbacks to this object might need to reinitialize their target functions |
| 1220 | // This is ugly, because every effect there is must be updated... |
| 1221 | if (Game.pGlobalEffects) Game.pGlobalEffects->OnObjectChangedDef(pObj: this); |
| 1222 | for (C4ObjectLink *pLnk = Game.Objects.First; pLnk; pLnk = pLnk->Next) |
| 1223 | if (pLnk->Obj->pEffects) pLnk->Obj->pEffects->OnObjectChangedDef(pObj: this); |
| 1224 | // Containment (no Entrance) |
| 1225 | if (pContainer) Enter(pTarget: pContainer, fCalls: false); |
| 1226 | // Done |
| 1227 | return true; |
| 1228 | } |
| 1229 | |
| 1230 | bool C4Object::Incinerate(int32_t iCausedBy, bool fBlasted, C4Object *pIncineratingObject) |
| 1231 | { |
| 1232 | // Already on fire |
| 1233 | if (OnFire) return false; |
| 1234 | // Dead living don't burn |
| 1235 | if ((Category & C4D_Living) && !Alive) return false; |
| 1236 | // add effect |
| 1237 | int32_t iEffNumber; |
| 1238 | C4Value Par1 = C4VInt(iVal: iCausedBy), Par2 = C4VBool(fVal: !!fBlasted), Par3 = C4VObj(pObj: pIncineratingObject), Par4; |
| 1239 | new C4Effect(this, C4Fx_Fire, C4Fx_FirePriority, C4Fx_FireTimer, nullptr, 0, Par1, Par2, Par3, Par4, true, iEffNumber); |
| 1240 | return !!iEffNumber; |
| 1241 | } |
| 1242 | |
| 1243 | bool C4Object::Extinguish(int32_t iFireNumber) |
| 1244 | { |
| 1245 | // any effects? |
| 1246 | if (!pEffects) return false; |
| 1247 | // fire number known: extinguish that fire |
| 1248 | C4Effect *pEffFire; |
| 1249 | if (iFireNumber) |
| 1250 | { |
| 1251 | pEffFire = pEffects->Get(iNumber: iFireNumber, fIncludeDead: false); |
| 1252 | if (!pEffFire) return false; |
| 1253 | pEffFire->Kill(pObj: this); |
| 1254 | } |
| 1255 | else |
| 1256 | { |
| 1257 | // otherwise, kill all fires |
| 1258 | // (keep checking from beginning of pEffects, as Kill might delete or change effects) |
| 1259 | int32_t iFiresKilled = 0; |
| 1260 | while (pEffects && (pEffFire = pEffects->Get(C4Fx_AnyFire))) |
| 1261 | { |
| 1262 | while (pEffFire && WildcardMatch(C4Fx_Internal, szFName2: pEffFire->Name)) |
| 1263 | { |
| 1264 | pEffFire = pEffFire->pNext; |
| 1265 | if (pEffFire) pEffFire = pEffFire->Get(C4Fx_AnyFire); |
| 1266 | } |
| 1267 | if (!pEffFire) break; |
| 1268 | pEffFire->Kill(pObj: this); |
| 1269 | ++iFiresKilled; |
| 1270 | } |
| 1271 | if (!iFiresKilled) return false; |
| 1272 | } |
| 1273 | // done, success |
| 1274 | return true; |
| 1275 | } |
| 1276 | |
| 1277 | void C4Object::DoDamage(int32_t iChange, int32_t iCausedBy, int32_t iCause) |
| 1278 | { |
| 1279 | // non-living: ask effects first |
| 1280 | if (pEffects && !Alive) |
| 1281 | { |
| 1282 | pEffects->DoDamage(pObj: this, riDamage&: iChange, iDamageType: iCause, iCausePlr: iCausedBy); |
| 1283 | if (!iChange) return; |
| 1284 | } |
| 1285 | // Change value |
| 1286 | Damage = std::max<int32_t>(a: Damage + iChange, b: 0); |
| 1287 | // Engine script call |
| 1288 | Call(PSF_Damage, pPars: {C4VInt(iVal: iChange), C4VInt(iVal: iCausedBy)}); |
| 1289 | } |
| 1290 | |
| 1291 | // returns x * y, but returns std::numeric_limits<T>::min() or std::numeric_limits<T>::max() in case of a negative or positive overflow respectively |
| 1292 | template<typename T> |
| 1293 | constexpr T clampedMultiplication(T x, T y) |
| 1294 | { |
| 1295 | if (y == 0) return 0; |
| 1296 | |
| 1297 | if (y < 0) |
| 1298 | { |
| 1299 | if (x < 0) |
| 1300 | { |
| 1301 | x *= -1; |
| 1302 | y *= -1; |
| 1303 | } |
| 1304 | else |
| 1305 | { |
| 1306 | std::swap(x, y); |
| 1307 | } |
| 1308 | } |
| 1309 | constexpr auto min = std::numeric_limits<T>::min(); |
| 1310 | constexpr auto max = std::numeric_limits<T>::max(); |
| 1311 | if (x < 0 && x < min / y) // would give negative overflow, so make it the most negative possible |
| 1312 | { |
| 1313 | return min; |
| 1314 | } |
| 1315 | else if (x > 0 && x > max / y) // would give positive overflow, so make it the most positive possible |
| 1316 | { |
| 1317 | return max; |
| 1318 | } |
| 1319 | else |
| 1320 | { |
| 1321 | return x * y; |
| 1322 | } |
| 1323 | } |
| 1324 | |
| 1325 | // same as above, but calculating x + y instead |
| 1326 | template<typename T> |
| 1327 | constexpr T clampedAddition(T x, T y) |
| 1328 | { |
| 1329 | constexpr auto min = std::numeric_limits<T>::min(); |
| 1330 | constexpr auto max = std::numeric_limits<T>::max(); |
| 1331 | if (x < 0 && y < min - x) // would give negative overflow, so make it the most negative possible |
| 1332 | { |
| 1333 | return min; |
| 1334 | } |
| 1335 | else if (x > 0 && y > max - x) // would give positive overflow, so make it the most positive possible |
| 1336 | { |
| 1337 | return max; |
| 1338 | } |
| 1339 | else |
| 1340 | { |
| 1341 | return x + y; |
| 1342 | } |
| 1343 | } |
| 1344 | |
| 1345 | void C4Object::DoEnergy(int32_t iChange, bool fExact, int32_t iCause, int32_t iCausedByPlr) |
| 1346 | { |
| 1347 | // iChange 100% = Physical 100000 |
| 1348 | if (!fExact) iChange = clampedMultiplication(x: C4MaxPhysical / 100, y: iChange); |
| 1349 | // Was zero? |
| 1350 | bool fWasZero = (Energy == 0); |
| 1351 | // Mark last damage causing player to trace kills. Always update on C4FxCall_EngObjHit even if iChange==0 |
| 1352 | // so low mass objects also correctly set the killer |
| 1353 | if (iChange < 0 || iCause == C4FxCall_EngObjHit) UpdatLastEnergyLossCause(iNewCausePlr: iCausedByPlr); |
| 1354 | // Living things: ask effects for change first |
| 1355 | if (pEffects && Alive) |
| 1356 | { |
| 1357 | pEffects->DoDamage(pObj: this, riDamage&: iChange, iDamageType: iCause, iCausePlr: iCausedByPlr); |
| 1358 | if (!iChange) return; |
| 1359 | } |
| 1360 | // Do change |
| 1361 | Energy = BoundBy<int32_t>(bval: clampedAddition(x: Energy, y: iChange), lbound: 0, rbound: GetPhysical()->Energy); |
| 1362 | // Alive and energy reduced to zero: death |
| 1363 | if (Alive) if (Energy == 0) if (!fWasZero) AssignDeath(fForced: false); |
| 1364 | // View change |
| 1365 | ViewEnergy = C4ViewDelay; |
| 1366 | } |
| 1367 | |
| 1368 | void C4Object::UpdatLastEnergyLossCause(int32_t iNewCausePlr) |
| 1369 | { |
| 1370 | // Mark last damage causing player to trace kills |
| 1371 | // do not regard self-administered damage if there was a previous damage causing player, because that would steal kills |
| 1372 | // if people tumble themselves via stop-stop-(left/right)-throw while falling into teh abyss |
| 1373 | if (iNewCausePlr != Controller || LastEnergyLossCausePlayer < 0) |
| 1374 | { |
| 1375 | LastEnergyLossCausePlayer = iNewCausePlr; |
| 1376 | } |
| 1377 | } |
| 1378 | |
| 1379 | void C4Object::DoBreath(int32_t iChange) |
| 1380 | { |
| 1381 | // iChange 100% = Physical 100000 |
| 1382 | iChange = clampedMultiplication(x: C4MaxPhysical / 100, y: iChange); |
| 1383 | // Do change |
| 1384 | Breath = BoundBy<int32_t>(bval: clampedAddition(x: Breath, y: iChange), lbound: 0, rbound: GetPhysical()->Breath); |
| 1385 | // View change |
| 1386 | ViewEnergy = C4ViewDelay; |
| 1387 | } |
| 1388 | |
| 1389 | void C4Object::Blast(int32_t iLevel, int32_t iCausedBy) |
| 1390 | { |
| 1391 | // Damage |
| 1392 | DoDamage(iChange: iLevel, iCausedBy, C4FxCall_DmgBlast); |
| 1393 | // Energy (alive objects) |
| 1394 | if (Alive) DoEnergy(iChange: -iLevel / 3, fExact: false, C4FxCall_EngBlast, iCausedByPlr: iCausedBy); |
| 1395 | // Incinerate |
| 1396 | if (Def->BlastIncinerate) |
| 1397 | if (Damage >= Def->BlastIncinerate) |
| 1398 | Incinerate(iCausedBy, fBlasted: true); |
| 1399 | } |
| 1400 | |
| 1401 | void C4Object::DoCon(int32_t iChange, bool fInitial, bool fNoComponentChange) |
| 1402 | { |
| 1403 | int32_t iStepSize = FullCon / 100; |
| 1404 | int32_t lRHgt = Shape.Hgt, lRy = Shape.y; |
| 1405 | int32_t iLastStep = Con / iStepSize; |
| 1406 | int32_t strgt_con_b = y + Shape.y + Shape.Hgt; |
| 1407 | bool fWasFull = (Con >= FullCon); |
| 1408 | |
| 1409 | // Change con |
| 1410 | if (Def->Oversize) |
| 1411 | Con = std::max<int32_t>(a: Con + iChange, b: 0); |
| 1412 | else |
| 1413 | Con = BoundBy<int32_t>(bval: Con + iChange, lbound: 0, rbound: FullCon); |
| 1414 | int32_t iStepDiff = Con / iStepSize - iLastStep; |
| 1415 | |
| 1416 | // Update OCF |
| 1417 | SetOCF(); |
| 1418 | |
| 1419 | // If step changed or limit reached or degraded from full: update mass, face, components, etc. |
| 1420 | if (iStepDiff || (Con >= FullCon) || (Con == 0) || (fWasFull && (Con < FullCon))) |
| 1421 | { |
| 1422 | // Mass |
| 1423 | UpdateMass(); |
| 1424 | // Decay from full remove mask before face is changed |
| 1425 | if (fWasFull && (Con < FullCon)) |
| 1426 | if (pSolidMaskData) pSolidMaskData->Remove(fCauseInstability: true, fBackupAttachment: false); |
| 1427 | // Face |
| 1428 | UpdateFace(bUpdateShape: true); |
| 1429 | // component update |
| 1430 | if (!fNoComponentChange) |
| 1431 | { |
| 1432 | // Decay: reduce components |
| 1433 | if (iChange < 0) |
| 1434 | ComponentConCutoff(); |
| 1435 | // Growth: gain components |
| 1436 | else |
| 1437 | ComponentConGain(); |
| 1438 | } |
| 1439 | // Unfullcon |
| 1440 | if (Con < FullCon) |
| 1441 | { |
| 1442 | // Lose contents |
| 1443 | if (!Def->IncompleteActivity) |
| 1444 | { |
| 1445 | C4Object *cobj; |
| 1446 | while (cobj = Contents.GetObject()) |
| 1447 | if (Contained) cobj->Enter(pTarget: Contained); |
| 1448 | else cobj->Exit(iX: cobj->x, iY: cobj->y); |
| 1449 | } |
| 1450 | // No energy need |
| 1451 | NeedEnergy = 0; |
| 1452 | } |
| 1453 | // Decay from full stop action |
| 1454 | if (fWasFull && (Con < FullCon)) |
| 1455 | if (!Def->IncompleteActivity) |
| 1456 | SetAction(iAct: ActIdle); |
| 1457 | } |
| 1458 | else |
| 1459 | // set first position |
| 1460 | if (fInitial) UpdatePos(); |
| 1461 | |
| 1462 | // Straight Con bottom y-adjust |
| 1463 | if (!r || fInitial) |
| 1464 | { |
| 1465 | if ((Shape.Hgt != lRHgt) || (Shape.y != lRy)) |
| 1466 | { |
| 1467 | y = strgt_con_b - Shape.Hgt - Shape.y; |
| 1468 | UpdatePos(); UpdateSolidMask(fRestoreAttachedObjects: false); |
| 1469 | } |
| 1470 | } |
| 1471 | else if (Category & C4D_Structure) if (iStepDiff > 0) |
| 1472 | { |
| 1473 | // even rotated buildings need to be moved upwards |
| 1474 | // but by con difference, because with keep-bottom-method, they might still be sinking |
| 1475 | // besides, moving the building up may often stabilize it |
| 1476 | y -= ((iLastStep + iStepDiff) * Def->Shape.Hgt / 100) - (iLastStep * Def->Shape.Hgt / 100); |
| 1477 | UpdatePos(); UpdateSolidMask(fRestoreAttachedObjects: false); |
| 1478 | } |
| 1479 | // Completion (after bottom y-adjust for correct position) |
| 1480 | if (!fWasFull && (Con >= FullCon)) |
| 1481 | { |
| 1482 | Call(PSF_Completion); |
| 1483 | Call(PSF_Initialize); |
| 1484 | } |
| 1485 | |
| 1486 | // Con Zero Removal |
| 1487 | if (Con <= 0) |
| 1488 | AssignRemoval(); |
| 1489 | } |
| 1490 | |
| 1491 | void C4Object::DoExperience(int32_t change) |
| 1492 | { |
| 1493 | const int32_t MaxExperience = 100000000; |
| 1494 | |
| 1495 | if (!Info) return; |
| 1496 | |
| 1497 | Info->Experience = BoundBy<int32_t>(bval: Info->Experience + change, lbound: 0, rbound: MaxExperience); |
| 1498 | |
| 1499 | // Promotion check |
| 1500 | if (Info->Experience < MaxExperience) |
| 1501 | if (Info->Experience >= Game.Rank.Experience(iRank: Info->Rank + 1)) |
| 1502 | Promote(torank: Info->Rank + 1, fForceRankName: false); |
| 1503 | } |
| 1504 | |
| 1505 | bool C4Object::Exit(int32_t iX, int32_t iY, int32_t iR, C4Fixed iXDir, C4Fixed iYDir, C4Fixed iRDir, bool fCalls) |
| 1506 | { |
| 1507 | // 1. Exit the current container. |
| 1508 | // 2. Update Contents of container object and set Contained to nullptr. |
| 1509 | // 3. Set offset position/motion if desired. |
| 1510 | // 4. Call Ejection for container and Departure for object. |
| 1511 | |
| 1512 | // Not contained |
| 1513 | C4Object *pContainer = Contained; |
| 1514 | if (!pContainer) return false; |
| 1515 | // Remove object from container |
| 1516 | pContainer->Contents.Remove(pObj: this); |
| 1517 | pContainer->UpdateMass(); |
| 1518 | pContainer->SetOCF(); |
| 1519 | // No container |
| 1520 | Contained = nullptr; |
| 1521 | // Position/motion |
| 1522 | BoundsCheck(ctcox&: iX, ctcoy&: iY); |
| 1523 | x = iX; y = iY; r = iR; |
| 1524 | fix_x = itofix(x); fix_y = itofix(x: y); fix_r = itofix(x: r); |
| 1525 | xdir = iXDir; ydir = iYDir; rdir = iRDir; |
| 1526 | // Misc updates |
| 1527 | Mobile = 1; |
| 1528 | InLiquid = 0; |
| 1529 | CloseMenu(fForce: true); |
| 1530 | UpdateFace(bUpdateShape: true); |
| 1531 | SetOCF(); |
| 1532 | // Engine calls |
| 1533 | if (fCalls) pContainer->Call(PSF_Ejection, pPars: {C4VObj(pObj: this)}); |
| 1534 | if (fCalls) Call(PSF_Departure, pPars: {C4VObj(pObj: pContainer)}); |
| 1535 | // Success (if the obj wasn't "re-entered" by script) |
| 1536 | return !Contained; |
| 1537 | } |
| 1538 | |
| 1539 | bool C4Object::Enter(C4Object *pTarget, bool fCalls, bool fCopyMotion, bool *pfRejectCollect) |
| 1540 | { |
| 1541 | // 0. Query entrance and collection |
| 1542 | // 1. Exit if contained. |
| 1543 | // 2. Set new container. |
| 1544 | // 3. Update Contents and mass of the new container. |
| 1545 | // 4. Call collection for container |
| 1546 | // 5. Call entrance for object. |
| 1547 | |
| 1548 | // No target or target is self |
| 1549 | if (!pTarget || (pTarget == this)) return false; |
| 1550 | // check if entrance is allowed |
| 1551 | if (Call(PSF_RejectEntrance, pPars: {C4VObj(pObj: pTarget)})) return false; |
| 1552 | // check if we end up in an endless container-recursion |
| 1553 | for (C4Object *pCnt = pTarget->Contained; pCnt; pCnt = pCnt->Contained) |
| 1554 | if (pCnt == this) return false; |
| 1555 | // Check RejectCollect, if desired |
| 1556 | if (pfRejectCollect) |
| 1557 | { |
| 1558 | if (pTarget->Call(PSF_RejectCollection, pPars: {C4VID(idVal: Def->id), C4VObj(pObj: this)})) |
| 1559 | { |
| 1560 | *pfRejectCollect = true; |
| 1561 | return false; |
| 1562 | } |
| 1563 | *pfRejectCollect = false; |
| 1564 | } |
| 1565 | // Exit if contained |
| 1566 | if (Contained) if (!Exit(iX: x, iY: y)) return false; |
| 1567 | if (Contained || !Status || !pTarget->Status) return false; |
| 1568 | // Failsafe updates |
| 1569 | CloseMenu(fForce: true); |
| 1570 | SetOCF(); |
| 1571 | // Set container |
| 1572 | Contained = pTarget; |
| 1573 | // Enter |
| 1574 | if (!Contained->Contents.Add(nObj: this, eSort: C4ObjectList::stContents)) |
| 1575 | { |
| 1576 | Contained = nullptr; |
| 1577 | return false; |
| 1578 | } |
| 1579 | // Assume that the new container controls this object, if it cannot control itself (i.e.: Alive) |
| 1580 | // So it can be traced back who caused the damage, if a projectile hits its target |
| 1581 | if (!(Alive && (Category & C4D_Living))) |
| 1582 | Controller = pTarget->Controller; |
| 1583 | // Misc updates |
| 1584 | // motion must be copied immediately, so the position will be correct when OCF is set, and |
| 1585 | // OCF_Available will be set for newly bought items, even if 50/50 is solid in the landscape |
| 1586 | // however, the motion must be preserved sometimes to keep flags like OCF_HitSpeed upon collection |
| 1587 | if (fCopyMotion) |
| 1588 | { |
| 1589 | // remove any solidmask before copying the motion... |
| 1590 | UpdateSolidMask(fRestoreAttachedObjects: false); |
| 1591 | CopyMotion(from: Contained); |
| 1592 | } |
| 1593 | SetOCF(); |
| 1594 | UpdateFace(bUpdateShape: true); |
| 1595 | // Update container |
| 1596 | Contained->UpdateMass(); |
| 1597 | Contained->SetOCF(); |
| 1598 | // Collection call |
| 1599 | if (fCalls) pTarget->Call(PSF_Collection2, pPars: {C4VObj(pObj: this)}); |
| 1600 | if (!Contained || !Contained->Status || !pTarget->Status) return true; |
| 1601 | // Entrance call |
| 1602 | if (fCalls) Call(PSF_Entrance, pPars: {C4VObj(pObj: Contained)}); |
| 1603 | if (!Contained || !Contained->Status || !pTarget->Status) return true; |
| 1604 | // Base auto sell contents |
| 1605 | if (ValidPlr(plr: Contained->Base)) |
| 1606 | if (Game.C4S.Game.Realism.BaseFunctionality & BASEFUNC_AutoSellContents) |
| 1607 | Contained->AutoSellContents(); |
| 1608 | // Success |
| 1609 | return true; |
| 1610 | } |
| 1611 | |
| 1612 | void C4Object::Fling(C4Fixed txdir, C4Fixed tydir, bool fAddSpeed, int32_t iCausedBy) |
| 1613 | { |
| 1614 | // trace indirect killers |
| 1615 | if (OCF & OCF_Alive) UpdatLastEnergyLossCause(iNewCausePlr: iCausedBy); else if (!Contained) Controller = iCausedBy; |
| 1616 | // fling object |
| 1617 | if (fAddSpeed) { txdir += xdir / 2; tydir += ydir / 2; } |
| 1618 | if (!ObjectActionTumble(cObj: this, dir: (txdir < 0), xdir: txdir, ydir: tydir)) |
| 1619 | if (!ObjectActionJump(cObj: this, xdir: txdir, ydir: tydir, fByCom: false)) |
| 1620 | { |
| 1621 | xdir = txdir; ydir = tydir; |
| 1622 | Mobile = 1; |
| 1623 | Action.t_attach &= ~CNAT_Bottom; |
| 1624 | } |
| 1625 | } |
| 1626 | |
| 1627 | bool C4Object::ActivateEntrance(int32_t by_plr, C4Object *by_obj) |
| 1628 | { |
| 1629 | // Hostile: no entrance to base |
| 1630 | if (Hostile(plr1: by_plr, plr2: Base) && (Game.C4S.Game.Realism.BaseFunctionality & BASEFUNC_RejectEntrance)) |
| 1631 | { |
| 1632 | if (ValidPlr(plr: Owner)) |
| 1633 | { |
| 1634 | GameMsgObject(szText: LoadResStr(id: C4ResStrTableKey::IDS_OBJ_HOSTILENOENTRANCE, args: Game.Players.Get(iPlayer: Owner)->GetName()).c_str(), pTarget: this); |
| 1635 | } |
| 1636 | return false; |
| 1637 | } |
| 1638 | // Try entrance activation |
| 1639 | if (OCF & OCF_Entrance) |
| 1640 | if (Call(PSF_ActivateEntrance, pPars: {C4VObj(pObj: by_obj)})) |
| 1641 | return true; |
| 1642 | // Failure |
| 1643 | return false; |
| 1644 | } |
| 1645 | |
| 1646 | void C4Object::Explode(int32_t iLevel, C4ID idEffect, const char *szEffect) |
| 1647 | { |
| 1648 | // Called by FnExplode only |
| 1649 | C4Object *pContainer = Contained; |
| 1650 | int32_t iCausedBy = Controller; |
| 1651 | AssignRemoval(); |
| 1652 | Explosion(tx: x, ty: y, level: iLevel, inobj: pContainer, iCausedBy, pByObj: this, idEffect, szEffect); |
| 1653 | } |
| 1654 | |
| 1655 | bool C4Object::Build(int32_t iLevel, C4Object *pBuilder) |
| 1656 | { |
| 1657 | int32_t cnt; |
| 1658 | C4ID NeededMaterial; |
| 1659 | int32_t NeededMaterialCount = 0; |
| 1660 | C4Object *pMaterial; |
| 1661 | |
| 1662 | // Invalid or complete: no build |
| 1663 | if (!Status || !Def || (Con >= FullCon)) return false; |
| 1664 | |
| 1665 | // Material check (if rule set or any other than structure or castle-part) |
| 1666 | bool fNeedMaterial = (Game.Rules & C4RULE_ConstructionNeedsMaterial) || !(Category & (C4D_Structure | C4D_StaticBack)); |
| 1667 | if (fNeedMaterial) |
| 1668 | { |
| 1669 | // Determine needed components (may be overloaded) |
| 1670 | C4IDList NeededComponents; |
| 1671 | Def->GetComponents(pOutList: &NeededComponents, pObjInstance: nullptr, pBuilder); |
| 1672 | |
| 1673 | // Grab any needed components from builder |
| 1674 | C4ID idMat; |
| 1675 | for (cnt = 0; idMat = NeededComponents.GetID(index: cnt); cnt++) |
| 1676 | if (Component.GetIDCount(id: idMat) < NeededComponents.GetCount(index: cnt)) |
| 1677 | if ((pMaterial = pBuilder->Contents.Find(id: idMat))) |
| 1678 | if (!pMaterial->OnFire) if (pMaterial->OCF & OCF_FullCon) |
| 1679 | { |
| 1680 | Component.SetIDCount(id: idMat, count: Component.GetIDCount(id: idMat) + 1, addNewID: true); |
| 1681 | pBuilder->Contents.Remove(pObj: pMaterial); |
| 1682 | pMaterial->AssignRemoval(); |
| 1683 | } |
| 1684 | // Grab any needed components from container |
| 1685 | if (Contained) |
| 1686 | for (cnt = 0; idMat = NeededComponents.GetID(index: cnt); cnt++) |
| 1687 | if (Component.GetIDCount(id: idMat) < NeededComponents.GetCount(index: cnt)) |
| 1688 | if ((pMaterial = Contained->Contents.Find(id: idMat))) |
| 1689 | if (!pMaterial->OnFire) if (pMaterial->OCF & OCF_FullCon) |
| 1690 | { |
| 1691 | Component.SetIDCount(id: idMat, count: Component.GetIDCount(id: idMat) + 1, addNewID: true); |
| 1692 | Contained->Contents.Remove(pObj: pMaterial); |
| 1693 | pMaterial->AssignRemoval(); |
| 1694 | } |
| 1695 | // Check for needed components at current con |
| 1696 | for (cnt = 0; idMat = NeededComponents.GetID(index: cnt); cnt++) |
| 1697 | if (NeededComponents.GetCount(index: cnt) != 0) |
| 1698 | if ((100 * Component.GetIDCount(id: idMat) / NeededComponents.GetCount(index: cnt)) < (100 * Con / FullCon)) |
| 1699 | { |
| 1700 | NeededMaterial = NeededComponents.GetID(index: cnt); |
| 1701 | NeededMaterialCount = NeededComponents.GetCount(index: cnt) - Component.GetCount(index: cnt); |
| 1702 | break; |
| 1703 | } |
| 1704 | } |
| 1705 | |
| 1706 | // Needs components |
| 1707 | if (NeededMaterialCount) |
| 1708 | { |
| 1709 | // BuildNeedsMaterial call to builder script... |
| 1710 | if (!pBuilder->Call(PSF_BuildNeedsMaterial, pPars: {C4VID(idVal: NeededMaterial), C4VInt(iVal: NeededMaterialCount)})) |
| 1711 | { |
| 1712 | // Builder is a crew member... |
| 1713 | if (pBuilder->OCF & OCF_CrewMember) |
| 1714 | // ...tell builder to acquire the material |
| 1715 | pBuilder->AddCommand(iCommand: C4CMD_Acquire, pTarget: nullptr, iTx: 0, iTy: 0, iUpdateInterval: 50, pTarget2: nullptr, fInitEvaluation: true, iData: NeededMaterial, fAppend: false, iRetries: 1); |
| 1716 | // ...game message if not overloaded |
| 1717 | Game.Messages.New(iType: C4GM_Target, Text: StdStrBuf{GetNeededMatStr(pBuilder).c_str()}, pTarget: pBuilder, iPlayer: pBuilder->Controller); |
| 1718 | } |
| 1719 | // Still in need: done/fail |
| 1720 | return false; |
| 1721 | } |
| 1722 | |
| 1723 | // Do con (mass- and builder-relative) |
| 1724 | int32_t iBuildSpeed = 100; C4PhysicalInfo *pPhys; |
| 1725 | if (pBuilder) if (pPhys = pBuilder->GetPhysical()) |
| 1726 | { |
| 1727 | iBuildSpeed = pPhys->CanConstruct; |
| 1728 | if (!iBuildSpeed) |
| 1729 | { |
| 1730 | // shouldn't even have gotten here. Looks like the Clonk lost the ability to build recently |
| 1731 | return false; |
| 1732 | } |
| 1733 | if (iBuildSpeed <= 1) iBuildSpeed = 100; |
| 1734 | } |
| 1735 | DoCon(iChange: iLevel * iBuildSpeed * 150 / (Def->Mass ? Def->Mass : 1), fInitial: false, fNoComponentChange: fNeedMaterial); |
| 1736 | |
| 1737 | // TurnTo |
| 1738 | if (Def->BuildTurnTo != C4ID_None) |
| 1739 | ChangeDef(idNew: Def->BuildTurnTo); |
| 1740 | |
| 1741 | // Repair |
| 1742 | Damage = 0; |
| 1743 | |
| 1744 | // Done/success |
| 1745 | return true; |
| 1746 | } |
| 1747 | |
| 1748 | bool C4Object::Chop(C4Object *pByObject) |
| 1749 | { |
| 1750 | // Valid check |
| 1751 | if (!Status || !Def || Contained || !(OCF & OCF_Chop)) |
| 1752 | return false; |
| 1753 | // Chop |
| 1754 | if (!Tick10) DoDamage(iChange: +10, iCausedBy: pByObject ? pByObject->Owner : NO_OWNER, C4FxCall_DmgChop); |
| 1755 | return true; |
| 1756 | } |
| 1757 | |
| 1758 | bool C4Object::Push(C4Fixed txdir, C4Fixed dforce, bool fStraighten) |
| 1759 | { |
| 1760 | // Valid check |
| 1761 | if (!Status || !Def || Contained || !(OCF & OCF_Grab)) return false; |
| 1762 | // Grabbing okay, no pushing |
| 1763 | if (Def->Grab == 2) return true; |
| 1764 | // Mobilization check (pre-mobilization zero) |
| 1765 | if (!Mobile) |
| 1766 | { |
| 1767 | xdir = ydir = Fix0; fix_x = itofix(x); fix_y = itofix(x: y); |
| 1768 | } |
| 1769 | // General pushing force vs. object mass |
| 1770 | dforce = dforce * 100 / Mass; |
| 1771 | // Set dir |
| 1772 | if (xdir < 0) SetDir(DIR_Left); |
| 1773 | if (xdir > 0) SetDir(DIR_Right); |
| 1774 | // Work towards txdir |
| 1775 | if (Abs(val: xdir - txdir) <= dforce) // Close-enough-set |
| 1776 | { |
| 1777 | xdir = txdir; |
| 1778 | } |
| 1779 | else // Work towards |
| 1780 | { |
| 1781 | if (xdir < txdir) xdir += dforce; |
| 1782 | if (xdir > txdir) xdir -= dforce; |
| 1783 | } |
| 1784 | // Straighten |
| 1785 | if (fStraighten) |
| 1786 | if (Inside<int32_t>(ival: r, lbound: -StableRange, rbound: +StableRange)) |
| 1787 | { |
| 1788 | rdir = 0; // cheap way out |
| 1789 | } |
| 1790 | else |
| 1791 | { |
| 1792 | if (r > 0) { if (rdir > -RotateAccel) rdir -= dforce; } |
| 1793 | else { if (rdir < +RotateAccel) rdir += dforce; } |
| 1794 | } |
| 1795 | |
| 1796 | // Mobilization check |
| 1797 | if (!!xdir || !!ydir || !!rdir) Mobile = 1; |
| 1798 | |
| 1799 | // Stuck check |
| 1800 | if (!Tick35) if (txdir) if (!Def->NoHorizontalMove) |
| 1801 | if (ContactCheck(atx: x, aty: y)) // Resets t_contact |
| 1802 | { |
| 1803 | GameMsgObject(szText: LoadResStr(id: C4ResStrTableKey::IDS_OBJ_STUCK, args: GetName()).c_str(), pTarget: this); |
| 1804 | Call(PSF_Stuck); |
| 1805 | } |
| 1806 | |
| 1807 | return true; |
| 1808 | } |
| 1809 | |
| 1810 | bool C4Object::Lift(C4Fixed tydir, C4Fixed dforce) |
| 1811 | { |
| 1812 | // Valid check |
| 1813 | if (!Status || !Def || Contained) return false; |
| 1814 | // Mobilization check |
| 1815 | if (!Mobile) |
| 1816 | { |
| 1817 | xdir = ydir = Fix0; fix_x = itofix(x); fix_y = itofix(x: y); Mobile = 1; |
| 1818 | } |
| 1819 | // General pushing force vs. object mass |
| 1820 | dforce = dforce * 100 / Mass; |
| 1821 | // If close enough, set tydir |
| 1822 | if (Abs(val: tydir - ydir) <= Abs(val: dforce)) |
| 1823 | ydir = tydir; |
| 1824 | else // Work towards tydir |
| 1825 | { |
| 1826 | if (ydir < tydir) ydir += dforce; |
| 1827 | if (ydir > tydir) ydir -= dforce; |
| 1828 | } |
| 1829 | // Stuck check |
| 1830 | if (tydir != -GravAccel) |
| 1831 | if (ContactCheck(atx: x, aty: y)) // Resets t_contact |
| 1832 | { |
| 1833 | GameMsgObject(szText: LoadResStr(id: C4ResStrTableKey::IDS_OBJ_STUCK, args: GetName()).c_str(), pTarget: this); |
| 1834 | Call(PSF_Stuck); |
| 1835 | } |
| 1836 | return true; |
| 1837 | } |
| 1838 | |
| 1839 | C4Object *C4Object::CreateContents(C4ID n_id) |
| 1840 | { |
| 1841 | C4Object *nobj; |
| 1842 | if (!(nobj = Game.CreateObject(type: n_id, pCreator: this, owner: Owner))) return nullptr; |
| 1843 | if (!nobj->Enter(pTarget: this)) { nobj->AssignRemoval(); return nullptr; } |
| 1844 | return nobj; |
| 1845 | } |
| 1846 | |
| 1847 | bool C4Object::CreateContentsByList(C4IDList &idlist) |
| 1848 | { |
| 1849 | int32_t cnt, cnt2; |
| 1850 | for (cnt = 0; idlist.GetID(index: cnt); cnt++) |
| 1851 | for (cnt2 = 0; cnt2 < idlist.GetCount(index: cnt); cnt2++) |
| 1852 | if (!CreateContents(n_id: idlist.GetID(index: cnt))) |
| 1853 | return false; |
| 1854 | return true; |
| 1855 | } |
| 1856 | |
| 1857 | bool C4Object::(int32_t , int32_t , |
| 1858 | int32_t , int32_t , |
| 1859 | C4Object *pTarget) |
| 1860 | { |
| 1861 | // Variables |
| 1862 | C4FacetExSurface fctSymbol; |
| 1863 | std::string caption; |
| 1864 | std::string command; |
| 1865 | int32_t cnt, iCount; |
| 1866 | C4Def *pDef; |
| 1867 | C4Player *pPlayer; |
| 1868 | C4IDList ListItems; |
| 1869 | // Close any other menu |
| 1870 | if (Menu && Menu->IsActive()) if (!Menu->TryClose(fOK: true, fControl: false)) return false; |
| 1871 | // Create menu |
| 1872 | if (!Menu) Menu = new C4ObjectMenu; else Menu->ClearItems(fResetSelection: true); |
| 1873 | // Open menu |
| 1874 | switch (iMenu) |
| 1875 | { |
| 1876 | case C4MN_Activate: |
| 1877 | // No target specified: use own container as target |
| 1878 | if (!pTarget) if (!(pTarget = Contained)) break; |
| 1879 | // Opening contents menu blocked by RejectContents |
| 1880 | if (pTarget->Call(PSF_RejectContents)) return false; |
| 1881 | // Create symbol |
| 1882 | fctSymbol.Create(iWdt: C4SymbolSize, iHgt: C4SymbolSize); |
| 1883 | pTarget->Def->Draw(cgo&: fctSymbol, fSelected: false, iColor: pTarget->Color, pObj: pTarget); |
| 1884 | caption = LoadResStr(id: C4ResStrTableKey::IDS_OBJ_EMPTY, args: pTarget->GetName()); |
| 1885 | // Init |
| 1886 | Menu->Init(fctSymbol, szEmpty: caption.c_str(), pObject: this, iExtra: C4MN_Extra_None, iExtraData: 0, iId: iMenu); |
| 1887 | Menu->SetPermanent(true); |
| 1888 | Menu->SetRefillObject(pTarget); |
| 1889 | // Success |
| 1890 | return true; |
| 1891 | |
| 1892 | case C4MN_Buy: |
| 1893 | // No target specified: container is base |
| 1894 | if (!pTarget) if (!(pTarget = Contained)) break; |
| 1895 | // Create symbol |
| 1896 | fctSymbol.Create(iWdt: C4SymbolSize, iHgt: C4SymbolSize); |
| 1897 | DrawMenuSymbol(iMenu: C4MN_Buy, cgo&: fctSymbol, iOwner: pTarget->Owner, cObj: pTarget); |
| 1898 | // Init menu |
| 1899 | Menu->Init(fctSymbol, szEmpty: LoadResStr(id: C4ResStrTableKey::IDS_PLR_NOBUY), pObject: this, iExtra: C4MN_Extra_Value, iExtraData: 0, iId: iMenu); |
| 1900 | Menu->SetPermanent(true); |
| 1901 | Menu->SetRefillObject(pTarget); |
| 1902 | // Success |
| 1903 | return true; |
| 1904 | |
| 1905 | case C4MN_Sell: |
| 1906 | // No target specified: container is base |
| 1907 | if (!pTarget) if (!(pTarget = Contained)) break; |
| 1908 | // Create symbol & init |
| 1909 | fctSymbol.Create(iWdt: C4SymbolSize, iHgt: C4SymbolSize); |
| 1910 | DrawMenuSymbol(iMenu: C4MN_Sell, cgo&: fctSymbol, iOwner: pTarget->Owner, cObj: pTarget); |
| 1911 | caption = LoadResStr(id: C4ResStrTableKey::IDS_OBJ_EMPTY, args: pTarget->GetName()); |
| 1912 | Menu->Init(fctSymbol, szEmpty: caption.c_str(), pObject: this, iExtra: C4MN_Extra_Value, iExtraData: 0, iId: iMenu); |
| 1913 | Menu->SetPermanent(true); |
| 1914 | Menu->SetRefillObject(pTarget); |
| 1915 | // Success |
| 1916 | return true; |
| 1917 | |
| 1918 | case C4MN_Get: |
| 1919 | case C4MN_Contents: |
| 1920 | // No target specified |
| 1921 | if (!pTarget) break; |
| 1922 | // Opening contents menu blocked by RejectContents |
| 1923 | if (pTarget->Call(PSF_RejectContents)) return false; |
| 1924 | // Create symbol & init |
| 1925 | fctSymbol.Create(iWdt: C4SymbolSize, iHgt: C4SymbolSize); |
| 1926 | pTarget->Def->Draw(cgo&: fctSymbol, fSelected: false, iColor: pTarget->Color, pObj: pTarget); |
| 1927 | caption = LoadResStr(id: C4ResStrTableKey::IDS_OBJ_EMPTY, args: pTarget->GetName()); |
| 1928 | Menu->Init(fctSymbol, szEmpty: caption.c_str(), pObject: this, iExtra: C4MN_Extra_None, iExtraData: 0, iId: iMenu); |
| 1929 | Menu->SetPermanent(true); |
| 1930 | Menu->SetRefillObject(pTarget); |
| 1931 | // Success |
| 1932 | return true; |
| 1933 | |
| 1934 | case C4MN_Context: |
| 1935 | { |
| 1936 | // Target by parameter |
| 1937 | if (!pTarget) break; |
| 1938 | |
| 1939 | // Create symbol & init menu |
| 1940 | pPlayer = Game.Players.Get(iPlayer: pTarget->Owner); |
| 1941 | fctSymbol.Create(iWdt: C4SymbolSize, iHgt: C4SymbolSize); |
| 1942 | pTarget->Def->Draw(cgo&: fctSymbol, fSelected: false, iColor: pTarget->Color, pObj: pTarget); |
| 1943 | Menu->Init(fctSymbol, szEmpty: pTarget->GetName(), pObject: this, iExtra: C4MN_Extra_None, iExtraData: 0, iId: iMenu, iStyle: C4MN_Style_Context); |
| 1944 | |
| 1945 | Menu->SetPermanent(iMenuData); |
| 1946 | Menu->SetRefillObject(pTarget); |
| 1947 | |
| 1948 | // Preselect |
| 1949 | Menu->SetSelection(iSelection: iMenuSelect, fAdjustPosition: false, fDoCalls: true); |
| 1950 | Menu->SetPosition(iMenuPosition); |
| 1951 | } |
| 1952 | // Success |
| 1953 | return true; |
| 1954 | |
| 1955 | case C4MN_Construction: |
| 1956 | // Check valid player |
| 1957 | if (!(pPlayer = Game.Players.Get(iPlayer: Owner))) break; |
| 1958 | // Create symbol |
| 1959 | fctSymbol.Create(iWdt: C4SymbolSize, iHgt: C4SymbolSize); |
| 1960 | DrawMenuSymbol(iMenu: C4MN_Construction, cgo&: fctSymbol, iOwner: -1, cObj: nullptr); |
| 1961 | // Init menu |
| 1962 | Menu->Init(fctSymbol, szEmpty: LoadResStr(id: C4ResStrTableKey::IDS_PLR_NOBKNOW, args: pPlayer->GetName()).c_str(), pObject: this, iExtra: C4MN_Extra_Components, iExtraData: 0, iId: iMenu); |
| 1963 | // Add player's structure build knowledge |
| 1964 | for (cnt = 0; pDef = C4Id2Def(id: pPlayer->Knowledge.GetID(rDefs&: Game.Defs, dwCategory: C4D_Structure, index: cnt, ipCount: &iCount)); cnt++) |
| 1965 | { |
| 1966 | // Caption |
| 1967 | caption = LoadResStr(id: C4ResStrTableKey::IDS_MENU_CONSTRUCT, args: pDef->GetName()); |
| 1968 | // Picture |
| 1969 | pDef->Picture2Facet(cgo&: fctSymbol); |
| 1970 | // Command |
| 1971 | command = std::format(fmt: "SetCommand(this, \"Construct\",,0,0,,{})" , args: C4IdText(id: pDef->id)); |
| 1972 | // Add menu item |
| 1973 | Menu->AddRefSym(szCaption: caption.c_str(), fctSymbol, szCommand: command.c_str(), iCount: C4MN_Item_NoCount, pObject: nullptr, szInfoCaption: pDef->GetDesc(), idID: pDef->id); |
| 1974 | } |
| 1975 | // Preselect |
| 1976 | Menu->SetSelection(iSelection: iMenuSelect, fAdjustPosition: false, fDoCalls: true); |
| 1977 | Menu->SetPosition(iMenuPosition); |
| 1978 | // Success |
| 1979 | return true; |
| 1980 | |
| 1981 | case C4MN_Info: |
| 1982 | // Target by parameter |
| 1983 | if (!pTarget) break; |
| 1984 | pPlayer = Game.Players.Get(iPlayer: pTarget->Owner); |
| 1985 | // Create symbol & init menu |
| 1986 | fctSymbol.Create(iWdt: C4SymbolSize, iHgt: C4SymbolSize); GfxR->fctOKCancel.Draw(cgo&: fctSymbol, fAspect: true, iPhaseX: 0, iPhaseY: 1); |
| 1987 | Menu->Init(fctSymbol, szEmpty: pTarget->GetName(), pObject: this, iExtra: C4MN_Extra_None, iExtraData: 0, iId: iMenu, iStyle: C4MN_Style_Info); |
| 1988 | Menu->SetPermanent(true); |
| 1989 | Menu->SetAlignment(C4MN_Align_Free); |
| 1990 | C4Viewport *pViewport = Game.GraphicsSystem.GetViewport(iPlayer: Owner); // Hackhackhack!!! |
| 1991 | if (pViewport) Menu->SetLocation(iX: pTarget->x + pTarget->Shape.x + pTarget->Shape.Wdt + 10 - pViewport->ViewX, iY: pTarget->y + pTarget->Shape.y - pViewport->ViewY); |
| 1992 | |
| 1993 | const auto pictureSize = Application.GetScale() * C4PictureSize; |
| 1994 | |
| 1995 | // Add info item |
| 1996 | fctSymbol.Create(iWdt: pictureSize, iHgt: pictureSize); pTarget->Def->Draw(cgo&: fctSymbol, fSelected: false, iColor: pTarget->Color, pObj: pTarget); |
| 1997 | Menu->Add(szCaption: pTarget->GetName(), fctSymbol, szCommand: "" , iCount: C4MN_Item_NoCount, pObject: nullptr, szInfoCaption: pTarget->GetInfoString().getData()); |
| 1998 | fctSymbol.Default(); |
| 1999 | // Success |
| 2000 | return true; |
| 2001 | } |
| 2002 | // Invalid menu identification |
| 2003 | CloseMenu(fForce: true); |
| 2004 | return false; |
| 2005 | } |
| 2006 | |
| 2007 | bool C4Object::(bool fForce) |
| 2008 | { |
| 2009 | if (Menu) |
| 2010 | { |
| 2011 | if (Menu->IsActive()) if (!Menu->TryClose(fOK: fForce, fControl: false)) return false; |
| 2012 | if (!Menu->IsCloseQuerying()) { delete Menu; Menu = nullptr; } // protect menu deletion from recursive menu operation calls |
| 2013 | } |
| 2014 | return true; |
| 2015 | } |
| 2016 | |
| 2017 | void C4Object::(int32_t ) |
| 2018 | { |
| 2019 | // Auto Context Menu - the "new structure menus" |
| 2020 | // No command set and no menu open |
| 2021 | if (!Command && !(Menu && Menu->IsActive())) |
| 2022 | // In a container with AutoContextMenu |
| 2023 | if (Contained && Contained->Def->AutoContextMenu) |
| 2024 | // Crew members only |
| 2025 | if (OCF & OCF_CrewMember) |
| 2026 | { |
| 2027 | // Player has AutoContextMenus enabled |
| 2028 | C4Player *pPlayer = Game.Players.Get(iPlayer: Controller); |
| 2029 | if (pPlayer && pPlayer->AutoContextMenu) |
| 2030 | { |
| 2031 | // Open context menu for structure |
| 2032 | ActivateMenu(iMenu: C4MN_Context, iMenuSelect, iMenuData: 1, iMenuPosition: 0, pTarget: Contained); |
| 2033 | // Closing the menu exits the building (all selected clonks) |
| 2034 | Menu->SetCloseCommand("PlayerObjectCommand(GetOwner(), \"Exit\") && ExecuteCommand()" ); |
| 2035 | } |
| 2036 | } |
| 2037 | } |
| 2038 | |
| 2039 | uint8_t C4Object::GetArea(int32_t &aX, int32_t &aY, int32_t &aWdt, int32_t &aHgt) |
| 2040 | { |
| 2041 | if (!Status || !Def) return 0; |
| 2042 | aX = x + Shape.x; aY = y + Shape.y; |
| 2043 | aWdt = Shape.Wdt; aHgt = Shape.Hgt; |
| 2044 | return 1; |
| 2045 | } |
| 2046 | |
| 2047 | uint8_t C4Object::GetEntranceArea(int32_t &aX, int32_t &aY, int32_t &aWdt, int32_t &aHgt) |
| 2048 | { |
| 2049 | if (!Status || !Def) return 0; |
| 2050 | // Return actual entrance |
| 2051 | if (OCF & OCF_Entrance) |
| 2052 | { |
| 2053 | aX = x + Def->Entrance.x; |
| 2054 | aY = y + Def->Entrance.y; |
| 2055 | aWdt = Def->Entrance.Wdt; |
| 2056 | aHgt = Def->Entrance.Hgt; |
| 2057 | } |
| 2058 | // Return object center |
| 2059 | else |
| 2060 | { |
| 2061 | aX = x; aY = y; |
| 2062 | aWdt = 0; aHgt = 0; |
| 2063 | } |
| 2064 | // Done |
| 2065 | return 1; |
| 2066 | } |
| 2067 | |
| 2068 | C4Fixed C4Object::GetSpeed() |
| 2069 | { |
| 2070 | C4Fixed cobjspd = Fix0; |
| 2071 | if (xdir < 0) cobjspd -= xdir; else cobjspd += xdir; |
| 2072 | if (ydir < 0) cobjspd -= ydir; else cobjspd += ydir; |
| 2073 | return cobjspd; |
| 2074 | } |
| 2075 | |
| 2076 | const char *C4Object::GetName() |
| 2077 | { |
| 2078 | if (!CustomName.empty()) return CustomName.c_str(); |
| 2079 | if (Info) return Info->Name; |
| 2080 | return Def->Name.getData(); |
| 2081 | } |
| 2082 | |
| 2083 | void C4Object::SetName(const char *NewName) |
| 2084 | { |
| 2085 | if (!NewName) |
| 2086 | CustomName.clear(); |
| 2087 | else |
| 2088 | CustomName = NewName; |
| 2089 | } |
| 2090 | |
| 2091 | int32_t C4Object::GetValue(C4Object *pInBase, int32_t iForPlayer) |
| 2092 | { |
| 2093 | int32_t iValue; |
| 2094 | |
| 2095 | // value by script? |
| 2096 | if (C4AulScriptFunc *f = Def->Script.SFn_CalcValue) |
| 2097 | iValue = f->Exec(pObj: this, pPars: {C4VObj(pObj: pInBase), C4VInt(iVal: iForPlayer)}).getInt(); |
| 2098 | else |
| 2099 | { |
| 2100 | // get value of def |
| 2101 | // Caution: Do not pass pInBase here, because the def base value is to be queried |
| 2102 | // - and not the value if you had to buy the object in this particular base |
| 2103 | iValue = Def->GetValue(pInBase: nullptr, iBuyPlayer: iForPlayer); |
| 2104 | } |
| 2105 | // Con percentage |
| 2106 | iValue = iValue * Con / FullCon; |
| 2107 | // value adjustments buy base function |
| 2108 | if (pInBase) |
| 2109 | { |
| 2110 | C4AulFunc *pFn; |
| 2111 | if (pFn = pInBase->Def->Script.GetSFunc(PSF_CalcSellValue, AccNeeded: AA_PROTECTED)) |
| 2112 | iValue = pFn->Exec(pObj: pInBase, pPars: {C4VObj(pObj: this), C4VInt(iVal: iValue)}).getInt(); |
| 2113 | } |
| 2114 | // Return value |
| 2115 | return iValue; |
| 2116 | } |
| 2117 | |
| 2118 | C4PhysicalInfo *C4Object::GetPhysical(bool fPermanent) |
| 2119 | { |
| 2120 | // Temporary physical |
| 2121 | if (PhysicalTemporary && !fPermanent) return &TemporaryPhysical; |
| 2122 | // Info physical: Available only if there's an info and it should be used |
| 2123 | if (Info) |
| 2124 | if (!Game.Parameters.UseFairCrew) |
| 2125 | return &(Info->Physical); |
| 2126 | else if (Info->pDef) |
| 2127 | return Info->pDef->GetFairCrewPhysicals(); |
| 2128 | else |
| 2129 | // shouldn't really happen, but who knows. |
| 2130 | // Maybe some time it will be possible to have crew infos that aren't tied to a specific definition |
| 2131 | return Def->GetFairCrewPhysicals(); |
| 2132 | // Definition physical |
| 2133 | return &(Def->Physical); |
| 2134 | } |
| 2135 | |
| 2136 | bool C4Object::TrainPhysical(C4PhysicalInfo::Offset mpiOffset, int32_t iTrainBy, int32_t iMaxTrain) |
| 2137 | { |
| 2138 | int i = 0; |
| 2139 | // Train temp |
| 2140 | if (PhysicalTemporary) { TemporaryPhysical.Train(mpiOffset, iTrainBy, iMaxTrain); ++i; } |
| 2141 | // train permanent, if existent |
| 2142 | // this also trains if fair crew is used! |
| 2143 | if (Info) { Info->Physical.Train(mpiOffset, iTrainBy, iMaxTrain); ++i; } |
| 2144 | // return whether anything was trained |
| 2145 | return !!i; |
| 2146 | } |
| 2147 | |
| 2148 | bool C4Object::Promote(int32_t torank, bool fForceRankName) |
| 2149 | { |
| 2150 | if (!Info) return false; |
| 2151 | // get rank system |
| 2152 | C4Def *pUseDef = C4Id2Def(id: Info->id); |
| 2153 | C4RankSystem *pRankSys; |
| 2154 | if (pUseDef && pUseDef->pRankNames) |
| 2155 | pRankSys = pUseDef->pRankNames; |
| 2156 | else |
| 2157 | pRankSys = &Game.Rank; |
| 2158 | // always promote info |
| 2159 | Info->Promote(iRank: torank, rRanks&: *pRankSys, fForceRankName); |
| 2160 | // silent update? |
| 2161 | if (!pRankSys->GetRankName(iRank: torank, fReturnLastIfOver: false)) return false; |
| 2162 | GameMsgObject(szText: LoadResStr(id: C4ResStrTableKey::IDS_OBJ_PROMOTION, args: GetName(), args: Info->sRankName.getData()).c_str(), pTarget: this); |
| 2163 | StartSoundEffect(name: "Trumpet" , loop: 0, volume: 100, obj: this); |
| 2164 | return true; |
| 2165 | } |
| 2166 | |
| 2167 | void C4Object::ClearPointers(C4Object *pObj) |
| 2168 | { |
| 2169 | // effects |
| 2170 | if (pEffects) pEffects->ClearPointers(pObj); |
| 2171 | // contents/contained: not necessary, because it's done in AssignRemoval and StatusDeactivate |
| 2172 | // Action targets |
| 2173 | if (Action.Target == pObj) Action.Target = nullptr; |
| 2174 | if (Action.Target2 == pObj) Action.Target2 = nullptr; |
| 2175 | // Commands |
| 2176 | C4Command *cCom; |
| 2177 | for (cCom = Command; cCom; cCom = cCom->Next) |
| 2178 | cCom->ClearPointers(pObj); |
| 2179 | // Menu |
| 2180 | if (Menu) Menu->ClearPointers(pObj); |
| 2181 | // Layer |
| 2182 | if (pLayer == pObj) pLayer = nullptr; |
| 2183 | // gfx overlays |
| 2184 | if (pGfxOverlay) |
| 2185 | { |
| 2186 | C4GraphicsOverlay *pNextGfxOvrl = pGfxOverlay, *pGfxOvrl; |
| 2187 | while (pGfxOvrl = pNextGfxOvrl) |
| 2188 | { |
| 2189 | pNextGfxOvrl = pGfxOvrl->GetNext(); |
| 2190 | if (pGfxOvrl->GetOverlayObject() == pObj) |
| 2191 | // overlay relying on deleted object: Delete! |
| 2192 | RemoveGraphicsOverlay(iOverlayID: pGfxOvrl->GetID()); |
| 2193 | } |
| 2194 | } |
| 2195 | } |
| 2196 | |
| 2197 | C4Value C4Object::Call(const char *szFunctionCall, const C4AulParSet &pPars, bool fPassError, bool convertNilToIntBool) |
| 2198 | { |
| 2199 | if (!Status || !Def || !szFunctionCall[0]) return C4VNull; |
| 2200 | return Def->Script.ObjectCall(pCaller: this, pObj: this, szFunction: szFunctionCall, pPars, fPassError, convertNilToIntBool); |
| 2201 | } |
| 2202 | |
| 2203 | bool C4Object::SetPhase(int32_t iPhase) |
| 2204 | { |
| 2205 | if (Action.Act <= ActIdle) return false; |
| 2206 | C4ActionDef *actdef = &(Def->ActMap[Action.Act]); |
| 2207 | Action.Phase = BoundBy<int32_t>(bval: iPhase, lbound: 0, rbound: actdef->Length); |
| 2208 | return true; |
| 2209 | } |
| 2210 | |
| 2211 | void C4Object::Draw(C4FacetEx &cgo, int32_t iByPlayer, DrawMode eDrawMode) |
| 2212 | { |
| 2213 | C4Facet ccgo; |
| 2214 | |
| 2215 | // Status |
| 2216 | if (!Status || !Def) return; |
| 2217 | |
| 2218 | // visible? |
| 2219 | if (Visibility || pLayer) if (!IsVisible(iForPlr: iByPlayer, fAsOverlay: !!eDrawMode)) return; |
| 2220 | |
| 2221 | // Line |
| 2222 | if (Def->Line) { DrawLine(cgo); return; } |
| 2223 | |
| 2224 | // background particles (bounds not checked) |
| 2225 | if (BackParticles && !Contained && eDrawMode != ODM_BaseOnly) BackParticles.Draw(cgo, pObj: this); |
| 2226 | |
| 2227 | // Object output position |
| 2228 | int32_t cotx = cgo.TargetX, coty = cgo.TargetY; if (eDrawMode != ODM_Overlay) TargetPos(riTx&: cotx, riTy&: coty, fctViewport: cgo); |
| 2229 | int32_t cox = x + Shape.x - cotx, coy = y + Shape.y - coty; |
| 2230 | |
| 2231 | bool fYStretchObject = false; |
| 2232 | if (Action.Act > ActIdle) |
| 2233 | if (Def->ActMap[Action.Act].FacetTargetStretch) |
| 2234 | fYStretchObject = true; |
| 2235 | |
| 2236 | // Set audibility - only for parallax objects, others calculate it on demand |
| 2237 | if (!eDrawMode && (Category & C4D_Parallax)) SetAudibilityAt(cgo, iX: x, iY: y); |
| 2238 | |
| 2239 | // Output boundary |
| 2240 | if (!fYStretchObject && !eDrawMode) |
| 2241 | if (Action.Act > ActIdle && !r && !Def->ActMap[Action.Act].FacetBase && Con <= FullCon) |
| 2242 | { |
| 2243 | // active |
| 2244 | if (!Inside(ival: cox + Action.FacetX, lbound: 1 - Action.Facet.Wdt, rbound: cgo.Wdt) |
| 2245 | || (!Inside(ival: coy + Action.FacetY, lbound: 1 - Action.Facet.Hgt, rbound: cgo.Hgt))) |
| 2246 | { |
| 2247 | if (FrontParticles && !Contained) FrontParticles.Draw(cgo, pObj: this); return; |
| 2248 | } |
| 2249 | } |
| 2250 | else |
| 2251 | // idle |
| 2252 | if (!Inside(ival: cox, lbound: 1 - Shape.Wdt, rbound: cgo.Wdt) |
| 2253 | || (!Inside(ival: coy, lbound: 1 - Shape.Hgt, rbound: cgo.Hgt))) |
| 2254 | { |
| 2255 | if (FrontParticles && !Contained) FrontParticles.Draw(cgo, pObj: this); return; |
| 2256 | } |
| 2257 | |
| 2258 | // ensure correct color is set |
| 2259 | if (GetGraphics()->BitmapClr) GetGraphics()->BitmapClr->SetClr(Color); |
| 2260 | |
| 2261 | // Debug Display |
| 2262 | if (Game.GraphicsSystem.ShowCommand && !eDrawMode) |
| 2263 | { |
| 2264 | C4Command *pCom; |
| 2265 | int32_t ccx = x, ccy = y; |
| 2266 | int32_t x1, y1, x2, y2; |
| 2267 | std::string command; |
| 2268 | std::string commands; |
| 2269 | int32_t iMoveTos = 0; |
| 2270 | for (pCom = Command; pCom; pCom = pCom->Next) |
| 2271 | { |
| 2272 | switch (pCom->Command) |
| 2273 | { |
| 2274 | case C4CMD_MoveTo: |
| 2275 | // Angle |
| 2276 | int32_t iAngle; iAngle = Angle(iX1: ccx, iY1: ccy, iX2: pCom->Tx._getInt(), iY2: pCom->Ty); while (iAngle > 180) iAngle -= 360; |
| 2277 | // Path |
| 2278 | x1 = ccx - cotx; y1 = ccy - coty; |
| 2279 | x2 = pCom->Tx._getInt() - cotx; y2 = pCom->Ty - coty; |
| 2280 | Application.DDraw->DrawLine(sfcTarget: cgo.Surface, x1: cgo.X + x1, y1: cgo.Y + y1, x2: cgo.X + x2, y2: cgo.Y + y2, byCol: CRed); |
| 2281 | Application.DDraw->DrawFrame(sfcDest: cgo.Surface, x1: cgo.X + x2 - 1, y1: cgo.Y + y2 - 1, x2: cgo.X + x2 + 1, y2: cgo.Y + y2 + 1, col: CRed); |
| 2282 | if (x1 > x2) std::swap(a&: x1, b&: x2); if (y1 > y2) std::swap(a&: y1, b&: y2); |
| 2283 | ccx = pCom->Tx._getInt(); ccy = pCom->Ty; |
| 2284 | // Message |
| 2285 | iMoveTos++; |
| 2286 | command.clear(); |
| 2287 | break; |
| 2288 | case C4CMD_Put: |
| 2289 | command = std::format(fmt: "{} {} to {}" , args: CommandName(iCommand: pCom->Command), args: pCom->Target2 ? pCom->Target2->GetName() : pCom->Data ? C4IdText(id: pCom->Data) : "Content" , args: pCom->Target ? pCom->Target->GetName() : "" ); |
| 2290 | break; |
| 2291 | case C4CMD_Buy: case C4CMD_Sell: |
| 2292 | command = std::format(fmt: "{} {} at {}" , args: CommandName(iCommand: pCom->Command), args: C4IdText(id: pCom->Data), args: pCom->Target ? pCom->Target->GetName() : "closest base" ); |
| 2293 | break; |
| 2294 | case C4CMD_Acquire: |
| 2295 | command = std::format(fmt: "{} {}" , args: CommandName(iCommand: pCom->Command), args: pCom->Target ? pCom->Target->GetName() : "" ); |
| 2296 | break; |
| 2297 | case C4CMD_Call: |
| 2298 | command = std::format(fmt: "{} {} in {}" , args: CommandName(iCommand: pCom->Command), args&: pCom->Text, args: pCom->Target ? pCom->Target->GetName() : "(null)" ); |
| 2299 | break; |
| 2300 | case C4CMD_Construct: |
| 2301 | C4Def *pDef; pDef = C4Id2Def(id: pCom->Data); |
| 2302 | command = std::format(fmt: "{} {}" , args: CommandName(iCommand: pCom->Command), args: pDef ? pDef->GetName() : "" ); |
| 2303 | break; |
| 2304 | case C4CMD_None: |
| 2305 | command.clear(); |
| 2306 | break; |
| 2307 | case C4CMD_Transfer: |
| 2308 | // Path |
| 2309 | x1 = ccx - cotx; y1 = ccy - coty; |
| 2310 | x2 = pCom->Tx._getInt() - cotx; y2 = pCom->Ty - coty; |
| 2311 | Application.DDraw->DrawLine(sfcTarget: cgo.Surface, x1: cgo.X + x1, y1: cgo.Y + y1, x2: cgo.X + x2, y2: cgo.Y + y2, byCol: CGreen); |
| 2312 | Application.DDraw->DrawFrame(sfcDest: cgo.Surface, x1: cgo.X + x2 - 1, y1: cgo.Y + y2 - 1, x2: cgo.X + x2 + 1, y2: cgo.Y + y2 + 1, col: CGreen); |
| 2313 | if (x1 > x2) std::swap(a&: x1, b&: x2); if (y1 > y2) std::swap(a&: y1, b&: y2); |
| 2314 | ccx = pCom->Tx._getInt(); ccy = pCom->Ty; |
| 2315 | // Message |
| 2316 | command = std::format(fmt: "{} {}" , args: CommandName(iCommand: pCom->Command), args: pCom->Target ? pCom->Target->GetName() : "" ); |
| 2317 | break; |
| 2318 | default: |
| 2319 | command = std::format(fmt: "{} {}" , args: CommandName(iCommand: pCom->Command), args: pCom->Target ? pCom->Target->GetName() : "" ); |
| 2320 | break; |
| 2321 | } |
| 2322 | // Compose command stack message |
| 2323 | if (!command.empty()) |
| 2324 | { |
| 2325 | // End MoveTo stack first |
| 2326 | if (iMoveTos) { commands += std::format(fmt: "|{}x MoveTo" , args: std::exchange(obj&: iMoveTos, new_val: 0)); } |
| 2327 | // Current message |
| 2328 | commands += '|'; |
| 2329 | if (pCom->Finished) commands += "<i>" ; |
| 2330 | commands += std::move(command); |
| 2331 | if (pCom->Finished) commands += "</i>" ; |
| 2332 | } |
| 2333 | } |
| 2334 | // Open MoveTo stack |
| 2335 | if (iMoveTos) { commands += std::format(fmt: "|{}x MoveTo" , args: std::exchange(obj&: iMoveTos, new_val: 0)); } |
| 2336 | // Draw message |
| 2337 | int32_t cmwdt, cmhgt; Game.GraphicsResource.FontRegular.GetTextExtent(szText: commands.c_str(), rsx&: cmwdt, rsy&: cmhgt, fCheckMarkup: true); |
| 2338 | Application.DDraw->TextOut(szText: commands.c_str(), rFont&: Game.GraphicsResource.FontRegular, fZoom: 1.0, sfcDest: cgo.Surface, iTx: cgo.X + cox - Shape.x, iTy: cgo.Y + coy - 10 - cmhgt, dwFCol: CStdDDraw::DEFAULT_MESSAGE_COLOR, byForm: ACenter); |
| 2339 | } |
| 2340 | |
| 2341 | // Don't draw (show solidmask) |
| 2342 | if (Game.GraphicsSystem.ShowSolidMask) |
| 2343 | if (SolidMask.Wdt) |
| 2344 | { |
| 2345 | // no need to draw it, because the 8bit-surface will be shown |
| 2346 | return; |
| 2347 | } |
| 2348 | |
| 2349 | // Contained check |
| 2350 | if (Contained && !eDrawMode) return; |
| 2351 | |
| 2352 | // Visibility inside FoW |
| 2353 | bool fOldClrModEnabled = !!(Category & C4D_IgnoreFoW); |
| 2354 | if (fOldClrModEnabled) |
| 2355 | { |
| 2356 | fOldClrModEnabled = lpDDraw->GetClrModMapEnabled(); |
| 2357 | lpDDraw->SetClrModMapEnabled(false); |
| 2358 | } |
| 2359 | |
| 2360 | // Fire facet - always draw, even if particles are drawn as well |
| 2361 | if (OnFire) if (eDrawMode != ODM_BaseOnly) |
| 2362 | { |
| 2363 | C4Facet fgo; |
| 2364 | // Straight: Full Shape.Rect on fire |
| 2365 | if (r == 0) |
| 2366 | { |
| 2367 | fgo.Set(nsfc: cgo.Surface, nx: cgo.X + cox, ny: cgo.Y + coy, |
| 2368 | nwdt: Shape.Wdt, nhgt: Shape.Hgt - Shape.FireTop); |
| 2369 | } |
| 2370 | // Rotated: Reduced fire rect |
| 2371 | else |
| 2372 | { |
| 2373 | C4Rect fr; |
| 2374 | Shape.GetVertexOutline(rRect&: fr); |
| 2375 | fgo.Set(nsfc: cgo.Surface, |
| 2376 | nx: cgo.X + cox - Shape.x + fr.x, |
| 2377 | ny: cgo.Y + coy - Shape.y + fr.y, |
| 2378 | nwdt: fr.Wdt, nhgt: fr.Hgt); |
| 2379 | } |
| 2380 | Game.GraphicsResource.fctFire.Draw(cgo&: fgo, fAspect: false, iPhaseX: FirePhase); |
| 2381 | } |
| 2382 | |
| 2383 | // color modulation (including construction sign...) |
| 2384 | if (ColorMod || BlitMode) if (!eDrawMode) PrepareDrawing(); |
| 2385 | |
| 2386 | // Not active or rotated: BaseFace only |
| 2387 | if ((Action.Act <= ActIdle)) |
| 2388 | { |
| 2389 | DrawFace(cgo, cgoX: cgo.X + cox, cgoY: cgo.Y + coy); |
| 2390 | } |
| 2391 | |
| 2392 | // Active |
| 2393 | else |
| 2394 | { |
| 2395 | // FacetBase |
| 2396 | if (Def->ActMap[Action.Act].FacetBase) |
| 2397 | DrawFace(cgo, cgoX: cgo.X + cox, cgoY: cgo.Y + coy, iPhaseX: 0, iPhaseY: Action.DrawDir); |
| 2398 | |
| 2399 | // Facet |
| 2400 | if (Action.Facet.Surface) |
| 2401 | { |
| 2402 | // Special: stretched action facet |
| 2403 | if (Def->ActMap[Action.Act].FacetTargetStretch) |
| 2404 | { |
| 2405 | if (Action.Target) |
| 2406 | Action.Facet.DrawX(sfcTarget: cgo.Surface, |
| 2407 | iX: cgo.X + cox + Action.FacetX, |
| 2408 | iY: cgo.Y + coy + Action.FacetY, |
| 2409 | iWdt: Action.Facet.Wdt, |
| 2410 | iHgt: (Action.Target->y + Action.Target->Shape.y) - (y + Shape.y + Action.FacetY), |
| 2411 | iPhaseX: 0, iPhaseY: 0, scale: GetGraphics()->pDef->Scale); |
| 2412 | } |
| 2413 | // Regular action facet |
| 2414 | else |
| 2415 | { |
| 2416 | // Calculate graphics phase index |
| 2417 | int32_t iPhase = Action.Phase; |
| 2418 | if (Def->ActMap[Action.Act].Reverse) iPhase = Def->ActMap[Action.Act].Length - 1 - Action.Phase; |
| 2419 | if (r != 0 && Def->Rotateable) |
| 2420 | { |
| 2421 | // newgfx: draw rotated actions as well |
| 2422 | if (Def->GrowthType || Con == FullCon) |
| 2423 | { |
| 2424 | // rotate midpoint of action facet around center of shape |
| 2425 | // combine with existing transform if necessary |
| 2426 | C4DrawTransform rot; |
| 2427 | if (pDrawTransform) |
| 2428 | { |
| 2429 | rot.SetTransformAt(rCopy&: *pDrawTransform, iOffX: cgo.X + cox + float(Shape.Wdt) / 2, iOffY: cgo.Y + coy + float(Shape.Hgt) / 2); |
| 2430 | rot.Rotate(iAngle: r * 100, fOffX: float(cgo.X + cox + Shape.Wdt / 2), fOffY: float(cgo.Y + coy + Shape.Hgt / 2)); |
| 2431 | } |
| 2432 | else |
| 2433 | rot.SetRotate(iAngle: r * 100, fOffX: float(cgo.X + cox + Shape.Wdt / 2), fOffY: float(cgo.Y + coy + Shape.Hgt / 2)); |
| 2434 | // draw stretched towards shape center with transform |
| 2435 | Action.Facet.DrawXT(sfcTarget: cgo.Surface, |
| 2436 | iX: (Def->Shape.x + Action.FacetX) * Con / FullCon + cgo.X + cox - Shape.x, |
| 2437 | iY: (Def->Shape.y + Action.FacetY) * Con / FullCon + cgo.Y + coy - Shape.y, |
| 2438 | iWdt: Action.Facet.Wdt * Con / FullCon, iHgt: Action.Facet.Hgt * Con / FullCon, |
| 2439 | iPhaseX: iPhase, iPhaseY: Action.DrawDir, pTransform: &rot, |
| 2440 | noScalingCorrection: false, scale: GetGraphics()->pDef->Scale); |
| 2441 | } |
| 2442 | else |
| 2443 | { |
| 2444 | // incomplete constructions do not show actions |
| 2445 | DrawFace(cgo, cgoX: cgo.X + cox, cgoY: cgo.Y + coy); |
| 2446 | } |
| 2447 | } |
| 2448 | else |
| 2449 | { |
| 2450 | // Exact fullcon |
| 2451 | if (Con == FullCon) |
| 2452 | Action.Facet.DrawT(sfcTarget: cgo.Surface, |
| 2453 | iX: cgo.X + cox + Action.FacetX, |
| 2454 | iY: cgo.Y + coy + Action.FacetY, |
| 2455 | iPhaseX: iPhase, iPhaseY: Action.DrawDir, |
| 2456 | pTransform: pDrawTransform ? &C4DrawTransform(*pDrawTransform, static_cast<float>(Shape.Wdt) / 2 + cgo.X + cox, static_cast<float>(Shape.Hgt) / 2 + cgo.Y + coy) : nullptr, |
| 2457 | noScalingCorrection: false, scale: GetGraphics()->pDef->Scale); |
| 2458 | // Growth strechted |
| 2459 | else |
| 2460 | Action.Facet.DrawXT(sfcTarget: cgo.Surface, |
| 2461 | iX: cgo.X + cox, iY: cgo.Y + coy, |
| 2462 | iWdt: Shape.Wdt, iHgt: Shape.Hgt, |
| 2463 | iPhaseX: iPhase, iPhaseY: Action.DrawDir, |
| 2464 | pTransform: pDrawTransform ? &C4DrawTransform(*pDrawTransform, static_cast<float>(Shape.Wdt) / 2 + cgo.X + cox, static_cast<float>(Shape.Hgt) / 2 + cgo.Y + coy) : nullptr, |
| 2465 | noScalingCorrection: false, scale: GetGraphics()->pDef->Scale); |
| 2466 | } |
| 2467 | } |
| 2468 | } |
| 2469 | } |
| 2470 | |
| 2471 | // end of color modulation |
| 2472 | if (ColorMod || BlitMode) if (!eDrawMode) FinishedDrawing(); |
| 2473 | |
| 2474 | // draw overlays - after blit mode changes, because overlay gfx set their own |
| 2475 | if (pGfxOverlay) if (eDrawMode != ODM_BaseOnly) |
| 2476 | for (C4GraphicsOverlay *pGfxOvrl = pGfxOverlay; pGfxOvrl; pGfxOvrl = pGfxOvrl->GetNext()) |
| 2477 | if (!pGfxOvrl->IsPicture()) |
| 2478 | pGfxOvrl->Draw(cgo, pForObj: this, iByPlayer); |
| 2479 | |
| 2480 | // local particles in front of the object |
| 2481 | if (FrontParticles) if (eDrawMode != ODM_BaseOnly) FrontParticles.Draw(cgo, pObj: this); |
| 2482 | |
| 2483 | // Select Mark |
| 2484 | if (Select) |
| 2485 | if (eDrawMode != ODM_BaseOnly) |
| 2486 | if (ValidPlr(plr: Owner)) |
| 2487 | if (Owner == iByPlayer) |
| 2488 | if (Game.Players.Get(iPlayer: Owner)->SelectFlash) |
| 2489 | DrawSelectMark(cgo); |
| 2490 | |
| 2491 | // Energy shortage |
| 2492 | if (NeedEnergy) if (Tick35 > 12) if (eDrawMode != ODM_BaseOnly) |
| 2493 | { |
| 2494 | C4Facet &fctEnergy = Game.GraphicsResource.fctEnergy; |
| 2495 | int32_t tx = cox + Shape.Wdt / 2 - fctEnergy.Wdt / 2, ty = coy - fctEnergy.Hgt - 5; |
| 2496 | fctEnergy.Draw(sfcTarget: cgo.Surface, iX: cgo.X + tx, iY: cgo.Y + ty); |
| 2497 | } |
| 2498 | |
| 2499 | // Debug Display |
| 2500 | if (Game.GraphicsSystem.ShowVertices) if (eDrawMode != ODM_BaseOnly) |
| 2501 | { |
| 2502 | int32_t cnt; |
| 2503 | if (Shape.VtxNum > 1) |
| 2504 | for (cnt = 0; cnt < Shape.VtxNum; cnt++) |
| 2505 | { |
| 2506 | DrawVertex(cgo, |
| 2507 | tx: cox - Shape.x + Shape.VtxX[cnt], |
| 2508 | ty: coy - Shape.y + Shape.VtxY[cnt], |
| 2509 | col: (Shape.VtxCNAT[cnt] & CNAT_NoCollision) ? CBlue : (Mobile ? CRed : CYellow), |
| 2510 | contact: Shape.VtxContactCNAT[cnt]); |
| 2511 | } |
| 2512 | } |
| 2513 | |
| 2514 | if (Game.GraphicsSystem.ShowEntrance) if (eDrawMode != ODM_BaseOnly) |
| 2515 | { |
| 2516 | if (OCF & OCF_Entrance) |
| 2517 | Application.DDraw->DrawFrame(sfcDest: cgo.Surface, x1: cgo.X + cox - Shape.x + Def->Entrance.x, |
| 2518 | y1: cgo.Y + coy - Shape.y + Def->Entrance.y, |
| 2519 | x2: cgo.X + cox - Shape.x + Def->Entrance.x + Def->Entrance.Wdt - 1, |
| 2520 | y2: cgo.Y + coy - Shape.y + Def->Entrance.y + Def->Entrance.Hgt - 1, |
| 2521 | col: CBlue); |
| 2522 | if (OCF & OCF_Collection) |
| 2523 | Application.DDraw->DrawFrame(sfcDest: cgo.Surface, x1: cgo.X + cox - Shape.x + Def->Collection.x, |
| 2524 | y1: cgo.Y + coy - Shape.y + Def->Collection.y, |
| 2525 | x2: cgo.X + cox - Shape.x + Def->Collection.x + Def->Collection.Wdt - 1, |
| 2526 | y2: cgo.Y + coy - Shape.y + Def->Collection.y + Def->Collection.Hgt - 1, |
| 2527 | col: CRed); |
| 2528 | } |
| 2529 | |
| 2530 | if (Game.GraphicsSystem.ShowAction) if (eDrawMode != ODM_BaseOnly) |
| 2531 | { |
| 2532 | if (Action.Act > ActIdle) |
| 2533 | { |
| 2534 | const std::string message{std::format(fmt: "{} ({})" , args: +Def->ActMap[Action.Act].Name, args&: Action.Phase)}; |
| 2535 | int32_t cmwdt, cmhgt; |
| 2536 | Game.GraphicsResource.FontRegular.GetTextExtent(szText: message.c_str(), rsx&: cmwdt, rsy&: cmhgt, fCheckMarkup: true); |
| 2537 | Application.DDraw->TextOut(szText: message.c_str(), rFont&: Game.GraphicsResource.FontRegular, fZoom: 1.0, sfcDest: cgo.Surface, iTx: cgo.X + cox - Shape.x, iTy: cgo.Y + coy - cmhgt, dwFCol: InLiquid ? 0xfa0000FF : CStdDDraw::DEFAULT_MESSAGE_COLOR, byForm: ACenter); |
| 2538 | } |
| 2539 | } |
| 2540 | |
| 2541 | // Restore visibility inside FoW |
| 2542 | if (fOldClrModEnabled) lpDDraw->SetClrModMapEnabled(fOldClrModEnabled); |
| 2543 | } |
| 2544 | |
| 2545 | void C4Object::DrawTopFace(C4FacetEx &cgo, int32_t iByPlayer, DrawMode eDrawMode) |
| 2546 | { |
| 2547 | // Status |
| 2548 | if (!Status || !Def) return; |
| 2549 | // visible? |
| 2550 | if (Visibility) if (!IsVisible(iForPlr: iByPlayer, fAsOverlay: eDrawMode == ODM_Overlay)) return; |
| 2551 | // target pos (parallax) |
| 2552 | int32_t cotx = cgo.TargetX, coty = cgo.TargetY; if (eDrawMode != ODM_Overlay) TargetPos(riTx&: cotx, riTy&: coty, fctViewport: cgo); |
| 2553 | // Clonk name |
| 2554 | // Name of Owner/Clonk (only when Crew Member; never in films) |
| 2555 | if (OCF & OCF_CrewMember) if ((Config.Graphics.ShowCrewNames || Config.Graphics.ShowCrewCNames) && (!Game.C4S.Head.Film || !Game.C4S.Head.Replay)) if (!eDrawMode) |
| 2556 | if (Owner != iByPlayer && !Contained) |
| 2557 | { |
| 2558 | // inside screen range? |
| 2559 | if (!Inside(ival: x + Shape.x - cotx, lbound: 1 - Shape.Wdt, rbound: cgo.Wdt) |
| 2560 | || !Inside(ival: y + Shape.y - coty, lbound: 1 - Shape.Hgt, rbound: cgo.Hgt)) return; |
| 2561 | // get player |
| 2562 | C4Player *pOwner = Game.Players.Get(iPlayer: Owner); |
| 2563 | if (pOwner) if (!Hostile(plr1: Owner, plr2: iByPlayer)) if (!pOwner->IsInvisible()) |
| 2564 | { |
| 2565 | int32_t X = x; |
| 2566 | int32_t Y = y - Def->Shape.Hgt / 2 - 20; |
| 2567 | // compose string |
| 2568 | char szText[C4GM_MaxText + 1]; |
| 2569 | if (Config.Graphics.ShowCrewNames) |
| 2570 | if (Config.Graphics.ShowCrewCNames) |
| 2571 | FormatWithNull(buf&: szText, fmt: "{} ({})" , args: GetName(), args: pOwner->GetName()); |
| 2572 | else |
| 2573 | SCopy(szSource: pOwner->GetName(), sTarget: szText); |
| 2574 | else |
| 2575 | SCopy(szSource: GetName(), sTarget: szText); |
| 2576 | // Word wrap to cgo width |
| 2577 | int32_t iCharWdt, dummy; Game.GraphicsResource.FontRegular.GetTextExtent(szText: "m" , rsx&: iCharWdt, rsy&: dummy, fCheckMarkup: false); |
| 2578 | int32_t iMaxLine = std::max<int32_t>(a: cgo.Wdt / iCharWdt, b: 20); |
| 2579 | SWordWrap(szText, cSpace: ' ', cSepa: '|', iMaxLine); |
| 2580 | // Adjust position by output boundaries |
| 2581 | int32_t iTX, iTY, iTWdt, iTHgt; |
| 2582 | Game.GraphicsResource.FontRegular.GetTextExtent(szText, rsx&: iTWdt, rsy&: iTHgt, fCheckMarkup: true); |
| 2583 | iTX = BoundBy<int32_t>(bval: X - cotx, lbound: iTWdt / 2, rbound: cgo.Wdt - iTWdt / 2); |
| 2584 | iTY = BoundBy<int32_t>(bval: Y - coty - iTHgt, lbound: 0, rbound: cgo.Hgt - iTHgt); |
| 2585 | // Draw |
| 2586 | Application.DDraw->TextOut(szText, rFont&: Game.GraphicsResource.FontRegular, fZoom: 1.0, sfcDest: cgo.Surface, iTx: cgo.X + iTX, iTy: cgo.Y + iTY, |
| 2587 | dwFCol: pOwner->ColorDw | 0x7f000000, byForm: ACenter); |
| 2588 | } |
| 2589 | } |
| 2590 | // TopFace |
| 2591 | if (!(TopFace.Surface || (OCF & OCF_Construct))) return; |
| 2592 | // Output position |
| 2593 | int32_t cox, coy; |
| 2594 | cox = x + Shape.x - cotx; |
| 2595 | coy = y + Shape.y - coty; |
| 2596 | // Output bounds check |
| 2597 | if (!Inside(ival: cox, lbound: 1 - Shape.Wdt, rbound: cgo.Wdt) |
| 2598 | || !Inside(ival: coy, lbound: 1 - Shape.Hgt, rbound: cgo.Hgt)) |
| 2599 | return; |
| 2600 | // Don't draw (show solidmask) |
| 2601 | if (Game.GraphicsSystem.ShowSolidMask) |
| 2602 | if (SolidMask.Wdt) |
| 2603 | return; |
| 2604 | // Contained |
| 2605 | if (Contained) if (eDrawMode != ODM_Overlay) return; |
| 2606 | // Construction sign |
| 2607 | if (OCF & OCF_Construct) if (r == 0) if (eDrawMode != ODM_BaseOnly) |
| 2608 | { |
| 2609 | C4Facet &fctConSign = Game.GraphicsResource.fctConstruction; |
| 2610 | fctConSign.Draw(sfcTarget: cgo.Surface, iX: cgo.X + cox, iY: cgo.Y + coy + Shape.Hgt - fctConSign.Hgt); |
| 2611 | } |
| 2612 | // FacetTopFace: Override TopFace.x/y |
| 2613 | if ((Action.Act > ActIdle) && Def->ActMap[Action.Act].FacetTopFace) |
| 2614 | { |
| 2615 | C4ActionDef *actdef = &Def->ActMap[Action.Act]; |
| 2616 | int32_t iPhase = Action.Phase; |
| 2617 | if (actdef->Reverse) iPhase = actdef->Length - 1 - Action.Phase; |
| 2618 | TopFace.X = actdef->Facet.x + Def->TopFace.x + actdef->Facet.Wdt * iPhase; |
| 2619 | TopFace.Y = actdef->Facet.y + Def->TopFace.y + actdef->Facet.Hgt * Action.DrawDir; |
| 2620 | } |
| 2621 | // ensure correct color is set |
| 2622 | if (GetGraphics()->BitmapClr) GetGraphics()->BitmapClr->SetClr(Color); |
| 2623 | // color modulation (including construction sign...) |
| 2624 | if (!eDrawMode) PrepareDrawing(); |
| 2625 | // Draw top face bitmap |
| 2626 | if (Con != FullCon && Def->GrowthType) |
| 2627 | // stretched |
| 2628 | TopFace.DrawXT(sfcTarget: cgo.Surface, |
| 2629 | iX: cgo.X + cox + Def->TopFace.tx * Con / FullCon, |
| 2630 | iY: cgo.Y + coy + Def->TopFace.ty * Con / FullCon, |
| 2631 | iWdt: TopFace.Wdt * Con / FullCon, |
| 2632 | iHgt: TopFace.Hgt * Con / FullCon, |
| 2633 | iPhaseX: 0, iPhaseY: 0, |
| 2634 | pTransform: pDrawTransform ? &C4DrawTransform(*pDrawTransform, cgo.X + cox + float(Shape.Wdt) / 2, cgo.Y + coy + float(Shape.Hgt) / 2) : nullptr, |
| 2635 | noScalingCorrection: false, scale: GetGraphics()->pDef->Scale); |
| 2636 | else |
| 2637 | // normal |
| 2638 | TopFace.DrawT(sfcTarget: cgo.Surface, |
| 2639 | iX: cgo.X + cox + Def->TopFace.tx, |
| 2640 | iY: cgo.Y + coy + Def->TopFace.ty, |
| 2641 | iPhaseX: 0, iPhaseY: 0, |
| 2642 | pTransform: pDrawTransform ? &C4DrawTransform(*pDrawTransform, cgo.X + cox + float(Shape.Wdt) / 2, cgo.Y + coy + float(Shape.Hgt) / 2) : nullptr, |
| 2643 | noScalingCorrection: false, scale: GetGraphics()->pDef->Scale); |
| 2644 | // end of color modulation |
| 2645 | if (!eDrawMode) FinishedDrawing(); |
| 2646 | } |
| 2647 | |
| 2648 | void C4Object::DrawLine(C4FacetEx &cgo) |
| 2649 | { |
| 2650 | // Audibility |
| 2651 | SetAudibilityAt(cgo, iX: Shape.VtxX[0], iY: Shape.VtxY[0]); |
| 2652 | SetAudibilityAt(cgo, iX: Shape.VtxX[Shape.VtxNum - 1], iY: Shape.VtxY[Shape.VtxNum - 1]); |
| 2653 | // additive mode? |
| 2654 | PrepareDrawing(); |
| 2655 | // Draw line segments |
| 2656 | for (int32_t vtx = 0; vtx + 1 < Shape.VtxNum; vtx++) |
| 2657 | switch (Def->Line) |
| 2658 | { |
| 2659 | case C4D_Line_Power: |
| 2660 | cgo.DrawLine(iX1: Shape.VtxX[vtx], iY1: Shape.VtxY[vtx], |
| 2661 | iX2: Shape.VtxX[vtx + 1], iY2: Shape.VtxY[vtx + 1], |
| 2662 | bCol1: 68, bCol2: 26); |
| 2663 | break; |
| 2664 | case C4D_Line_Source: case C4D_Line_Drain: |
| 2665 | cgo.DrawLine(iX1: Shape.VtxX[vtx], iY1: Shape.VtxY[vtx], |
| 2666 | iX2: Shape.VtxX[vtx + 1], iY2: Shape.VtxY[vtx + 1], |
| 2667 | bCol1: 23, bCol2: 26); |
| 2668 | break; |
| 2669 | case C4D_Line_Lightning: |
| 2670 | cgo.DrawBolt(iX1: Shape.VtxX[vtx], iY1: Shape.VtxY[vtx], |
| 2671 | iX2: Shape.VtxX[vtx + 1], iY2: Shape.VtxY[vtx + 1], |
| 2672 | bCol: CWhite, bCol2: CWhite); |
| 2673 | break; |
| 2674 | case C4D_Line_Rope: |
| 2675 | cgo.DrawLine(iX1: Shape.VtxX[vtx], iY1: Shape.VtxY[vtx], |
| 2676 | iX2: Shape.VtxX[vtx + 1], iY2: Shape.VtxY[vtx + 1], |
| 2677 | bCol1: 65, bCol2: 65); |
| 2678 | break; |
| 2679 | case C4D_Line_Vertex: |
| 2680 | case C4D_Line_Colored: |
| 2681 | cgo.DrawLine(iX1: Shape.VtxX[vtx], iY1: Shape.VtxY[vtx], |
| 2682 | iX2: Shape.VtxX[vtx + 1], iY2: Shape.VtxY[vtx + 1], |
| 2683 | bCol1: uint8_t(Local[0].getInt()), bCol2: uint8_t(Local[1].getInt())); |
| 2684 | break; |
| 2685 | } |
| 2686 | // reset blit mode |
| 2687 | FinishedDrawing(); |
| 2688 | } |
| 2689 | |
| 2690 | void C4Object::DrawEnergy(C4Facet &cgo) |
| 2691 | { |
| 2692 | cgo.DrawEnergyLevelEx(iLevel: Energy, iRange: GetPhysical()->Energy, gfx: Game.GraphicsResource.fctEnergyBars, bar_idx: 0); |
| 2693 | } |
| 2694 | |
| 2695 | void C4Object::DrawMagicEnergy(C4Facet &cgo) |
| 2696 | { |
| 2697 | // draw in units of MagicPhysicalFactor, so you can get a full magic energy bar by script even if partial magic energy training is not fulfilled |
| 2698 | cgo.DrawEnergyLevelEx(iLevel: MagicEnergy / MagicPhysicalFactor, iRange: GetPhysical()->Magic / MagicPhysicalFactor, gfx: Game.GraphicsResource.fctEnergyBars, bar_idx: 1); |
| 2699 | } |
| 2700 | |
| 2701 | void C4Object::DrawBreath(C4Facet &cgo) |
| 2702 | { |
| 2703 | cgo.DrawEnergyLevelEx(iLevel: Breath, iRange: GetPhysical()->Breath, gfx: Game.GraphicsResource.fctEnergyBars, bar_idx: 2); |
| 2704 | } |
| 2705 | |
| 2706 | void C4Object::CompileFunc(StdCompiler *pComp) |
| 2707 | { |
| 2708 | bool fCompiler = pComp->isCompiler(); |
| 2709 | if (fCompiler) |
| 2710 | Clear(); |
| 2711 | |
| 2712 | // Compile ID, search definition |
| 2713 | pComp->Value(rStruct: mkNamingAdapt(rValue: mkC4IDAdapt(rValue&: id), szName: "id" , rDefault: C4ID_None)); |
| 2714 | if (fCompiler) |
| 2715 | { |
| 2716 | Def = Game.Defs.ID2Def(id); |
| 2717 | if (!Def) |
| 2718 | { |
| 2719 | pComp->excNotFound(message: LoadResStr(id: C4ResStrTableKey::IDS_PRC_UNDEFINEDOBJECT, args: C4IdText(id))); return; |
| 2720 | } |
| 2721 | } |
| 2722 | |
| 2723 | // Write the name only if the object has an individual name, use def name as default for reading. |
| 2724 | // (Info may overwrite later, see C4Player::MakeCrewMember) |
| 2725 | if (pComp->isCompiler()) |
| 2726 | { |
| 2727 | pComp->Value(rStruct: mkNamingAdapt(rValue&: CustomName, szName: "Name" , rDefault: std::string{})); |
| 2728 | } |
| 2729 | else if (!CustomName.empty()) |
| 2730 | // Write the name only if the object has an individual name |
| 2731 | // 2do: And what about binary compilers? |
| 2732 | pComp->Value(rStruct: mkNamingAdapt(rValue&: CustomName, szName: "Name" )); |
| 2733 | |
| 2734 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Number, szName: "Number" , rDefault: -1)); |
| 2735 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Status, szName: "Status" , rDefault: 1)); |
| 2736 | pComp->Value(rStruct: mkNamingAdapt(toC4CStrBuf(nInfo), szName: "Info" , rDefault: "" )); |
| 2737 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Owner, szName: "Owner" , rDefault: NO_OWNER)); |
| 2738 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Timer, szName: "Timer" , rDefault: 0)); |
| 2739 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Controller, szName: "Controller" , rDefault: NO_OWNER)); |
| 2740 | pComp->Value(rStruct: mkNamingAdapt(rValue&: LastEnergyLossCausePlayer, szName: "LastEngLossPlr" , rDefault: NO_OWNER)); |
| 2741 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Category, szName: "Category" , rDefault: 0)); |
| 2742 | pComp->Value(rStruct: mkNamingAdapt(rValue&: x, szName: "X" , rDefault: 0)); |
| 2743 | pComp->Value(rStruct: mkNamingAdapt(rValue&: y, szName: "Y" , rDefault: 0)); |
| 2744 | pComp->Value(rStruct: mkNamingAdapt(rValue&: r, szName: "Rotation" , rDefault: 0)); |
| 2745 | pComp->Value(rStruct: mkNamingAdapt(rValue&: motion_x, szName: "MotionX" , rDefault: 0)); |
| 2746 | pComp->Value(rStruct: mkNamingAdapt(rValue&: motion_y, szName: "MotionY" , rDefault: 0)); |
| 2747 | pComp->Value(rStruct: mkNamingAdapt(rValue&: iLastAttachMovementFrame, szName: "LastSolidAtchFrame" , rDefault: -1)); |
| 2748 | pComp->Value(rStruct: mkNamingAdapt(rValue&: NoCollectDelay, szName: "NoCollectDelay" , rDefault: 0)); |
| 2749 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Base, szName: "Base" , rDefault: NO_OWNER)); |
| 2750 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Con, szName: "Size" , rDefault: 0)); |
| 2751 | pComp->Value(rStruct: mkNamingAdapt(rValue&: OwnMass, szName: "OwnMass" , rDefault: 0)); |
| 2752 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Mass, szName: "Mass" , rDefault: 0)); |
| 2753 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Damage, szName: "Damage" , rDefault: 0)); |
| 2754 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Energy, szName: "Energy" , rDefault: 0)); |
| 2755 | pComp->Value(rStruct: mkNamingAdapt(rValue&: MagicEnergy, szName: "MagicEnergy" , rDefault: 0)); |
| 2756 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Alive, szName: "Alive" , rDefault: false)); |
| 2757 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Breath, szName: "Breath" , rDefault: 0)); |
| 2758 | pComp->Value(rStruct: mkNamingAdapt(rValue&: FirePhase, szName: "FirePhase" , rDefault: 0)); |
| 2759 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Color, szName: "Color" , rDefault: 0u)); // TODO: Convert |
| 2760 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Color, szName: "ColorDw" , rDefault: 0u)); |
| 2761 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Local, szName: "Locals" , rDefault: C4ValueList())); |
| 2762 | pComp->Value(rStruct: mkNamingAdapt(rValue&: fix_x, szName: "FixX" , rDefault: 0)); |
| 2763 | pComp->Value(rStruct: mkNamingAdapt(rValue&: fix_y, szName: "FixY" , rDefault: 0)); |
| 2764 | pComp->Value(rStruct: mkNamingAdapt(rValue&: fix_r, szName: "FixR" , rDefault: 0)); |
| 2765 | pComp->Value(rStruct: mkNamingAdapt(rValue&: xdir, szName: "XDir" , rDefault: 0)); |
| 2766 | pComp->Value(rStruct: mkNamingAdapt(rValue&: ydir, szName: "YDir" , rDefault: 0)); |
| 2767 | pComp->Value(rStruct: mkNamingAdapt(rValue&: rdir, szName: "RDir" , rDefault: 0)); |
| 2768 | pComp->Value(rStruct: mkParAdapt(rObj&: Shape, rPar: true)); |
| 2769 | pComp->Value(rStruct: mkNamingAdapt(rValue&: fOwnVertices, szName: "OwnVertices" , rDefault: false)); |
| 2770 | pComp->Value(rStruct: mkNamingAdapt(rValue&: SolidMask, szName: "SolidMask" , rDefault: Def->SolidMask)); |
| 2771 | pComp->Value(rStruct: mkNamingAdapt(rValue&: PictureRect, szName: "Picture" )); |
| 2772 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Mobile, szName: "Mobile" , rDefault: false)); |
| 2773 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Select, szName: "Selected" , rDefault: false)); |
| 2774 | pComp->Value(rStruct: mkNamingAdapt(rValue&: OnFire, szName: "OnFire" , rDefault: false)); |
| 2775 | pComp->Value(rStruct: mkNamingAdapt(rValue&: InLiquid, szName: "InLiquid" , rDefault: false)); |
| 2776 | pComp->Value(rStruct: mkNamingAdapt(rValue&: EntranceStatus, szName: "EntranceStatus" , rDefault: false)); |
| 2777 | pComp->Value(rStruct: mkNamingAdapt(rValue&: PhysicalTemporary, szName: "PhysicalTemporary" , rDefault: false)); |
| 2778 | pComp->Value(rStruct: mkNamingAdapt(rValue&: NeedEnergy, szName: "NeedEnergy" , rDefault: false)); |
| 2779 | pComp->Value(rStruct: mkNamingAdapt(rValue&: OCF, szName: "OCF" , rDefault: 0u)); |
| 2780 | pComp->Value(rStruct&: Action); |
| 2781 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Contained, szName: "Contained" , rDefault: C4EnumeratedObjectPtr{})); |
| 2782 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Action.Target, szName: "ActionTarget1" , rDefault: C4EnumeratedObjectPtr{})); |
| 2783 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Action.Target2, szName: "ActionTarget2" , rDefault: C4EnumeratedObjectPtr{})); |
| 2784 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Component, szName: "Component" )); |
| 2785 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Contents, szName: "Contents" )); |
| 2786 | pComp->Value(rStruct: mkNamingAdapt(rValue&: PlrViewRange, szName: "PlrViewRange" , rDefault: 0)); |
| 2787 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Visibility, szName: "Visibility" , VIS_All)); |
| 2788 | pComp->Value(rStruct: mkNamingAdapt(rValue&: LocalNamed, szName: "LocalNamed" )); |
| 2789 | pComp->Value(rStruct: mkNamingAdapt(rValue&: ColorMod, szName: "ColorMod" , rDefault: 0u)); |
| 2790 | pComp->Value(rStruct: mkNamingAdapt(rValue&: BlitMode, szName: "BlitMode" , rDefault: 0u)); |
| 2791 | pComp->Value(rStruct: mkNamingAdapt(rValue&: CrewDisabled, szName: "CrewDisabled" , rDefault: false)); |
| 2792 | pComp->Value(rStruct: mkNamingAdapt(rValue&: pLayer, szName: "Layer" , rDefault: C4EnumeratedObjectPtr{})); |
| 2793 | pComp->Value(rStruct: mkNamingAdapt(rValue: C4DefGraphicsAdapt(pGraphics), szName: "Graphics" , rDefault: &Def->Graphics)); |
| 2794 | pComp->Value(rStruct: mkNamingPtrAdapt(rpObj&: pDrawTransform, szNaming: "DrawTransform" )); |
| 2795 | pComp->Value(rStruct: mkNamingPtrAdapt(rpObj&: pEffects, szNaming: "Effects" )); |
| 2796 | pComp->Value(rStruct: mkNamingAdapt(rValue: C4GraphicsOverlayListAdapt(pGfxOverlay), szName: "GfxOverlay" , rDefault: nullptr)); |
| 2797 | |
| 2798 | if (PhysicalTemporary) |
| 2799 | { |
| 2800 | pComp->FollowName(szName: "Physical" ); |
| 2801 | pComp->Value(rStruct&: TemporaryPhysical); |
| 2802 | } |
| 2803 | |
| 2804 | // Commands |
| 2805 | if (pComp->FollowName(szName: "Commands" )) |
| 2806 | if (fCompiler) |
| 2807 | { |
| 2808 | C4Command *pCmd = nullptr; |
| 2809 | for (int i = 1; ; i++) |
| 2810 | { |
| 2811 | // Every command has its own naming environment |
| 2812 | const std::string naming{std::format(fmt: "Command{}" , args&: i)}; |
| 2813 | pComp->Value(rStruct: mkNamingPtrAdapt(rpObj&: pCmd ? pCmd->Next : Command, szNaming: naming.c_str())); |
| 2814 | // Last command? |
| 2815 | pCmd = (pCmd ? pCmd->Next : Command); |
| 2816 | if (!pCmd) |
| 2817 | break; |
| 2818 | pCmd->cObj = this; |
| 2819 | } |
| 2820 | } |
| 2821 | else |
| 2822 | { |
| 2823 | C4Command *pCmd = Command; |
| 2824 | for (int i = 1; pCmd; i++, pCmd = pCmd->Next) |
| 2825 | { |
| 2826 | const std::string naming{std::format(fmt: "Command{}" , args&: i)}; |
| 2827 | pComp->Value(rStruct: mkNamingAdapt(rValue&: *pCmd, szName: naming.c_str())); |
| 2828 | } |
| 2829 | } |
| 2830 | |
| 2831 | // Compiling? Do initialization. |
| 2832 | if (fCompiler) |
| 2833 | { |
| 2834 | // add to def count |
| 2835 | Def->Count++; |
| 2836 | |
| 2837 | // set local variable names |
| 2838 | LocalNamed.SetNameList(&Def->Script.LocalNamed); |
| 2839 | |
| 2840 | // Set action (override running data) |
| 2841 | int32_t iTime = Action.Time; |
| 2842 | int32_t iPhase = Action.Phase; |
| 2843 | int32_t iPhaseDelay = Action.PhaseDelay; |
| 2844 | if (SetActionByName(szActName: Action.Name, pTarget: nullptr, pTarget2: nullptr, iCalls: false)) |
| 2845 | { |
| 2846 | Action.Time = iTime; |
| 2847 | Action.Phase = iPhase; // No checking for valid phase |
| 2848 | Action.PhaseDelay = iPhaseDelay; |
| 2849 | } |
| 2850 | |
| 2851 | // if on fire but no effect is present (old-style savegames), re-incinerate |
| 2852 | int32_t iFireNumber; |
| 2853 | C4Value Par1, Par2, Par3, Par4; |
| 2854 | if (OnFire && !pEffects) new C4Effect(this, C4Fx_Fire, C4Fx_FirePriority, C4Fx_FireTimer, nullptr, 0, Par1, Par2, Par3, Par4, false, iFireNumber); |
| 2855 | |
| 2856 | // blit mode not assigned? use definition default then |
| 2857 | if (!BlitMode) BlitMode = Def->BlitMode; |
| 2858 | |
| 2859 | // object needs to be resorted? May happen if there's unsorted objects in savegame |
| 2860 | if (Unsorted) Game.fResortAnyObject = true; |
| 2861 | |
| 2862 | // initial OCF update |
| 2863 | SetOCF(); |
| 2864 | } |
| 2865 | } |
| 2866 | |
| 2867 | void C4Object::EnumeratePointers() |
| 2868 | { |
| 2869 | EnumerateObjectPtrs(args&: Contained, args&: Action.Target, args&: Action.Target2, args&: pLayer); |
| 2870 | |
| 2871 | // Info by name |
| 2872 | if (Info) nInfo = Info->Name; else nInfo.Clear(); |
| 2873 | |
| 2874 | // Commands |
| 2875 | for (C4Command *pCom = Command; pCom; pCom = pCom->Next) |
| 2876 | pCom->EnumeratePointers(); |
| 2877 | |
| 2878 | // effects |
| 2879 | if (pEffects) pEffects->EnumeratePointers(); |
| 2880 | |
| 2881 | // gfx overlays |
| 2882 | if (pGfxOverlay) |
| 2883 | for (C4GraphicsOverlay *pGfxOvrl = pGfxOverlay; pGfxOvrl; pGfxOvrl = pGfxOvrl->GetNext()) |
| 2884 | pGfxOvrl->EnumeratePointers(); |
| 2885 | } |
| 2886 | |
| 2887 | void C4Object::DenumeratePointers() |
| 2888 | { |
| 2889 | DenumerateObjectPtrs(args&: Contained, args&: Action.Target, args&: Action.Target2, args&: pLayer); |
| 2890 | |
| 2891 | // Post-compile object list |
| 2892 | Contents.DenumerateRead(); |
| 2893 | |
| 2894 | // Local variable pointers |
| 2895 | Local.DenumeratePointers(); |
| 2896 | LocalNamed.DenumeratePointers(); |
| 2897 | |
| 2898 | // Commands |
| 2899 | for (C4Command *pCom = Command; pCom; pCom = pCom->Next) |
| 2900 | pCom->DenumeratePointers(); |
| 2901 | |
| 2902 | // effects |
| 2903 | if (pEffects) pEffects->DenumeratePointers(); |
| 2904 | |
| 2905 | // gfx overlays |
| 2906 | if (pGfxOverlay) |
| 2907 | for (C4GraphicsOverlay *pGfxOvrl = pGfxOverlay; pGfxOvrl; pGfxOvrl = pGfxOvrl->GetNext()) |
| 2908 | pGfxOvrl->DenumeratePointers(); |
| 2909 | } |
| 2910 | |
| 2911 | bool DrawCommandQuery(int32_t controller, C4ScriptHost &scripthost, int32_t *mask, int com) |
| 2912 | { |
| 2913 | int method = scripthost.GetControlMethod(com, first: mask[0], second: mask[1]); |
| 2914 | C4Player *player = Game.Players.Get(iPlayer: controller); |
| 2915 | if (!player) return false; |
| 2916 | |
| 2917 | switch (method) |
| 2918 | { |
| 2919 | case C4AUL_ControlMethod_All: return true; |
| 2920 | case C4AUL_ControlMethod_None: return false; |
| 2921 | case C4AUL_ControlMethod_Classic: return !player->ControlStyle; |
| 2922 | case C4AUL_ControlMethod_JumpAndRun: return !!player->ControlStyle; |
| 2923 | default: return false; |
| 2924 | } |
| 2925 | } |
| 2926 | |
| 2927 | void C4Object::DrawCommands(C4Facet &cgoBottom, C4Facet &cgoSide, C4RegionList *pRegions) |
| 2928 | { |
| 2929 | int32_t cnt; |
| 2930 | C4Facet ccgo, ccgo2; |
| 2931 | C4Object *tObj; |
| 2932 | int32_t iDFA = GetProcedure(); |
| 2933 | bool fContainedDownOverride = false; |
| 2934 | bool fContainedLeftOverride = false; // carlo |
| 2935 | bool fContainedRightOverride = false; // carlo |
| 2936 | bool fContentsActivationOverride = false; |
| 2937 | |
| 2938 | // Active menu (does not consider owner's active player menu) |
| 2939 | if (Menu && Menu->IsActive()) return; |
| 2940 | |
| 2941 | uint32_t ocf = OCF_Construct; |
| 2942 | if (Action.ComDir == COMD_Stop && iDFA == DFA_WALK && (tObj = Game.Objects.AtObject(ctx: x, cty: y, ocf, exclude: this))) |
| 2943 | { |
| 2944 | int32_t com = COM_Down_D; |
| 2945 | if (Game.Players.Get(iPlayer: Controller)->ControlStyle) com = COM_Down; |
| 2946 | |
| 2947 | tObj->DrawCommand(cgoBar&: cgoBottom, iAlign: C4FCT_Right, szFunctionFormat: nullptr, iCom: com, pRegions, iPlayer: Owner, szDesc: LoadResStr(id: C4ResStrTableKey::IDS_CON_BUILD, args: tObj->GetName()).c_str(), pfctImage: &ccgo); |
| 2948 | tObj->Def->Draw(cgo&: ccgo2 = ccgo.GetFraction(percentWdt: 85, percentHgt: 85, alignX: C4FCT_Right, alignY: C4FCT_Top), fSelected: false, iColor: tObj->Color, pObj: tObj); |
| 2949 | Game.GraphicsResource.fctBuild.Draw(cgo&: ccgo2 = ccgo.GetFraction(percentWdt: 85, percentHgt: 85, alignX: C4FCT_Left, alignY: C4FCT_Bottom), fAspect: true); |
| 2950 | } |
| 2951 | |
| 2952 | // Grab target control (control flag) |
| 2953 | if (iDFA == DFA_PUSH && Action.Target) |
| 2954 | { |
| 2955 | for (cnt = ComOrderNum - 1; cnt >= 0; cnt--) |
| 2956 | if (DrawCommandQuery(controller: Controller, scripthost&: Action.Target->Def->Script, mask: Action.Target->Def->Script.ControlMethod, com: cnt)) |
| 2957 | { |
| 2958 | Action.Target->DrawCommand(cgoBar&: cgoBottom, iAlign: C4FCT_Right, PSF_Control, iCom: ComOrder(iCom: cnt), pRegions, iPlayer: Owner); |
| 2959 | } |
| 2960 | else if (ComOrder(iCom: cnt) == COM_Down_D) |
| 2961 | { |
| 2962 | // Let Go |
| 2963 | Action.Target->DrawCommand(cgoBar&: cgoBottom, iAlign: C4FCT_Right, szFunctionFormat: nullptr, iCom: COM_Down_D, pRegions, iPlayer: Owner, szDesc: LoadResStr(id: C4ResStrTableKey::IDS_CON_UNGRAB, args: Action.Target->GetName()).c_str(), pfctImage: &ccgo); |
| 2964 | Action.Target->Def->Draw(cgo&: ccgo2 = ccgo.GetFraction(percentWdt: 85, percentHgt: 85, alignX: C4FCT_Right, alignY: C4FCT_Top), fSelected: false, iColor: Action.Target->Color, pObj: Action.Target); |
| 2965 | Game.GraphicsResource.fctHand.Draw(cgo&: ccgo2 = ccgo.GetFraction(percentWdt: 85, percentHgt: 85, alignX: C4FCT_Left, alignY: C4FCT_Bottom), fAspect: true, iPhaseX: 6); |
| 2966 | } |
| 2967 | else if (ComOrder(iCom: cnt) == COM_Throw) |
| 2968 | { |
| 2969 | // Put |
| 2970 | if ((tObj = Contents.GetObject()) && (Action.Target->Def->GrabPutGet & C4D_Grab_Put)) |
| 2971 | { |
| 2972 | Action.Target->DrawCommand(cgoBar&: cgoBottom, iAlign: C4FCT_Right, szFunctionFormat: nullptr, iCom: COM_Throw, pRegions, iPlayer: Owner, szDesc: LoadResStr(id: C4ResStrTableKey::IDS_CON_PUT, args: tObj->GetName(), args: Action.Target->GetName()).c_str(), pfctImage: &ccgo); |
| 2973 | tObj->Def->Draw(cgo&: ccgo2 = ccgo.GetFraction(percentWdt: 85, percentHgt: 85, alignX: C4FCT_Right, alignY: C4FCT_Top), fSelected: false, iColor: tObj->Color, pObj: tObj); |
| 2974 | Game.GraphicsResource.fctHand.Draw(cgo&: ccgo2 = ccgo.GetFraction(percentWdt: 85, percentHgt: 85, alignX: C4FCT_Left, alignY: C4FCT_Bottom), fAspect: true, iPhaseX: 0); |
| 2975 | } |
| 2976 | // Get |
| 2977 | else if (Action.Target->Contents.ListIDCount(dwCategory: C4D_Get) && (Action.Target->Def->GrabPutGet & C4D_Grab_Get)) |
| 2978 | { |
| 2979 | Action.Target->DrawCommand(cgoBar&: cgoBottom, iAlign: C4FCT_Right, szFunctionFormat: nullptr, iCom: COM_Throw, pRegions, iPlayer: Owner, szDesc: LoadResStr(id: C4ResStrTableKey::IDS_CON_GET, args: Action.Target->GetName()).c_str(), pfctImage: &ccgo); |
| 2980 | Action.Target->Def->Draw(cgo&: ccgo2 = ccgo.GetFraction(percentWdt: 85, percentHgt: 85, alignX: C4FCT_Right, alignY: C4FCT_Top), fSelected: false, iColor: Action.Target->Color, pObj: Action.Target); |
| 2981 | Game.GraphicsResource.fctHand.Draw(cgo&: ccgo2 = ccgo.GetFraction(percentWdt: 85, percentHgt: 85, alignX: C4FCT_Left, alignY: C4FCT_Bottom), fAspect: true, iPhaseX: 1); |
| 2982 | } |
| 2983 | } |
| 2984 | } |
| 2985 | |
| 2986 | // Contained control (contained control flag) |
| 2987 | if (Contained) |
| 2988 | { |
| 2989 | for (cnt = ComOrderNum - 1; cnt >= 0; cnt--) |
| 2990 | if (DrawCommandQuery(controller: Controller, scripthost&: Contained->Def->Script, mask: Contained->Def->Script.ContainedControlMethod, com: cnt)) |
| 2991 | { |
| 2992 | Contained->DrawCommand(cgoBar&: cgoBottom, iAlign: C4FCT_Right, PSF_ContainedControl, iCom: ComOrder(iCom: cnt), pRegions, iPlayer: Owner); |
| 2993 | // Contained control down overrides contained exit control |
| 2994 | if (Com2Control(iCom: ComOrder(iCom: cnt)) == CON_Down) fContainedDownOverride = true; |
| 2995 | // carlo - Contained controls left/right override contained Take, Take2 controls |
| 2996 | if (Com2Control(iCom: ComOrder(iCom: cnt)) == CON_Left) fContainedLeftOverride = true; |
| 2997 | if (Com2Control(iCom: ComOrder(iCom: cnt)) == CON_Right) fContainedRightOverride = true; |
| 2998 | } |
| 2999 | // Contained exit |
| 3000 | if (!fContainedDownOverride) |
| 3001 | { |
| 3002 | DrawCommand(cgoBar&: cgoBottom, iAlign: C4FCT_Right, szFunctionFormat: nullptr, iCom: COM_Down, pRegions, iPlayer: Owner, |
| 3003 | szDesc: LoadResStr(id: C4ResStrTableKey::IDS_CON_EXIT), pfctImage: &ccgo); |
| 3004 | Game.GraphicsResource.fctExit.Draw(cgo&: ccgo); |
| 3005 | } |
| 3006 | // Contained base commands |
| 3007 | if (ValidPlr(plr: Contained->Base)) |
| 3008 | { |
| 3009 | // Sell |
| 3010 | if (Game.C4S.Game.Realism.BaseFunctionality & BASEFUNC_Sell) |
| 3011 | { |
| 3012 | Contained->DrawCommand(cgoBar&: cgoBottom, iAlign: C4FCT_Right, szFunctionFormat: nullptr, iCom: COM_Dig, pRegions, iPlayer: Owner, szDesc: LoadResStr(id: C4ResStrTableKey::IDS_CON_SELL), pfctImage: &ccgo); |
| 3013 | DrawMenuSymbol(iMenu: C4MN_Sell, cgo&: ccgo, iOwner: Contained->Base, cObj: Contained); |
| 3014 | } |
| 3015 | // Buy |
| 3016 | if (Game.C4S.Game.Realism.BaseFunctionality & BASEFUNC_Buy) |
| 3017 | { |
| 3018 | Contained->DrawCommand(cgoBar&: cgoBottom, iAlign: C4FCT_Right, szFunctionFormat: nullptr, iCom: COM_Up, pRegions, iPlayer: Owner, szDesc: LoadResStr(id: C4ResStrTableKey::IDS_CON_BUY), pfctImage: &ccgo); |
| 3019 | DrawMenuSymbol(iMenu: C4MN_Buy, cgo&: ccgo, iOwner: Contained->Base, cObj: Contained); |
| 3020 | } |
| 3021 | } |
| 3022 | // Contained put & activate |
| 3023 | // carlo |
| 3024 | int32_t nContents = Contained->Contents.ListIDCount(dwCategory: C4D_Get); |
| 3025 | if (nContents) |
| 3026 | { |
| 3027 | // carlo: Direct get ("Take2") |
| 3028 | if (!fContainedRightOverride) |
| 3029 | { |
| 3030 | Contained->DrawCommand(cgoBar&: cgoBottom, iAlign: C4FCT_Right, szFunctionFormat: nullptr, iCom: COM_Right, pRegions, iPlayer: Owner, szDesc: LoadResStr(id: C4ResStrTableKey::IDS_CON_GET, args: Contained->GetName()).c_str(), pfctImage: &ccgo); |
| 3031 | Contained->Def->Draw(cgo&: ccgo2 = ccgo.GetFraction(percentWdt: 85, percentHgt: 85, alignX: C4FCT_Right, alignY: C4FCT_Top), fSelected: false, iColor: Contained->Color, pObj: Contained); |
| 3032 | Game.GraphicsResource.fctHand.Draw(cgo&: ccgo2 = ccgo.GetFraction(percentWdt: 85, percentHgt: 85, alignX: C4FCT_Left, alignY: C4FCT_Bottom), fAspect: true, iPhaseX: 1); |
| 3033 | } |
| 3034 | // carlo: Get ("Take") |
| 3035 | if (!fContainedLeftOverride) |
| 3036 | { |
| 3037 | Contained->DrawCommand(cgoBar&: cgoBottom, iAlign: C4FCT_Right, szFunctionFormat: nullptr, iCom: COM_Left, pRegions, iPlayer: Owner, szDesc: LoadResStr(id: C4ResStrTableKey::IDS_CON_ACTIVATEFROM, args: Contained->GetName()).c_str(), pfctImage: &ccgo); |
| 3038 | Contained->Def->Draw(cgo&: ccgo2 = ccgo.GetFraction(percentWdt: 85, percentHgt: 85, alignX: C4FCT_Right, alignY: C4FCT_Top), fSelected: false, iColor: Contained->Color, pObj: Contained); |
| 3039 | Game.GraphicsResource.fctHand.Draw(cgo&: ccgo2 = ccgo.GetFraction(percentWdt: 85, percentHgt: 85, alignX: C4FCT_Left, alignY: C4FCT_Bottom), fAspect: true, iPhaseX: 0); |
| 3040 | } |
| 3041 | } |
| 3042 | if (tObj = Contents.GetObject()) |
| 3043 | { |
| 3044 | // Put |
| 3045 | Contained->DrawCommand(cgoBar&: cgoBottom, iAlign: C4FCT_Right, szFunctionFormat: nullptr, iCom: COM_Throw, pRegions, iPlayer: Owner, szDesc: LoadResStr(id: C4ResStrTableKey::IDS_CON_PUT, args: tObj->GetName(), args: Contained->GetName()).c_str(), pfctImage: &ccgo); |
| 3046 | tObj->Def->Draw(cgo&: ccgo2 = ccgo.GetFraction(percentWdt: 85, percentHgt: 85, alignX: C4FCT_Right, alignY: C4FCT_Top), fSelected: false, iColor: tObj->Color, pObj: tObj); |
| 3047 | Game.GraphicsResource.fctHand.Draw(cgo&: ccgo2 = ccgo.GetFraction(percentWdt: 85, percentHgt: 85, alignX: C4FCT_Left, alignY: C4FCT_Bottom), fAspect: true, iPhaseX: 0); |
| 3048 | } |
| 3049 | else if (nContents) |
| 3050 | { |
| 3051 | // Get |
| 3052 | Contained->DrawCommand(cgoBar&: cgoBottom, iAlign: C4FCT_Right, szFunctionFormat: nullptr, iCom: COM_Throw, pRegions, iPlayer: Owner, szDesc: LoadResStr(id: C4ResStrTableKey::IDS_CON_ACTIVATEFROM, args: Contained->GetName()).c_str(), pfctImage: &ccgo); |
| 3053 | Contained->Def->Draw(cgo&: ccgo2 = ccgo.GetFraction(percentWdt: 85, percentHgt: 85, alignX: C4FCT_Right, alignY: C4FCT_Top), fSelected: false, iColor: Contained->Color, pObj: Contained); |
| 3054 | Game.GraphicsResource.fctHand.Draw(cgo&: ccgo2 = ccgo.GetFraction(percentWdt: 85, percentHgt: 85, alignX: C4FCT_Left, alignY: C4FCT_Bottom), fAspect: true, iPhaseX: 0); |
| 3055 | } |
| 3056 | } |
| 3057 | |
| 3058 | // Contents activation (activation control flag) |
| 3059 | if (!Contained) |
| 3060 | { |
| 3061 | if ((iDFA == DFA_WALK) || (iDFA == DFA_SWIM) || (iDFA == DFA_DIG)) |
| 3062 | if (tObj = Contents.GetObject()) |
| 3063 | if (DrawCommandQuery(controller: Controller, scripthost&: tObj->Def->Script, mask: tObj->Def->Script.ActivationControlMethod, com: COM_Dig_D)) |
| 3064 | { |
| 3065 | tObj->DrawCommand(cgoBar&: cgoBottom, iAlign: C4FCT_Right, PSF_Activate, iCom: COM_Dig_D, pRegions, iPlayer: Owner); |
| 3066 | // Flag override self-activation |
| 3067 | fContentsActivationOverride = true; |
| 3068 | } |
| 3069 | |
| 3070 | // Self activation (activation control flag) |
| 3071 | if (!fContentsActivationOverride) |
| 3072 | if ((iDFA == DFA_WALK) || (iDFA == DFA_SWIM) || (iDFA == DFA_FLOAT)) |
| 3073 | if (DrawCommandQuery(controller: Controller, scripthost&: Def->Script, mask: Def->Script.ActivationControlMethod, com: COM_Dig_D)) |
| 3074 | DrawCommand(cgoBar&: cgoSide, iAlign: C4FCT_Bottom | C4FCT_Half, PSF_Activate, iCom: COM_Dig_D, pRegions, iPlayer: Owner); |
| 3075 | } |
| 3076 | |
| 3077 | // Self special control (control flag) |
| 3078 | for (cnt = 6; cnt < ComOrderNum; cnt++) |
| 3079 | { |
| 3080 | // Hardcoded com order indexes for COM_Specials |
| 3081 | if (cnt == 8) cnt = 14; if (cnt == 16) cnt = 22; |
| 3082 | // Control in control flag? |
| 3083 | if (DrawCommandQuery(controller: Controller, scripthost&: Def->Script, mask: Def->Script.ControlMethod, com: cnt)) |
| 3084 | DrawCommand(cgoBar&: cgoSide, iAlign: C4FCT_Bottom | C4FCT_Half, PSF_Control, iCom: ComOrder(iCom: cnt), pRegions, iPlayer: Owner); |
| 3085 | } |
| 3086 | } |
| 3087 | |
| 3088 | void C4Object::DrawPicture(C4Facet &cgo, bool fSelected, C4RegionList *pRegions) |
| 3089 | { |
| 3090 | // Draw def picture with object color |
| 3091 | Def->Draw(cgo, fSelected, iColor: Color, pObj: this); |
| 3092 | // Region |
| 3093 | if (pRegions) pRegions->Add(iX: cgo.X, iY: cgo.Y, iWdt: cgo.Wdt, iHgt: cgo.Hgt, szCaption: GetName(), iCom: COM_None, pTarget: this); |
| 3094 | } |
| 3095 | |
| 3096 | void C4Object::Picture2Facet(C4FacetExSurface &cgo) |
| 3097 | { |
| 3098 | // set picture rect to facet |
| 3099 | C4Rect fctPicRect = PictureRect; |
| 3100 | if (!fctPicRect.Wdt) fctPicRect = Def->PictureRect; |
| 3101 | const auto scaledRect = fctPicRect.Scaled(scale: Def->Scale); |
| 3102 | C4Facet fctPicture{GetGraphics()->GetBitmap(dwClr: Color), scaledRect.x, scaledRect.y, scaledRect.Wdt, scaledRect.Hgt}; |
| 3103 | |
| 3104 | // use direct facet w/o own data if possible |
| 3105 | if (!ColorMod && BlitMode == C4GFXBLIT_NORMAL && !pGfxOverlay) |
| 3106 | { |
| 3107 | cgo.Set(fctPicture); |
| 3108 | return; |
| 3109 | } |
| 3110 | |
| 3111 | // otherwise, draw to picture facet |
| 3112 | if (!cgo.Create(iWdt: cgo.Wdt, iHgt: cgo.Hgt)) return; |
| 3113 | |
| 3114 | // specific object color? |
| 3115 | PrepareDrawing(); |
| 3116 | |
| 3117 | // draw picture itself |
| 3118 | fctPicture.Draw(cgo, fAspect: true); |
| 3119 | |
| 3120 | // draw overlays |
| 3121 | if (pGfxOverlay) |
| 3122 | for (C4GraphicsOverlay *pGfxOvrl = pGfxOverlay; pGfxOvrl; pGfxOvrl = pGfxOvrl->GetNext()) |
| 3123 | if (pGfxOvrl->IsPicture()) |
| 3124 | pGfxOvrl->DrawPicture(cgo, pForObj: this); |
| 3125 | |
| 3126 | // done; reset drawing states |
| 3127 | FinishedDrawing(); |
| 3128 | } |
| 3129 | |
| 3130 | bool C4Object::ValidateOwner() |
| 3131 | { |
| 3132 | // Check owner and controller |
| 3133 | if (!ValidPlr(plr: Owner)) Owner = NO_OWNER; |
| 3134 | if (!ValidPlr(plr: Base)) Base = NO_OWNER; |
| 3135 | if (!ValidPlr(plr: Controller)) Controller = NO_OWNER; |
| 3136 | // Color is not reset any more, because many scripts change colors to non-owner-colors these days |
| 3137 | // Additionally, player colors are now guarantueed to remain the same in savegame resumes |
| 3138 | return true; |
| 3139 | } |
| 3140 | |
| 3141 | bool C4Object::AssignInfo() |
| 3142 | { |
| 3143 | if (Info || !ValidPlr(plr: Owner)) return false; |
| 3144 | // In crew list? |
| 3145 | C4Player *pPlr = Game.Players.Get(iPlayer: Owner); |
| 3146 | if (pPlr->Crew.GetLink(pObj: this)) |
| 3147 | { |
| 3148 | // Register with player |
| 3149 | if (!Game.Players.Get(iPlayer: Owner)->MakeCrewMember(pObj: this, fForceInfo: true, fDoCalls: false)) |
| 3150 | pPlr->Crew.Remove(pObj: this); |
| 3151 | return true; |
| 3152 | } |
| 3153 | // Info set, but not in crew list, so |
| 3154 | // a) The savegame is old-style (without crew list) |
| 3155 | // or b) The clonk is dead |
| 3156 | // or c) The clonk belongs to a script player that's restored without Game.txt |
| 3157 | else if (nInfo.getLength()) |
| 3158 | { |
| 3159 | if (!Game.Players.Get(iPlayer: Owner)->MakeCrewMember(pObj: this, fForceInfo: true, fDoCalls: false)) |
| 3160 | return false; |
| 3161 | // Dead and gone (info flags, remove from crew/cursor) |
| 3162 | if (!Alive) |
| 3163 | { |
| 3164 | Info->HasDied = true; |
| 3165 | if (ValidPlr(plr: Owner)) Game.Players.Get(iPlayer: Owner)->ClearPointers(tptr: this, fDeath: true); |
| 3166 | } |
| 3167 | return true; |
| 3168 | } |
| 3169 | return false; |
| 3170 | } |
| 3171 | |
| 3172 | bool C4Object::AssignPlrViewRange() |
| 3173 | { |
| 3174 | // no range? |
| 3175 | if (!PlrViewRange) return true; |
| 3176 | // add to FoW-repellers |
| 3177 | PlrFoWActualize(); |
| 3178 | // success |
| 3179 | return true; |
| 3180 | } |
| 3181 | |
| 3182 | void C4Object::ClearInfo(C4ObjectInfo *pInfo) |
| 3183 | { |
| 3184 | if (Info == pInfo) Info = nullptr; |
| 3185 | } |
| 3186 | |
| 3187 | void C4Object::Clear() |
| 3188 | { |
| 3189 | delete pEffects; pEffects = nullptr; |
| 3190 | if (FrontParticles) FrontParticles.Clear(); |
| 3191 | if (BackParticles) BackParticles.Clear(); |
| 3192 | delete pSolidMaskData; pSolidMaskData = nullptr; |
| 3193 | delete Menu; Menu = nullptr; |
| 3194 | MaterialContents.fill(u: 0); |
| 3195 | // clear commands! |
| 3196 | C4Command *pCom, *pNext; |
| 3197 | for (pCom = Command; pCom; pCom = pNext) |
| 3198 | { |
| 3199 | pNext = pCom->Next; delete pCom; pCom = pNext; |
| 3200 | } |
| 3201 | delete pDrawTransform; pDrawTransform = nullptr; |
| 3202 | delete pGfxOverlay; pGfxOverlay = nullptr; |
| 3203 | while (FirstRef) FirstRef->Set0(); |
| 3204 | } |
| 3205 | |
| 3206 | bool C4Object::ContainedControl(uint8_t byCom) |
| 3207 | { |
| 3208 | // Check |
| 3209 | if (!Contained) return false; |
| 3210 | // Check if object is about to exit; if so, return |
| 3211 | // dunno, maybe I should check all the commands, not just the first one? |
| 3212 | if ((byCom == COM_Left || byCom == COM_Right) && Command) |
| 3213 | if (Command->Command == C4CMD_Exit) |
| 3214 | // hack: in structures only; not in vehicles |
| 3215 | // they might have a pending Exit-command due to a down-control |
| 3216 | if (Contained->Category & C4D_Structure) |
| 3217 | return false; // or true? Currently it doesn't matter. |
| 3218 | // get script function if defined |
| 3219 | C4AulFunc *sf = Contained->Def->Script.GetSFunc(pIdtf: std::format(PSF_ContainedControl, args: ComName(iCom: byCom)).c_str()); |
| 3220 | // in old versions, do hardcoded actions first (until gwe3) |
| 3221 | // new objects may overload them |
| 3222 | C4Def *pCDef = Contained->Def; |
| 3223 | bool fCallSfEarly = CompareVersion(iVer1: pCDef->rC4XVer[0], iVer2: pCDef->rC4XVer[1], iVer3: pCDef->rC4XVer[2], iVer4: pCDef->rC4XVer[3], iVerBuild: 0, iRVer1: 4, iRVer2: 9, iRVer3: 1, iRVer4: 3) >= 0; |
| 3224 | bool result = false; |
| 3225 | C4Player *pPlr = Game.Players.Get(iPlayer: Controller); |
| 3226 | if (fCallSfEarly) |
| 3227 | { |
| 3228 | if (sf && sf->Exec(pObj: Contained, pPars: {C4VObj(pObj: this)})) result = true; |
| 3229 | // AutoStopControl: Also notify container about controlupdate |
| 3230 | // Note Contained may be nulled now due to ContainedControl call |
| 3231 | if (Contained && !(byCom & (COM_Single | COM_Double)) && pPlr->ControlStyle) |
| 3232 | { |
| 3233 | int32_t PressedComs = pPlr->PressedComs; |
| 3234 | Contained->Call(PSF_ContainedControlUpdate, pPars: {C4VObj(pObj: this), C4VInt(iVal: Coms2ComDir(iComs: PressedComs)), |
| 3235 | C4VBool(fVal: !!(PressedComs & (1 << COM_Dig))), C4VBool(fVal: !!(PressedComs & (1 << COM_Throw)))}); |
| 3236 | } |
| 3237 | } |
| 3238 | if (result) return true; |
| 3239 | |
| 3240 | // hardcoded actions |
| 3241 | switch (byCom) |
| 3242 | { |
| 3243 | case COM_Down: |
| 3244 | PlayerObjectCommand(plr: Owner, cmdf: C4CMD_Exit); |
| 3245 | break; |
| 3246 | case COM_Throw_D: |
| 3247 | // avoid breaking objects with non-default behavior on ContainedThrow |
| 3248 | if (Contained->Def->Script.GetSFunc(pIdtf: std::format(PSF_ContainedControl, args: ComName(iCom: COM_Throw)).c_str())) |
| 3249 | { |
| 3250 | break; |
| 3251 | } |
| 3252 | [[fallthrough]]; |
| 3253 | case COM_Throw: |
| 3254 | PlayerObjectCommand(plr: Owner, cmdf: C4CMD_Throw) && ExecuteCommand(); |
| 3255 | break; |
| 3256 | case COM_Up: |
| 3257 | if (ValidPlr(plr: Contained->Base)) |
| 3258 | if (!Hostile(plr1: Owner, plr2: Contained->Base)) |
| 3259 | if (Game.C4S.Game.Realism.BaseFunctionality & BASEFUNC_Buy) |
| 3260 | ActivateMenu(iMenu: C4MN_Buy); |
| 3261 | break; |
| 3262 | case COM_Dig: |
| 3263 | if (ValidPlr(plr: Contained->Base)) |
| 3264 | if (!Hostile(plr1: Owner, plr2: Contained->Base)) |
| 3265 | if (Game.C4S.Game.Realism.BaseFunctionality & BASEFUNC_Sell) |
| 3266 | ActivateMenu(iMenu: C4MN_Sell); |
| 3267 | break; |
| 3268 | } |
| 3269 | // Call container script if defined for old versions |
| 3270 | if (!fCallSfEarly) |
| 3271 | { |
| 3272 | if (sf) sf->Exec(pObj: Contained, pPars: {C4VObj(pObj: this)}); |
| 3273 | if (Contained && !(byCom & (COM_Single | COM_Double)) && pPlr->ControlStyle) |
| 3274 | { |
| 3275 | int32_t PressedComs = pPlr->PressedComs; |
| 3276 | Contained->Call(PSF_ContainedControlUpdate, pPars: {C4VObj(pObj: this), C4VInt(iVal: Coms2ComDir(iComs: PressedComs)), |
| 3277 | C4VBool(fVal: !!(PressedComs & (1 << COM_Dig))), C4VBool(fVal: !!(PressedComs & (1 << COM_Throw)))}); |
| 3278 | } |
| 3279 | } |
| 3280 | // Take/Take2 |
| 3281 | if (!sf || fCallSfEarly) switch (byCom) |
| 3282 | { |
| 3283 | case COM_Left: |
| 3284 | PlayerObjectCommand(plr: Owner, cmdf: C4CMD_Take); |
| 3285 | break; |
| 3286 | case COM_Right: |
| 3287 | PlayerObjectCommand(plr: Owner, cmdf: C4CMD_Take2); |
| 3288 | break; |
| 3289 | } |
| 3290 | // Success |
| 3291 | return true; |
| 3292 | } |
| 3293 | |
| 3294 | bool C4Object::CallControl(C4Player *pPlr, uint8_t byCom, const C4AulParSet &pPars) |
| 3295 | { |
| 3296 | assert(pPlr); |
| 3297 | |
| 3298 | bool result = static_cast<bool>(Call(szFunctionCall: std::format(PSF_Control, args: ComName(iCom: byCom)).c_str(), pPars)); |
| 3299 | |
| 3300 | // Call ControlUpdate when using Jump'n'Run control |
| 3301 | if (pPlr->ControlStyle) |
| 3302 | { |
| 3303 | int32_t PressedComs = pPlr->PressedComs; |
| 3304 | Call(PSF_ControlUpdate, pPars: {pPars[0]._getBool() ? pPars[0] : C4VObj(pObj: this), |
| 3305 | C4VInt(iVal: Coms2ComDir(iComs: PressedComs)), |
| 3306 | C4VBool(fVal: !!(PressedComs & (1 << COM_Dig))), |
| 3307 | C4VBool(fVal: !!(PressedComs & (1 << COM_Throw))), |
| 3308 | C4VBool(fVal: !!(PressedComs & (1 << COM_Special))), |
| 3309 | C4VBool(fVal: !!(PressedComs & (1 << COM_Special2)))}); |
| 3310 | } |
| 3311 | return result; |
| 3312 | } |
| 3313 | |
| 3314 | void C4Object::DirectCom(uint8_t byCom, int32_t iData) // By player ObjectCom |
| 3315 | { |
| 3316 | #ifdef DEBUGREC_OBJCOM |
| 3317 | C4RCObjectCom rc = { byCom, iData, Number }; |
| 3318 | AddDbgRec(RCT_ObjCom, &rc, sizeof(C4RCObjectCom)); |
| 3319 | #endif |
| 3320 | |
| 3321 | // Wether this is a KeyRelease-event |
| 3322 | bool IsRelease = Inside(ival: byCom, lbound: COM_ReleaseFirst, rbound: COM_ReleaseLast); |
| 3323 | const auto plainCom = (IsRelease ? (byCom - 16) : (byCom & ~(COM_Single | COM_Double))); |
| 3324 | bool isCursor = Inside<int>(ival: plainCom, lbound: COM_CursorFirst, rbound: COM_CursorLast); |
| 3325 | |
| 3326 | // we only want the script callbacks for cursor controls |
| 3327 | if (isCursor) |
| 3328 | { |
| 3329 | if (C4Player *pController = Game.Players.Get(iPlayer: Controller)) |
| 3330 | { |
| 3331 | CallControl(pPlr: pController, byCom); |
| 3332 | } |
| 3333 | return; |
| 3334 | } |
| 3335 | |
| 3336 | // COM_Special and COM_Contents specifically bypass the menu and always go to the object |
| 3337 | bool = ((plainCom == COM_Special) || (byCom == COM_Contents)); |
| 3338 | |
| 3339 | // Menu control |
| 3340 | if (!fBypassMenu) |
| 3341 | if (Menu && Menu->Control(byCom, iData)) return; |
| 3342 | |
| 3343 | // Ignore any menu com leftover in control queue from closed menu |
| 3344 | if (Inside(ival: byCom, lbound: COM_MenuNavigation1, rbound: COM_MenuNavigation2)) return; |
| 3345 | |
| 3346 | // Decrease NoCollectDelay |
| 3347 | if (!(byCom & COM_Single) && !(byCom & COM_Double) && !IsRelease) |
| 3348 | if (NoCollectDelay > 0) |
| 3349 | NoCollectDelay--; |
| 3350 | |
| 3351 | // COM_Contents contents shift (data is target number (not ID!)) |
| 3352 | // contents shift must always be done to container object, which is not necessarily this |
| 3353 | if (byCom == COM_Contents) |
| 3354 | { |
| 3355 | C4Object *pTarget = Game.Objects.SafeObjectPointer(iNumber: iData); |
| 3356 | if (pTarget && pTarget->Contained) |
| 3357 | pTarget->Contained->DirectComContents(pTarget, fDoCalls: true); |
| 3358 | return; |
| 3359 | } |
| 3360 | |
| 3361 | // Contained control (except specials) |
| 3362 | if (Contained) |
| 3363 | if (plainCom != COM_Special && plainCom != COM_Special2 && byCom != COM_WheelUp && byCom != COM_WheelDown) |
| 3364 | { |
| 3365 | Contained->Controller = Controller; ContainedControl(byCom); return; |
| 3366 | } |
| 3367 | |
| 3368 | // Regular DirectCom clears commands |
| 3369 | if (!(byCom & COM_Single) && !(byCom & COM_Double) && !IsRelease) |
| 3370 | ClearCommands(); |
| 3371 | |
| 3372 | // Object script override |
| 3373 | C4Player *pController; |
| 3374 | if (pController = Game.Players.Get(iPlayer: Controller)) |
| 3375 | if (CallControl(pPlr: pController, byCom)) |
| 3376 | return; |
| 3377 | |
| 3378 | // direct wheel control |
| 3379 | if (byCom == COM_WheelUp || byCom == COM_WheelDown) |
| 3380 | // scroll contents |
| 3381 | { |
| 3382 | ShiftContents(fShiftBack: byCom == COM_WheelUp, fDoCalls: true); return; |
| 3383 | } |
| 3384 | |
| 3385 | // The Player updates Controller before calling this, so trust Players.Get will return it |
| 3386 | if (pController && pController->ControlStyle) |
| 3387 | { |
| 3388 | AutoStopDirectCom(byCom, iData); |
| 3389 | return; |
| 3390 | } |
| 3391 | |
| 3392 | // Control by procedure |
| 3393 | switch (GetProcedure()) |
| 3394 | { |
| 3395 | case DFA_WALK: |
| 3396 | switch (byCom) |
| 3397 | { |
| 3398 | case COM_Left: ObjectComMovement(cObj: this, COMD_Left); break; |
| 3399 | case COM_Right: ObjectComMovement(cObj: this, COMD_Right); break; |
| 3400 | case COM_Down: ObjectComMovement(cObj: this, COMD_Stop); break; |
| 3401 | case COM_Up: ObjectComUp(cObj: this); break; |
| 3402 | case COM_Down_D: ObjectComDownDouble(cObj: this); break; |
| 3403 | case COM_Dig_S: |
| 3404 | if (ObjectComDig(cObj: this)) |
| 3405 | { |
| 3406 | Action.ComDir = (Action.Dir == DIR_Right) ? COMD_DownRight : COMD_DownLeft; |
| 3407 | } |
| 3408 | break; |
| 3409 | case COM_Dig_D: ObjectComDigDouble(cObj: this); break; |
| 3410 | case COM_Throw: PlayerObjectCommand(plr: Owner, cmdf: C4CMD_Throw); break; |
| 3411 | } |
| 3412 | break; |
| 3413 | |
| 3414 | case DFA_FLIGHT: case DFA_KNEEL: case DFA_THROW: |
| 3415 | switch (byCom) |
| 3416 | { |
| 3417 | case COM_Left: ObjectComMovement(cObj: this, COMD_Left); break; |
| 3418 | case COM_Right: ObjectComMovement(cObj: this, COMD_Right); break; |
| 3419 | case COM_Down: ObjectComMovement(cObj: this, COMD_Stop); break; |
| 3420 | case COM_Throw: PlayerObjectCommand(plr: Owner, cmdf: C4CMD_Throw); break; |
| 3421 | } |
| 3422 | break; |
| 3423 | |
| 3424 | case DFA_SCALE: |
| 3425 | switch (byCom) |
| 3426 | { |
| 3427 | case COM_Left: |
| 3428 | if (Action.Dir == DIR_Left) ObjectComMovement(cObj: this, COMD_Stop); |
| 3429 | else { ObjectComMovement(cObj: this, COMD_Left); ObjectComLetGo(cObj: this, xdirf: -1); } |
| 3430 | break; |
| 3431 | case COM_Right: |
| 3432 | if (Action.Dir == DIR_Right) ObjectComMovement(cObj: this, COMD_Stop); |
| 3433 | else { ObjectComMovement(cObj: this, COMD_Right); ObjectComLetGo(cObj: this, xdirf: +1); } |
| 3434 | break; |
| 3435 | case COM_Up: ObjectComMovement(cObj: this, COMD_Up); break; |
| 3436 | case COM_Down: ObjectComMovement(cObj: this, COMD_Down); break; |
| 3437 | case COM_Throw: PlayerObjectCommand(plr: Owner, cmdf: C4CMD_Drop); break; |
| 3438 | } |
| 3439 | break; |
| 3440 | |
| 3441 | case DFA_HANGLE: |
| 3442 | switch (byCom) |
| 3443 | { |
| 3444 | case COM_Left: ObjectComMovement(cObj: this, COMD_Left); break; |
| 3445 | case COM_Right: ObjectComMovement(cObj: this, COMD_Right); break; |
| 3446 | case COM_Up: ObjectComMovement(cObj: this, COMD_Stop); break; |
| 3447 | case COM_Down: ObjectComLetGo(cObj: this, xdirf: 0); break; |
| 3448 | case COM_Throw: PlayerObjectCommand(plr: Owner, cmdf: C4CMD_Drop); break; |
| 3449 | } |
| 3450 | break; |
| 3451 | |
| 3452 | case DFA_DIG: |
| 3453 | switch (byCom) |
| 3454 | { |
| 3455 | case COM_Left: if (Inside<int32_t>(ival: Action.ComDir, COMD_UpRight, COMD_Left)) Action.ComDir++; break; |
| 3456 | case COM_Right: if (Inside<int32_t>(ival: Action.ComDir, COMD_Right, COMD_UpLeft)) Action.ComDir--; break; |
| 3457 | case COM_Down: ObjectComStop(cObj: this); break; |
| 3458 | case COM_Dig_D: ObjectComDigDouble(cObj: this); break; |
| 3459 | case COM_Dig_S: Action.Data = (!Action.Data); break; // Dig mat 2 object request |
| 3460 | } |
| 3461 | break; |
| 3462 | |
| 3463 | case DFA_SWIM: |
| 3464 | switch (byCom) |
| 3465 | { |
| 3466 | case COM_Left: ObjectComMovement(cObj: this, COMD_Left); break; |
| 3467 | case COM_Right: ObjectComMovement(cObj: this, COMD_Right); break; |
| 3468 | case COM_Up: |
| 3469 | ObjectComMovement(cObj: this, COMD_Up); |
| 3470 | ObjectComUp(cObj: this); break; |
| 3471 | case COM_Down: ObjectComMovement(cObj: this, COMD_Down); break; |
| 3472 | case COM_Throw: PlayerObjectCommand(plr: Owner, cmdf: C4CMD_Drop); break; |
| 3473 | case COM_Dig_D: ObjectComDigDouble(cObj: this); break; |
| 3474 | } |
| 3475 | break; |
| 3476 | |
| 3477 | case DFA_BRIDGE: case DFA_BUILD: case DFA_CHOP: |
| 3478 | switch (byCom) |
| 3479 | { |
| 3480 | case COM_Down: ObjectComStop(cObj: this); break; |
| 3481 | } |
| 3482 | break; |
| 3483 | |
| 3484 | case DFA_FIGHT: |
| 3485 | switch (byCom) |
| 3486 | { |
| 3487 | case COM_Left: ObjectComMovement(cObj: this, COMD_Left); break; |
| 3488 | case COM_Right: ObjectComMovement(cObj: this, COMD_Right); break; |
| 3489 | case COM_Down: ObjectComStop(cObj: this); break; |
| 3490 | } |
| 3491 | break; |
| 3492 | |
| 3493 | case DFA_PUSH: |
| 3494 | { |
| 3495 | bool fGrabControlOverload = false; |
| 3496 | if (Action.Target) |
| 3497 | { |
| 3498 | // Make sure controller is up-to-date, so if e.g. multiple people push a catapult the controller is correct for whoever issued the ControlThrow |
| 3499 | Action.Target->Controller = Controller; |
| 3500 | // New grab-control model: objects version 4.95 or higher (CE) |
| 3501 | // may overload control of grabbing clonks |
| 3502 | C4Def *pTDef = Action.Target->Def; |
| 3503 | if (CompareVersion(iVer1: pTDef->rC4XVer[0], iVer2: pTDef->rC4XVer[1], iVer3: pTDef->rC4XVer[2], iVer4: pTDef->rC4XVer[3], iVerBuild: 0, iRVer1: 4, iRVer2: 9, iRVer3: 5, iRVer4: 0) >= 0) |
| 3504 | fGrabControlOverload = true; |
| 3505 | } |
| 3506 | // Call object control first in case it overloads |
| 3507 | if (fGrabControlOverload) |
| 3508 | if (Action.Target) |
| 3509 | if (Action.Target->CallControl(pPlr: pController, byCom, pPars: {C4VObj(pObj: this)})) |
| 3510 | return; |
| 3511 | // Clonk direct control |
| 3512 | switch (byCom) |
| 3513 | { |
| 3514 | case COM_Left: ObjectComMovement(cObj: this, COMD_Left); break; |
| 3515 | case COM_Right: ObjectComMovement(cObj: this, COMD_Right); break; |
| 3516 | case COM_Up: |
| 3517 | // Target -> enter |
| 3518 | if (ObjectComEnter(cObj: Action.Target)) |
| 3519 | ObjectComMovement(cObj: this, COMD_Stop); |
| 3520 | // Else, comdir up for target straightening |
| 3521 | else |
| 3522 | ObjectComMovement(cObj: this, COMD_Up); |
| 3523 | break; |
| 3524 | case COM_Down: ObjectComMovement(cObj: this, COMD_Stop); break; |
| 3525 | case COM_Down_D: ObjectComUnGrab(cObj: this); break; |
| 3526 | case COM_Throw_D: |
| 3527 | // avoid breaking objects with non-default behavior on ControlThrow |
| 3528 | if (!fGrabControlOverload || !Action.Target || Action.Target->Def->Script.GetSFunc(pIdtf: std::format(PSF_Control, args: ComName(iCom: COM_Throw)).c_str())) |
| 3529 | { |
| 3530 | break; |
| 3531 | } |
| 3532 | [[fallthrough]]; |
| 3533 | case COM_Throw: |
| 3534 | PlayerObjectCommand(plr: Owner, cmdf: C4CMD_Throw); |
| 3535 | break; |
| 3536 | } |
| 3537 | // Action target call control late for old objects |
| 3538 | if (!fGrabControlOverload) |
| 3539 | if (Action.Target) |
| 3540 | Action.Target->CallControl(pPlr: pController, byCom, pPars: {C4VObj(pObj: this)}); |
| 3541 | break; |
| 3542 | } |
| 3543 | } |
| 3544 | } |
| 3545 | |
| 3546 | void C4Object::AutoStopDirectCom(uint8_t byCom, int32_t iData) // By DirecCom |
| 3547 | { |
| 3548 | C4Player *pPlayer = Game.Players.Get(iPlayer: Controller); |
| 3549 | // Control by procedure |
| 3550 | switch (GetProcedure()) |
| 3551 | { |
| 3552 | case DFA_WALK: |
| 3553 | switch (byCom) |
| 3554 | { |
| 3555 | case COM_Up: ObjectComUp(cObj: this); break; |
| 3556 | case COM_Down: |
| 3557 | // inhibit controldownsingle on freshly grabbed objects |
| 3558 | if (ObjectComDownDouble(cObj: this)) |
| 3559 | pPlayer->LastCom = COM_None; |
| 3560 | break; |
| 3561 | case COM_Dig_S: ObjectComDig(cObj: this); break; |
| 3562 | case COM_Dig_D: ObjectComDigDouble(cObj: this); break; |
| 3563 | case COM_Throw: PlayerObjectCommand(plr: Owner, cmdf: C4CMD_Throw); break; |
| 3564 | default: AutoStopUpdateComDir(); |
| 3565 | } |
| 3566 | break; |
| 3567 | |
| 3568 | case DFA_FLIGHT: |
| 3569 | switch (byCom) |
| 3570 | { |
| 3571 | case COM_Throw: |
| 3572 | // Drop when pressing left, right or down |
| 3573 | if (pPlayer->PressedComs & ((1 << COM_Left) | (1 << COM_Right) | (1 << COM_Down))) |
| 3574 | PlayerObjectCommand(plr: Owner, cmdf: C4CMD_Drop); |
| 3575 | else |
| 3576 | // This will fail, but whatever. |
| 3577 | PlayerObjectCommand(plr: Owner, cmdf: C4CMD_Throw); |
| 3578 | break; |
| 3579 | default: AutoStopUpdateComDir(); |
| 3580 | } |
| 3581 | break; |
| 3582 | |
| 3583 | case DFA_KNEEL: case DFA_THROW: |
| 3584 | switch (byCom) |
| 3585 | { |
| 3586 | case COM_Throw: PlayerObjectCommand(plr: Owner, cmdf: C4CMD_Throw); break; |
| 3587 | default: AutoStopUpdateComDir(); |
| 3588 | } |
| 3589 | break; |
| 3590 | |
| 3591 | case DFA_SCALE: |
| 3592 | switch (byCom) |
| 3593 | { |
| 3594 | case COM_Left: |
| 3595 | if (Action.Dir == DIR_Right) ObjectComLetGo(cObj: this, xdirf: -1); |
| 3596 | else AutoStopUpdateComDir(); |
| 3597 | break; |
| 3598 | case COM_Right: |
| 3599 | if (Action.Dir == DIR_Left) ObjectComLetGo(cObj: this, xdirf: +1); |
| 3600 | else AutoStopUpdateComDir(); |
| 3601 | break; |
| 3602 | case COM_Dig: ObjectComLetGo(cObj: this, xdirf: (Action.Dir == DIR_Left) ? +1 : -1); |
| 3603 | case COM_Throw: PlayerObjectCommand(plr: Owner, cmdf: C4CMD_Drop); break; |
| 3604 | default: AutoStopUpdateComDir(); |
| 3605 | } |
| 3606 | break; |
| 3607 | |
| 3608 | case DFA_HANGLE: |
| 3609 | switch (byCom) |
| 3610 | { |
| 3611 | case COM_Down: ObjectComLetGo(cObj: this, xdirf: 0); break; |
| 3612 | case COM_Dig: ObjectComLetGo(cObj: this, xdirf: 0); break; |
| 3613 | case COM_Throw: PlayerObjectCommand(plr: Owner, cmdf: C4CMD_Drop); break; |
| 3614 | default: AutoStopUpdateComDir(); |
| 3615 | } |
| 3616 | break; |
| 3617 | |
| 3618 | case DFA_DIG: |
| 3619 | switch (byCom) |
| 3620 | { |
| 3621 | // Dig mat 2 object request |
| 3622 | case COM_Throw: case COM_Dig: Action.Data = (!Action.Data); break; |
| 3623 | default: AutoStopUpdateComDir(); |
| 3624 | } |
| 3625 | break; |
| 3626 | |
| 3627 | case DFA_SWIM: |
| 3628 | switch (byCom) |
| 3629 | { |
| 3630 | case COM_Up: |
| 3631 | AutoStopUpdateComDir(); |
| 3632 | ObjectComUp(cObj: this); |
| 3633 | break; |
| 3634 | case COM_Throw: PlayerObjectCommand(plr: Owner, cmdf: C4CMD_Drop); break; |
| 3635 | case COM_Dig_D: ObjectComDigDouble(cObj: this); break; |
| 3636 | default: AutoStopUpdateComDir(); |
| 3637 | } |
| 3638 | break; |
| 3639 | |
| 3640 | case DFA_BRIDGE: case DFA_BUILD: case DFA_CHOP: |
| 3641 | switch (byCom) |
| 3642 | { |
| 3643 | case COM_Down: ObjectComStop(cObj: this); break; |
| 3644 | } |
| 3645 | break; |
| 3646 | |
| 3647 | case DFA_FIGHT: |
| 3648 | switch (byCom) |
| 3649 | { |
| 3650 | case COM_Down: ObjectComStop(cObj: this); break; |
| 3651 | default: AutoStopUpdateComDir(); |
| 3652 | } |
| 3653 | break; |
| 3654 | |
| 3655 | case DFA_PUSH: |
| 3656 | { |
| 3657 | bool fGrabControlOverload = false; |
| 3658 | if (Action.Target) |
| 3659 | { |
| 3660 | // New grab-control model: objects version 4.95 or higher (CE) |
| 3661 | // may overload control of grabbing clonks |
| 3662 | C4Def *pTDef = Action.Target->Def; |
| 3663 | if (CompareVersion(iVer1: pTDef->rC4XVer[0], iVer2: pTDef->rC4XVer[1], iVer3: pTDef->rC4XVer[2], iVer4: pTDef->rC4XVer[3], iVerBuild: 0, iRVer1: 4, iRVer2: 9, iRVer3: 5, iRVer4: 0) >= 0) |
| 3664 | fGrabControlOverload = true; |
| 3665 | // Call object control first in case it overloads |
| 3666 | if (fGrabControlOverload) |
| 3667 | { |
| 3668 | if (Action.Target->CallControl(pPlr: pPlayer, byCom, pPars: {C4VObj(pObj: this)})) |
| 3669 | { |
| 3670 | return; |
| 3671 | } |
| 3672 | } |
| 3673 | } |
| 3674 | // Clonk direct control |
| 3675 | switch (byCom) |
| 3676 | { |
| 3677 | case COM_Up: |
| 3678 | // Target -> enter |
| 3679 | if (ObjectComEnter(cObj: Action.Target)) |
| 3680 | ObjectComMovement(cObj: this, COMD_Stop); |
| 3681 | // Else, comdir up for target straightening |
| 3682 | else |
| 3683 | AutoStopUpdateComDir(); |
| 3684 | break; |
| 3685 | case COM_Down: |
| 3686 | // FIXME: replace constants |
| 3687 | // ComOrder(3) is COM_Down, ComOrder(11) is COM_Down_S and ComOrder(19) is COM_Down_D |
| 3688 | if (Action.Target |
| 3689 | && !DrawCommandQuery(controller: Controller, scripthost&: Action.Target->Def->Script, mask: Action.Target->Def->Script.ControlMethod, com: 3) |
| 3690 | && !DrawCommandQuery(controller: Controller, scripthost&: Action.Target->Def->Script, mask: Action.Target->Def->Script.ControlMethod, com: 11) |
| 3691 | && !DrawCommandQuery(controller: Controller, scripthost&: Action.Target->Def->Script, mask: Action.Target->Def->Script.ControlMethod, com: 19)) |
| 3692 | { |
| 3693 | ObjectComUnGrab(cObj: this); |
| 3694 | } |
| 3695 | break; |
| 3696 | case COM_Down_D: ObjectComUnGrab(cObj: this); break; |
| 3697 | case COM_Throw_D: |
| 3698 | // avoid breaking objects with non-default behavior on ControlThrow |
| 3699 | if (!fGrabControlOverload || !Action.Target || Action.Target->Def->Script.GetSFunc(pIdtf: std::format(PSF_Control, args: ComName(iCom: COM_Throw)).c_str())) |
| 3700 | { |
| 3701 | break; |
| 3702 | } |
| 3703 | [[fallthrough]]; |
| 3704 | case COM_Throw: PlayerObjectCommand(plr: Owner, cmdf: C4CMD_Drop); break; |
| 3705 | default: |
| 3706 | AutoStopUpdateComDir(); |
| 3707 | } |
| 3708 | // Action target call control late for old objects |
| 3709 | if (!fGrabControlOverload && Action.Target) |
| 3710 | Action.Target->CallControl(pPlr: pPlayer, byCom, pPars: {C4VObj(pObj: this)}); |
| 3711 | break; |
| 3712 | } |
| 3713 | } |
| 3714 | } |
| 3715 | |
| 3716 | void C4Object::AutoStopUpdateComDir() |
| 3717 | { |
| 3718 | C4Player *pPlr = Game.Players.Get(iPlayer: Controller); |
| 3719 | if (!pPlr || pPlr->Cursor != this) return; |
| 3720 | int32_t NewComDir = Coms2ComDir(iComs: pPlr->PressedComs); |
| 3721 | if (Action.ComDir == NewComDir) return; |
| 3722 | if (NewComDir == COMD_Stop && GetProcedure() == DFA_DIG) |
| 3723 | { |
| 3724 | ObjectComStop(cObj: this); |
| 3725 | return; |
| 3726 | } |
| 3727 | ObjectComMovement(cObj: this, iComDir: NewComDir); |
| 3728 | } |
| 3729 | |
| 3730 | bool C4Object::MenuCommand(const char *szCommand) |
| 3731 | { |
| 3732 | // Native script execution |
| 3733 | if (!Def || !Status) return false; |
| 3734 | return static_cast<bool>(Def->Script.DirectExec(pObj: this, szScript: szCommand, szContext: "MenuCommand" , fPassErrors: false, Strict: Def->Script.Strict)); |
| 3735 | } |
| 3736 | |
| 3737 | C4Object *C4Object::ComposeContents(C4ID id) |
| 3738 | { |
| 3739 | int32_t cnt, cnt2; |
| 3740 | C4ID c_id; |
| 3741 | bool fInsufficient = false; |
| 3742 | C4Object *pObj; |
| 3743 | C4ID idNeeded = C4ID_None; |
| 3744 | int32_t iNeeded = 0; |
| 3745 | // Get def |
| 3746 | C4Def *pDef = C4Id2Def(id); if (!pDef) return nullptr; |
| 3747 | // get needed contents |
| 3748 | C4IDList NeededComponents; |
| 3749 | pDef->GetComponents(pOutList: &NeededComponents, pObjInstance: nullptr, pBuilder: this); |
| 3750 | // Check for sufficient components |
| 3751 | std::string needs{LoadResStr(id: C4ResStrTableKey::IDS_CON_BUILDMATNEED, args: pDef->GetName())}; |
| 3752 | for (cnt = 0; c_id = NeededComponents.GetID(index: cnt); cnt++) |
| 3753 | if (NeededComponents.GetCount(index: cnt) > Contents.ObjectCount(id: c_id)) |
| 3754 | { |
| 3755 | needs += std::format(fmt: "|{}x {}" , args: NeededComponents.GetCount(index: cnt) - Contents.ObjectCount(id: c_id), args: C4Id2Def(id: c_id) ? C4Id2Def(id: c_id)->GetName() : C4IdText(id: c_id)); |
| 3756 | if (!idNeeded) { idNeeded = c_id; iNeeded = NeededComponents.GetCount(index: cnt) - Contents.ObjectCount(id: c_id); } |
| 3757 | fInsufficient = true; |
| 3758 | } |
| 3759 | // Insufficient |
| 3760 | if (fInsufficient) |
| 3761 | { |
| 3762 | // BuildNeedsMaterial call to object... |
| 3763 | if (!Call(PSF_BuildNeedsMaterial, pPars: {C4VID(idVal: idNeeded), C4VInt(iVal: iNeeded)})) |
| 3764 | // ...game message if not overloaded |
| 3765 | GameMsgObject(szText: needs.c_str(), pTarget: this); |
| 3766 | // Return |
| 3767 | return nullptr; |
| 3768 | } |
| 3769 | // Remove components |
| 3770 | for (cnt = 0; c_id = NeededComponents.GetID(index: cnt); cnt++) |
| 3771 | for (cnt2 = 0; cnt2 < NeededComponents.GetCount(index: cnt); cnt2++) |
| 3772 | if (!(pObj = Contents.Find(id: c_id))) |
| 3773 | return nullptr; |
| 3774 | else |
| 3775 | pObj->AssignRemoval(); |
| 3776 | // Create composed object |
| 3777 | // the object is created with default components instead of builder components |
| 3778 | // this is done because some objects (e.g. arrow packs) will set custom components during initialization, which should not be overriden |
| 3779 | return CreateContents(n_id: id); |
| 3780 | } |
| 3781 | |
| 3782 | void C4Object::SetSolidMask(int32_t iX, int32_t iY, int32_t iWdt, int32_t iHgt, int32_t iTX, int32_t iTY) |
| 3783 | { |
| 3784 | // remove osld |
| 3785 | if (pSolidMaskData) pSolidMaskData->Remove(fCauseInstability: true, fBackupAttachment: false); |
| 3786 | delete pSolidMaskData; pSolidMaskData = nullptr; |
| 3787 | // set new data |
| 3788 | SolidMask.Set(iX, iY, iWdt, iHgt, iTX, iTY); |
| 3789 | // re-put if valid |
| 3790 | if (CheckSolidMaskRect()) UpdateSolidMask(fRestoreAttachedObjects: false); |
| 3791 | } |
| 3792 | |
| 3793 | bool C4Object::CheckSolidMaskRect() |
| 3794 | { |
| 3795 | // check NewGfx only, because invalid SolidMask-rects are OK in OldGfx |
| 3796 | // the bounds-check is done in CStdDDraw::GetPixel() |
| 3797 | C4Surface *sfcGraphics = GetGraphics()->GetBitmap(); |
| 3798 | SolidMask.Set(iX: std::max<int32_t>(a: SolidMask.x, b: 0), iY: std::max<int32_t>(a: SolidMask.y, b: 0), iWdt: std::min<int32_t>(a: SolidMask.Wdt, b: sfcGraphics->Wdt - SolidMask.x), iHgt: std::min<int32_t>(a: SolidMask.Hgt, b: sfcGraphics->Hgt - SolidMask.y), iTX: SolidMask.tx, iTY: SolidMask.ty); |
| 3799 | if (SolidMask.Hgt <= 0) SolidMask.Wdt = 0; |
| 3800 | return SolidMask.Wdt > 0; |
| 3801 | } |
| 3802 | |
| 3803 | void C4Object::SyncClearance() |
| 3804 | { |
| 3805 | // Misc. no-save safeties |
| 3806 | Action.t_attach = CNAT_None; |
| 3807 | InMat = MNone; |
| 3808 | t_contact = 0; |
| 3809 | // Fixed point values - precision reduction |
| 3810 | fix_x = itofix(x); |
| 3811 | fix_y = itofix(x: y); |
| 3812 | fix_r = itofix(x: r); |
| 3813 | // Update OCF |
| 3814 | SetOCF(); |
| 3815 | // Menu |
| 3816 | CloseMenu(fForce: true); |
| 3817 | // Material contents |
| 3818 | MaterialContents.fill(u: 0); |
| 3819 | // reset speed of staticback-objects |
| 3820 | if (Category & C4D_StaticBack) |
| 3821 | { |
| 3822 | xdir = ydir = 0; |
| 3823 | } |
| 3824 | } |
| 3825 | |
| 3826 | void C4Object::DrawSelectMark(C4FacetEx &cgo) |
| 3827 | { |
| 3828 | // Status |
| 3829 | if (!Status) return; |
| 3830 | // No select marks in film playback |
| 3831 | if (Game.C4S.Head.Film && Game.C4S.Head.Replay) return; |
| 3832 | // target pos (parallax) |
| 3833 | int32_t cotx = cgo.TargetX, coty = cgo.TargetY; TargetPos(riTx&: cotx, riTy&: coty, fctViewport: cgo); |
| 3834 | // Output boundary |
| 3835 | if (!Inside<int32_t>(ival: x - cotx, lbound: 0, rbound: cgo.Wdt - 1) |
| 3836 | || !Inside<int32_t>(ival: y - coty, lbound: 0, rbound: cgo.Hgt - 1)) return; |
| 3837 | // Draw select marks |
| 3838 | int32_t cox = x + Shape.x - cotx + cgo.X - 2; |
| 3839 | int32_t coy = y + Shape.y - coty + cgo.Y - 2; |
| 3840 | GfxR->fctSelectMark.Draw(sfcTarget: cgo.Surface, iX: cox, iY: coy, iPhaseX: 0); |
| 3841 | GfxR->fctSelectMark.Draw(sfcTarget: cgo.Surface, iX: cox + Shape.Wdt, iY: coy, iPhaseX: 1); |
| 3842 | GfxR->fctSelectMark.Draw(sfcTarget: cgo.Surface, iX: cox, iY: coy + Shape.Hgt, iPhaseX: 2); |
| 3843 | GfxR->fctSelectMark.Draw(sfcTarget: cgo.Surface, iX: cox + Shape.Wdt, iY: coy + Shape.Hgt, iPhaseX: 3); |
| 3844 | } |
| 3845 | |
| 3846 | void C4Object::ClearCommands() |
| 3847 | { |
| 3848 | C4Command *pNext; |
| 3849 | while (Command) |
| 3850 | { |
| 3851 | pNext = Command->Next; |
| 3852 | if (!Command->iExec) |
| 3853 | delete Command; |
| 3854 | else |
| 3855 | Command->iExec = 2; |
| 3856 | Command = pNext; |
| 3857 | } |
| 3858 | } |
| 3859 | |
| 3860 | void C4Object::ClearCommand(C4Command *pUntil) |
| 3861 | { |
| 3862 | C4Command *pCom, *pNext; |
| 3863 | for (pCom = Command; pCom; pCom = pNext) |
| 3864 | { |
| 3865 | // Last one to clear |
| 3866 | if (pCom == pUntil) pNext = nullptr; |
| 3867 | // Next one to clear after this |
| 3868 | else pNext = pCom->Next; |
| 3869 | Command = pCom->Next; |
| 3870 | if (!pCom->iExec) |
| 3871 | delete pCom; |
| 3872 | else |
| 3873 | pCom->iExec = 2; |
| 3874 | } |
| 3875 | } |
| 3876 | |
| 3877 | bool C4Object::AddCommand(int32_t iCommand, C4Object *pTarget, C4Value iTx, int32_t iTy, |
| 3878 | int32_t iUpdateInterval, C4Object *pTarget2, |
| 3879 | bool fInitEvaluation, int32_t iData, bool fAppend, |
| 3880 | int32_t iRetries, const char *szText, int32_t iBaseMode) |
| 3881 | { |
| 3882 | // Command stack size safety |
| 3883 | const int32_t MaxCommandStack = 35; |
| 3884 | C4Command *pCom, *pLast; int32_t iCommands; |
| 3885 | for (pCom = Command, iCommands = 0; pCom; pCom = pCom->Next, iCommands++); |
| 3886 | if (iCommands >= MaxCommandStack) return false; |
| 3887 | // Valid command safety |
| 3888 | if (!Inside(ival: iCommand, lbound: C4CMD_First, rbound: C4CMD_Last)) return false; |
| 3889 | // Allocate and set new command |
| 3890 | pCom = new C4Command; |
| 3891 | pCom->Set(iCommand, pObj: this, pTarget, iTx, iTy, pTarget2, iData, |
| 3892 | iUpdateInterval, fEvaluated: !fInitEvaluation, iRetries, szText, iBaseMode); |
| 3893 | // Append to bottom of stack |
| 3894 | if (fAppend) |
| 3895 | { |
| 3896 | for (pLast = Command; pLast && pLast->Next; pLast = pLast->Next); |
| 3897 | if (pLast) pLast->Next = pCom; |
| 3898 | else Command = pCom; |
| 3899 | } |
| 3900 | // Add to top of command stack |
| 3901 | else |
| 3902 | { |
| 3903 | pCom->Next = Command; |
| 3904 | Command = pCom; |
| 3905 | } |
| 3906 | // Success |
| 3907 | return true; |
| 3908 | } |
| 3909 | |
| 3910 | void C4Object::SetCommand(int32_t iCommand, C4Object *pTarget, C4Value iTx, int32_t iTy, |
| 3911 | C4Object *pTarget2, bool fControl, int32_t iData, |
| 3912 | int32_t iRetries, const char *szText) |
| 3913 | { |
| 3914 | // Decrease NoCollectDelay |
| 3915 | if (NoCollectDelay > 0) NoCollectDelay--; |
| 3916 | // Clear stack |
| 3917 | ClearCommands(); |
| 3918 | // Close menu |
| 3919 | if (fControl) |
| 3920 | if (!CloseMenu(fForce: false)) return; |
| 3921 | // Script overload |
| 3922 | if (fControl) |
| 3923 | if (Call(PSF_ControlCommand, pPars: {C4VString(strString: CommandName(iCommand)), |
| 3924 | C4VObj(pObj: pTarget), |
| 3925 | iTx, |
| 3926 | C4VInt(iVal: iTy), |
| 3927 | C4VObj(pObj: pTarget2), |
| 3928 | C4VInt(iVal: iData)})) |
| 3929 | return; |
| 3930 | // Inside vehicle control overload |
| 3931 | if (Contained) |
| 3932 | if (Contained->Def->VehicleControl & C4D_VehicleControl_Inside) |
| 3933 | { |
| 3934 | Contained->Controller = Controller; |
| 3935 | if (Contained->Call(PSF_ControlCommand, pPars: {C4VString(strString: CommandName(iCommand)), |
| 3936 | C4VObj(pObj: pTarget), |
| 3937 | iTx, |
| 3938 | C4VInt(iVal: iTy), |
| 3939 | C4VObj(pObj: pTarget2), |
| 3940 | C4VInt(iVal: iData), |
| 3941 | C4VObj(pObj: this)})) |
| 3942 | return; |
| 3943 | } |
| 3944 | // Outside vehicle control overload |
| 3945 | if (GetProcedure() == DFA_PUSH) |
| 3946 | if (Action.Target) if (Action.Target->Def->VehicleControl & C4D_VehicleControl_Outside) |
| 3947 | { |
| 3948 | Action.Target->Controller = Controller; |
| 3949 | if (Action.Target->Call(PSF_ControlCommand, pPars: {C4VString(strString: CommandName(iCommand)), |
| 3950 | C4VObj(pObj: pTarget), |
| 3951 | iTx, |
| 3952 | C4VInt(iVal: iTy), |
| 3953 | C4VObj(pObj: pTarget2), |
| 3954 | C4VInt(iVal: iData)})) |
| 3955 | return; |
| 3956 | } |
| 3957 | // Add new command |
| 3958 | AddCommand(iCommand, pTarget, iTx, iTy, iUpdateInterval: 0, pTarget2, fInitEvaluation: true, iData, fAppend: false, iRetries, szText, iBaseMode: C4CMD_Mode_Base); |
| 3959 | } |
| 3960 | |
| 3961 | C4Command *C4Object::FindCommand(int32_t iCommandType) |
| 3962 | { |
| 3963 | // seek all commands |
| 3964 | for (C4Command *pCom = Command; pCom; pCom = pCom->Next) |
| 3965 | if (pCom->Command == iCommandType) return pCom; |
| 3966 | // nothing found |
| 3967 | return nullptr; |
| 3968 | } |
| 3969 | |
| 3970 | bool C4Object::ExecuteCommand() |
| 3971 | { |
| 3972 | // Execute first command |
| 3973 | if (Command) Command->Execute(); |
| 3974 | // Command finished: engine call |
| 3975 | if (Command && Command->Finished) |
| 3976 | Call(PSF_ControlCommandFinished, pPars: {C4VString(strString: CommandName(iCommand: Command->Command)), C4VObj(pObj: Command->Target), Command->Tx, C4VInt(iVal: Command->Ty), C4VObj(pObj: Command->Target2), C4Value(Command->Data, C4V_Any)}); |
| 3977 | // Clear finished commands |
| 3978 | while (Command && Command->Finished) ClearCommand(pUntil: Command); |
| 3979 | // Done |
| 3980 | return true; |
| 3981 | } |
| 3982 | |
| 3983 | void C4Object::AddMaterialContents(int32_t iMaterial, int32_t iAmount) |
| 3984 | { |
| 3985 | // Add amount |
| 3986 | if (!Inside<int32_t>(ival: iMaterial, lbound: 0, rbound: C4MaxMaterial)) return; |
| 3987 | MaterialContents[iMaterial] += iAmount; |
| 3988 | } |
| 3989 | |
| 3990 | void C4Object::DigOutMaterialCast(bool fRequest) |
| 3991 | { |
| 3992 | // Check material contents for sufficient object cast amounts |
| 3993 | for (int32_t iMaterial = 0; iMaterial < Game.Material.Num; iMaterial++) |
| 3994 | if (MaterialContents[iMaterial]) |
| 3995 | if (Game.Material.Map[iMaterial].Dig2Object != C4ID_None) |
| 3996 | if (Game.Material.Map[iMaterial].Dig2ObjectRatio != 0) |
| 3997 | if (fRequest || !Game.Material.Map[iMaterial].Dig2ObjectOnRequestOnly) |
| 3998 | if (MaterialContents[iMaterial] >= Game.Material.Map[iMaterial].Dig2ObjectRatio) |
| 3999 | { |
| 4000 | Game.CreateObject(type: Game.Material.Map[iMaterial].Dig2Object, pCreator: this, owner: NO_OWNER, x, y: y + Shape.y + Shape.Hgt, r: Random(iRange: 360)); |
| 4001 | MaterialContents[iMaterial] = 0; |
| 4002 | } |
| 4003 | } |
| 4004 | |
| 4005 | void C4Object::DrawCommand(C4Facet &cgoBar, int32_t iAlign, const char *szFunctionFormat, |
| 4006 | int32_t iCom, C4RegionList *pRegions, int32_t iPlayer, |
| 4007 | const char *szDesc, C4Facet *pfctImage) |
| 4008 | { |
| 4009 | const char *cpDesc = szDesc; |
| 4010 | C4ID idDescImage = id; |
| 4011 | C4Def *pDescImageDef = nullptr; |
| 4012 | int32_t iDescImagePhase = 0; |
| 4013 | C4Facet cgoLeft, cgoRight; |
| 4014 | bool fFlash = false; |
| 4015 | |
| 4016 | // Flash |
| 4017 | C4Player *pPlr; |
| 4018 | if (pPlr = Game.Players.Get(iPlayer: Owner)) |
| 4019 | if (iCom == pPlr->FlashCom) |
| 4020 | fFlash = true; |
| 4021 | |
| 4022 | // Get desc from def script function desc |
| 4023 | if (szFunctionFormat) |
| 4024 | cpDesc = Def->Script.GetControlDesc(szFunctionFormat, iCom, pidImage: &idDescImage, piImagePhase: &iDescImagePhase); |
| 4025 | |
| 4026 | // Image def by id |
| 4027 | if (idDescImage && idDescImage != C4ID_Contents) |
| 4028 | pDescImageDef = C4Id2Def(id: idDescImage); |
| 4029 | |
| 4030 | // Symbol sections |
| 4031 | cgoRight = cgoBar.TruncateSection(iAlign); |
| 4032 | if (!cgoRight.Wdt) return; |
| 4033 | if (iAlign & C4FCT_Bottom) cgoLeft = cgoRight.TruncateSection(iAlign: C4FCT_Left); |
| 4034 | else cgoLeft = cgoBar.TruncateSection(iAlign); |
| 4035 | if (!cgoLeft.Wdt) return; |
| 4036 | |
| 4037 | // image drawn by caller |
| 4038 | if (pfctImage) |
| 4039 | *pfctImage = cgoRight; |
| 4040 | // Specified def |
| 4041 | else if (pDescImageDef) |
| 4042 | pDescImageDef->Draw(cgo&: cgoRight, fSelected: false, iColor: Color, pObj: nullptr, iPhaseX: iDescImagePhase); // ...use specified color, but not object. |
| 4043 | // Contents image |
| 4044 | else if (idDescImage == C4ID_Contents) |
| 4045 | { |
| 4046 | // contents object |
| 4047 | C4Object *pContents = Contents.GetObject(); |
| 4048 | if (pContents) |
| 4049 | pContents->DrawPicture(cgo&: cgoRight); |
| 4050 | else |
| 4051 | DrawPicture(cgo&: cgoRight); |
| 4052 | } |
| 4053 | // Picture |
| 4054 | else |
| 4055 | DrawPicture(cgo&: cgoRight); |
| 4056 | |
| 4057 | // Command |
| 4058 | if (!fFlash || Tick35 > 15) |
| 4059 | DrawCommandKey(cgo&: cgoLeft, iCom, fPressed: false, |
| 4060 | szText: Config.Graphics.ShowCommandKeys ? PlrControlKeyName(iPlayer, iControl: Com2Control(iCom), fShort: true).c_str() : nullptr); |
| 4061 | |
| 4062 | // Region (both symbols) |
| 4063 | if (pRegions) |
| 4064 | pRegions->Add(iX: cgoLeft.X, iY: cgoLeft.Y, iWdt: cgoLeft.Wdt * 2, iHgt: cgoLeft.Hgt, szCaption: cpDesc ? cpDesc : GetName(), iCom); |
| 4065 | } |
| 4066 | |
| 4067 | void C4Object::Resort() |
| 4068 | { |
| 4069 | // Flag resort |
| 4070 | Unsorted = true; |
| 4071 | Game.fResortAnyObject = true; |
| 4072 | // Must not immediately resort - link change/removal would crash Game::ExecObjects |
| 4073 | } |
| 4074 | |
| 4075 | bool C4Object::SetAction(int32_t iAct, C4Object *pTarget, C4Object *pTarget2, int32_t iCalls, bool fForce) |
| 4076 | { |
| 4077 | int32_t iLastAction = Action.Act; |
| 4078 | int32_t iLastPhase = Action.Phase; |
| 4079 | C4ActionDef *pAction; |
| 4080 | |
| 4081 | // Def lost actmap: idle (safety) |
| 4082 | if (!Def->ActMap) iLastAction = ActIdle; |
| 4083 | |
| 4084 | // No other action |
| 4085 | if (iLastAction > ActIdle) |
| 4086 | if (Def->ActMap[iLastAction].NoOtherAction && !fForce) |
| 4087 | if (iAct != iLastAction) |
| 4088 | return false; |
| 4089 | |
| 4090 | // Invalid action |
| 4091 | if (Def && !Inside<int32_t>(ival: iAct, lbound: ActIdle, rbound: Def->ActNum - 1)) |
| 4092 | return false; |
| 4093 | |
| 4094 | // Stop previous act sound |
| 4095 | if (iLastAction > ActIdle) |
| 4096 | if (iAct != iLastAction) |
| 4097 | if (Def->ActMap[iLastAction].Sound[0]) |
| 4098 | StopSoundEffect(name: Def->ActMap[iLastAction].Sound, obj: this); |
| 4099 | |
| 4100 | // Unfullcon objects no action |
| 4101 | if (Con < FullCon) |
| 4102 | if (!Def->IncompleteActivity) |
| 4103 | iAct = ActIdle; |
| 4104 | |
| 4105 | // Reset action time on change |
| 4106 | if (iAct != iLastAction) |
| 4107 | { |
| 4108 | Action.Time = 0; |
| 4109 | // reset action data if procedure is changed |
| 4110 | if (((iAct > ActIdle) ? Def->ActMap[iAct].Procedure : DFA_NONE) |
| 4111 | != ((iLastAction > ActIdle) ? Def->ActMap[iLastAction].Procedure : DFA_NONE)) |
| 4112 | Action.Data = 0; |
| 4113 | } |
| 4114 | |
| 4115 | // Set new action |
| 4116 | Action.Act = iAct; |
| 4117 | std::fill(first: Action.Name, last: std::end(arr&: Action.Name), value: '\0'); |
| 4118 | if (Action.Act > ActIdle) SCopy(szSource: Def->ActMap[Action.Act].Name, sTarget: Action.Name); |
| 4119 | Action.Phase = Action.PhaseDelay = 0; |
| 4120 | |
| 4121 | // Set target if specified |
| 4122 | if (pTarget) Action.Target = pTarget; |
| 4123 | if (pTarget2) Action.Target2 = pTarget2; |
| 4124 | |
| 4125 | // Set Action Facet |
| 4126 | UpdateActionFace(); |
| 4127 | |
| 4128 | // update flipdir |
| 4129 | if (((iLastAction > ActIdle) ? Def->ActMap[iLastAction].FlipDir : 0) |
| 4130 | != ((iAct > ActIdle) ? Def->ActMap[iAct].FlipDir : 0)) UpdateFlipDir(); |
| 4131 | |
| 4132 | // Start act sound |
| 4133 | if (Action.Act > ActIdle) |
| 4134 | if (Action.Act != iLastAction) |
| 4135 | if (Def->ActMap[Action.Act].Sound[0]) |
| 4136 | StartSoundEffect(name: Def->ActMap[Action.Act].Sound, loop: +1, volume: 100, obj: this); |
| 4137 | |
| 4138 | // Reset OCF |
| 4139 | SetOCF(); |
| 4140 | |
| 4141 | // Reset fixed position... |
| 4142 | fix_x = itofix(x); fix_y = itofix(x: y); |
| 4143 | |
| 4144 | // issue calls |
| 4145 | |
| 4146 | // Execute StartCall |
| 4147 | if (iCalls & SAC_StartCall) |
| 4148 | if (Action.Act > ActIdle) |
| 4149 | { |
| 4150 | pAction = &(Def->ActMap[Action.Act]); |
| 4151 | if (pAction->StartCall) |
| 4152 | { |
| 4153 | C4Def *pOldDef = Def; |
| 4154 | pAction->StartCall->Exec(pObj: this); |
| 4155 | // abort exeution if def changed |
| 4156 | if (Def != pOldDef || !Status) return true; |
| 4157 | } |
| 4158 | } |
| 4159 | |
| 4160 | // Execute EndCall |
| 4161 | if (iCalls & SAC_EndCall && !fForce) |
| 4162 | if (iLastAction > ActIdle) |
| 4163 | { |
| 4164 | pAction = &(Def->ActMap[iLastAction]); |
| 4165 | if (pAction->EndCall) |
| 4166 | { |
| 4167 | C4Def *pOldDef = Def; |
| 4168 | pAction->EndCall->Exec(pObj: this); |
| 4169 | // abort exeution if def changed |
| 4170 | if (Def != pOldDef || !Status) return true; |
| 4171 | } |
| 4172 | } |
| 4173 | |
| 4174 | // Execute AbortCall |
| 4175 | if (iCalls & SAC_AbortCall && !fForce) |
| 4176 | if (iLastAction > ActIdle) |
| 4177 | { |
| 4178 | pAction = &(Def->ActMap[iLastAction]); |
| 4179 | if (pAction->AbortCall) |
| 4180 | { |
| 4181 | C4Def *pOldDef = Def; |
| 4182 | pAction->AbortCall->Exec(pObj: this, pPars: {C4VInt(iVal: iLastPhase)}); |
| 4183 | // abort exeution if def changed |
| 4184 | if (Def != pOldDef || !Status) return true; |
| 4185 | } |
| 4186 | } |
| 4187 | |
| 4188 | return true; |
| 4189 | } |
| 4190 | |
| 4191 | void C4Object::UpdateActionFace() |
| 4192 | { |
| 4193 | // Default: no action face |
| 4194 | Action.Facet.Default(); |
| 4195 | // Active: get action facet from action definition |
| 4196 | if (Action.Act > ActIdle) |
| 4197 | { |
| 4198 | C4ActionDef *pAction = &(Def->ActMap[Action.Act]); |
| 4199 | if (pAction->Facet.Wdt > 0) |
| 4200 | { |
| 4201 | Action.Facet.Set(nsfc: GetGraphics()->GetBitmap(dwClr: Color), nx: pAction->Facet.x, ny: pAction->Facet.y, nwdt: pAction->Facet.Wdt, nhgt: pAction->Facet.Hgt); |
| 4202 | Action.FacetX = pAction->Facet.tx; |
| 4203 | Action.FacetY = pAction->Facet.ty; |
| 4204 | } |
| 4205 | } |
| 4206 | } |
| 4207 | |
| 4208 | bool C4Object::SetActionByName(const char *szActName, |
| 4209 | C4Object *pTarget, C4Object *pTarget2, |
| 4210 | int32_t iCalls, bool fForce) |
| 4211 | { |
| 4212 | int32_t cnt; |
| 4213 | // Check for ActIdle passed by name |
| 4214 | if (SEqual(szStr1: szActName, szStr2: "ActIdle" ) || SEqual(szStr1: szActName, szStr2: "Idle" )) |
| 4215 | return SetAction(iAct: ActIdle, pTarget: nullptr, pTarget2: nullptr, iCalls: SAC_StartCall | SAC_AbortCall, fForce); |
| 4216 | // Find act in ActMap of object |
| 4217 | for (cnt = 0; cnt < Def->ActNum; cnt++) |
| 4218 | if (SEqual(szStr1: szActName, szStr2: Def->ActMap[cnt].Name)) |
| 4219 | return SetAction(iAct: cnt, pTarget, pTarget2, iCalls, fForce); |
| 4220 | return false; |
| 4221 | } |
| 4222 | |
| 4223 | void C4Object::SetDir(int32_t iDir) |
| 4224 | { |
| 4225 | // Not active |
| 4226 | if (Action.Act <= ActIdle) return; |
| 4227 | // Invalid direction |
| 4228 | if (!Inside<int32_t>(ival: iDir, lbound: 0, rbound: Def->ActMap[Action.Act].Directions - 1)) return; |
| 4229 | // Execute turn action |
| 4230 | C4ActionDef *pAction = &(Def->ActMap[Action.Act]); |
| 4231 | if (iDir != Action.Dir) |
| 4232 | if (pAction->TurnAction[0]) |
| 4233 | { |
| 4234 | SetActionByName(szActName: pAction->TurnAction); |
| 4235 | } |
| 4236 | // Set dir |
| 4237 | Action.Dir = iDir; |
| 4238 | // update by flipdir? |
| 4239 | if (Def->ActMap[Action.Act].FlipDir) |
| 4240 | UpdateFlipDir(); |
| 4241 | else |
| 4242 | Action.DrawDir = iDir; |
| 4243 | } |
| 4244 | |
| 4245 | int32_t C4Object::GetProcedure() |
| 4246 | { |
| 4247 | if (Action.Act <= ActIdle) return DFA_NONE; |
| 4248 | return Def->ActMap[Action.Act].Procedure; |
| 4249 | } |
| 4250 | |
| 4251 | void GrabLost(C4Object *cObj) |
| 4252 | { |
| 4253 | // Grab lost script call on target (quite hacky stuff...) |
| 4254 | cObj->Action.Target->Call(PSF_GrabLost); |
| 4255 | // Clear commands down to first PushTo (if any) in command stack |
| 4256 | for (C4Command *pCom = cObj->Command; pCom; pCom = pCom->Next) |
| 4257 | if (pCom->Next && pCom->Next->Command == C4CMD_PushTo) |
| 4258 | { |
| 4259 | cObj->ClearCommand(pUntil: pCom); |
| 4260 | break; |
| 4261 | } |
| 4262 | } |
| 4263 | |
| 4264 | void DoGravity(C4Object *cobj, bool fFloatFriction = true); |
| 4265 | |
| 4266 | void C4Object::NoAttachAction() |
| 4267 | { |
| 4268 | // Active objects |
| 4269 | if (Action.Act > ActIdle) |
| 4270 | { |
| 4271 | int32_t iProcedure = GetProcedure(); |
| 4272 | // Scaling upwards: corner scale |
| 4273 | if (iProcedure == DFA_SCALE && Action.ComDir != COMD_Stop && ComDirLike(iComDir: Action.ComDir, COMD_Up)) |
| 4274 | if (ObjectActionCornerScale(cObj: this)) return; |
| 4275 | if (iProcedure == DFA_SCALE && Action.ComDir == COMD_Left && Action.Dir == DIR_Left) |
| 4276 | if (ObjectActionCornerScale(cObj: this)) return; |
| 4277 | if (iProcedure == DFA_SCALE && Action.ComDir == COMD_Right && Action.Dir == DIR_Right) |
| 4278 | if (ObjectActionCornerScale(cObj: this)) return; |
| 4279 | // Scaling and stopped: fall off to side (avoid zuppel) |
| 4280 | if ((iProcedure == DFA_SCALE) && (Action.ComDir == COMD_Stop)) |
| 4281 | { |
| 4282 | if (Action.Dir == DIR_Left) |
| 4283 | { |
| 4284 | if (ObjectActionJump(cObj: this, xdir: itofix(x: 1), ydir: Fix0, fByCom: false)) return; |
| 4285 | } |
| 4286 | else |
| 4287 | { |
| 4288 | if (ObjectActionJump(cObj: this, xdir: itofix(x: -1), ydir: Fix0, fByCom: false)) return; |
| 4289 | } |
| 4290 | } |
| 4291 | // Pushing: grab loss |
| 4292 | if (iProcedure == DFA_PUSH) GrabLost(cObj: this); |
| 4293 | // Fighting: Set last energy loss player for kill tracing (pushing people off a cliff) |
| 4294 | else if (iProcedure == DFA_FIGHT && Action.Target) LastEnergyLossCausePlayer = Action.Target->Controller; |
| 4295 | // Else jump |
| 4296 | ObjectActionJump(cObj: this, xdir, ydir, fByCom: false); |
| 4297 | } |
| 4298 | // Inactive objects, simple mobile natural gravity |
| 4299 | else |
| 4300 | { |
| 4301 | DoGravity(cobj: this); |
| 4302 | Mobile = 1; |
| 4303 | } |
| 4304 | } |
| 4305 | |
| 4306 | bool ContactVtxCNAT(C4Object *cobj, uint8_t cnat_dir); |
| 4307 | |
| 4308 | void C4Object::ContactAction() |
| 4309 | { |
| 4310 | // Take certain action on contact. Evaluate t_contact-CNAT and Procedure. |
| 4311 | C4Fixed last_xdir; |
| 4312 | |
| 4313 | int32_t iDir; |
| 4314 | C4PhysicalInfo *pPhysical = GetPhysical(); |
| 4315 | |
| 4316 | // Determine Procedure |
| 4317 | if (Action.Act <= ActIdle) return; |
| 4318 | int32_t iProcedure = Def->ActMap[Action.Act].Procedure; |
| 4319 | int32_t fDisabled = Def->ActMap[Action.Act].Disabled; |
| 4320 | |
| 4321 | // Hit Bottom |
| 4322 | if (t_contact & CNAT_Bottom) |
| 4323 | switch (iProcedure) |
| 4324 | { |
| 4325 | case DFA_FLIGHT: |
| 4326 | if (ydir < 0) break; |
| 4327 | // Jump: FlatHit / HardHit / Walk |
| 4328 | if ((OCF & OCF_HitSpeed4) || fDisabled) |
| 4329 | if (ObjectActionFlat(cObj: this, dir: Action.Dir)) return; |
| 4330 | if (OCF & OCF_HitSpeed3) |
| 4331 | if (ObjectActionKneel(cObj: this)) return; |
| 4332 | // Walk, but keep horizontal momentum (momentum is reset |
| 4333 | // by ObjectActionWalk) to avoid walk-jump-flipflop on |
| 4334 | // sideways corner hit if initial walk acceleration is |
| 4335 | // not enough to reach the next pixel for attachment. |
| 4336 | // Urks, all those special cases... |
| 4337 | last_xdir = xdir; |
| 4338 | ObjectActionWalk(cObj: this); |
| 4339 | xdir = last_xdir; |
| 4340 | return; |
| 4341 | case DFA_SCALE: |
| 4342 | // Scale up: try corner scale |
| 4343 | if (!ComDirLike(iComDir: Action.ComDir, COMD_Down)) |
| 4344 | { |
| 4345 | if (ObjectActionCornerScale(cObj: this)) return; |
| 4346 | return; |
| 4347 | } |
| 4348 | // Any other: Stand |
| 4349 | ObjectActionStand(cObj: this); |
| 4350 | return; |
| 4351 | case DFA_DIG: |
| 4352 | // Redirect downleft/downright |
| 4353 | if (Action.ComDir == COMD_DownLeft) |
| 4354 | { |
| 4355 | Action.ComDir = COMD_Left; break; |
| 4356 | } |
| 4357 | if (Action.ComDir == COMD_DownRight) |
| 4358 | { |
| 4359 | Action.ComDir = COMD_Right; break; |
| 4360 | } |
| 4361 | // Else stop |
| 4362 | ObjectComStopDig(cObj: this); |
| 4363 | return; |
| 4364 | case DFA_SWIM: |
| 4365 | // Try corner scale out |
| 4366 | if (!GBackLiquid(x, y: y - 1)) |
| 4367 | if (ObjectActionCornerScale(cObj: this)) return; |
| 4368 | return; |
| 4369 | } |
| 4370 | |
| 4371 | // Hit Ceiling |
| 4372 | if (t_contact & CNAT_Top) |
| 4373 | switch (iProcedure) |
| 4374 | { |
| 4375 | case DFA_WALK: |
| 4376 | // Walk: Stop |
| 4377 | ObjectActionStand(cObj: this); return; |
| 4378 | case DFA_SCALE: |
| 4379 | // Scale: Try hangle, else stop if going upward |
| 4380 | if (ComDirLike(iComDir: Action.ComDir, COMD_Up)) |
| 4381 | { |
| 4382 | if (pPhysical->CanHangle) |
| 4383 | { |
| 4384 | iDir = DIR_Left; |
| 4385 | if (Action.Dir == DIR_Left) { iDir = DIR_Right; } |
| 4386 | ObjectActionHangle(cObj: this, dir: iDir); return; |
| 4387 | } |
| 4388 | else |
| 4389 | Action.ComDir = COMD_Stop; |
| 4390 | } |
| 4391 | break; |
| 4392 | case DFA_FLIGHT: |
| 4393 | // Jump: Try hangle, else bounce off |
| 4394 | // High Speed Flight: Tumble |
| 4395 | if ((OCF & OCF_HitSpeed3) || fDisabled) |
| 4396 | { |
| 4397 | ObjectActionTumble(cObj: this, dir: Action.Dir, xdir: Fix0, ydir: Fix0); break; |
| 4398 | } |
| 4399 | if (pPhysical->CanHangle) |
| 4400 | { |
| 4401 | ObjectActionHangle(cObj: this, dir: Action.Dir); return; |
| 4402 | } |
| 4403 | break; |
| 4404 | case DFA_DIG: |
| 4405 | // Dig: Stop |
| 4406 | ObjectComStopDig(cObj: this); return; |
| 4407 | case DFA_HANGLE: |
| 4408 | Action.ComDir = COMD_Stop; |
| 4409 | break; |
| 4410 | } |
| 4411 | |
| 4412 | // Hit Left Wall |
| 4413 | if (t_contact & CNAT_Left) |
| 4414 | { |
| 4415 | switch (iProcedure) |
| 4416 | { |
| 4417 | case DFA_FLIGHT: |
| 4418 | // High Speed Flight: Tumble |
| 4419 | if ((OCF & OCF_HitSpeed3) || fDisabled) |
| 4420 | { |
| 4421 | ObjectActionTumble(cObj: this, DIR_Left, xdir: FIXED100(x: +150), ydir: Fix0); break; |
| 4422 | } |
| 4423 | // Else |
| 4424 | else if (pPhysical->CanScale) |
| 4425 | { |
| 4426 | ObjectActionScale(cObj: this, DIR_Left); return; |
| 4427 | } |
| 4428 | break; |
| 4429 | case DFA_WALK: |
| 4430 | // Walk: Try scale, else stop |
| 4431 | if (ComDirLike(iComDir: Action.ComDir, COMD_Left)) |
| 4432 | { |
| 4433 | if (pPhysical->CanScale) |
| 4434 | { |
| 4435 | ObjectActionScale(cObj: this, DIR_Left); return; |
| 4436 | } |
| 4437 | // Else stop |
| 4438 | Action.ComDir = COMD_Stop; |
| 4439 | } |
| 4440 | // Heading away from solid |
| 4441 | if (ComDirLike(iComDir: Action.ComDir, COMD_Right)) |
| 4442 | { |
| 4443 | // Slide off |
| 4444 | ObjectActionJump(cObj: this, xdir: xdir / 2, ydir, fByCom: false); |
| 4445 | } |
| 4446 | return; |
| 4447 | case DFA_SWIM: |
| 4448 | // Try scale |
| 4449 | if (ComDirLike(iComDir: Action.ComDir, COMD_Left)) |
| 4450 | if (pPhysical->CanScale) |
| 4451 | { |
| 4452 | ObjectActionScale(cObj: this, DIR_Left); return; |
| 4453 | } |
| 4454 | // Try corner scale out |
| 4455 | if (ObjectActionCornerScale(cObj: this)) return; |
| 4456 | return; |
| 4457 | case DFA_HANGLE: |
| 4458 | // Hangle: Try scale, else stop |
| 4459 | if (pPhysical->CanScale) |
| 4460 | if (ObjectActionScale(cObj: this, DIR_Left)) |
| 4461 | return; |
| 4462 | Action.ComDir = COMD_Stop; |
| 4463 | return; |
| 4464 | case DFA_DIG: |
| 4465 | // Dig: Stop |
| 4466 | ObjectComStopDig(cObj: this); |
| 4467 | return; |
| 4468 | } |
| 4469 | } |
| 4470 | |
| 4471 | // Hit Right Wall |
| 4472 | if (t_contact & CNAT_Right) |
| 4473 | { |
| 4474 | switch (iProcedure) |
| 4475 | { |
| 4476 | case DFA_FLIGHT: |
| 4477 | // High Speed Flight: Tumble |
| 4478 | if ((OCF & OCF_HitSpeed3) || fDisabled) |
| 4479 | { |
| 4480 | ObjectActionTumble(cObj: this, DIR_Right, xdir: FIXED100(x: -150), ydir: Fix0); break; |
| 4481 | } |
| 4482 | // Else Scale |
| 4483 | else if (pPhysical->CanScale) |
| 4484 | { |
| 4485 | ObjectActionScale(cObj: this, DIR_Right); return; |
| 4486 | } |
| 4487 | break; |
| 4488 | case DFA_WALK: |
| 4489 | // Walk: Try scale, else stop |
| 4490 | if (ComDirLike(iComDir: Action.ComDir, COMD_Right)) |
| 4491 | { |
| 4492 | if (pPhysical->CanScale) |
| 4493 | { |
| 4494 | ObjectActionScale(cObj: this, DIR_Right); return; |
| 4495 | } |
| 4496 | Action.ComDir = COMD_Stop; |
| 4497 | } |
| 4498 | // Heading away from solid |
| 4499 | if (ComDirLike(iComDir: Action.ComDir, COMD_Left)) |
| 4500 | { |
| 4501 | // Slide off |
| 4502 | ObjectActionJump(cObj: this, xdir: xdir / 2, ydir, fByCom: false); |
| 4503 | } |
| 4504 | return; |
| 4505 | case DFA_SWIM: |
| 4506 | // Try scale |
| 4507 | if (ComDirLike(iComDir: Action.ComDir, COMD_Right)) |
| 4508 | if (pPhysical->CanScale) |
| 4509 | { |
| 4510 | ObjectActionScale(cObj: this, DIR_Right); return; |
| 4511 | } |
| 4512 | // Try corner scale out |
| 4513 | if (ObjectActionCornerScale(cObj: this)) return; |
| 4514 | // Skip to enable walk out |
| 4515 | return; |
| 4516 | case DFA_HANGLE: |
| 4517 | // Hangle: Try scale, else stop |
| 4518 | if (pPhysical->CanScale) |
| 4519 | if (ObjectActionScale(cObj: this, DIR_Right)) |
| 4520 | return; |
| 4521 | Action.ComDir = COMD_Stop; |
| 4522 | return; |
| 4523 | case DFA_DIG: |
| 4524 | // Dig: Stop |
| 4525 | ObjectComStopDig(cObj: this); |
| 4526 | return; |
| 4527 | } |
| 4528 | } |
| 4529 | |
| 4530 | // Unresolved Cases |
| 4531 | |
| 4532 | // Flight stuck |
| 4533 | if (iProcedure == DFA_FLIGHT) |
| 4534 | { |
| 4535 | // Enforce slide free (might slide through tiny holes this way) |
| 4536 | if (!ydir) |
| 4537 | { |
| 4538 | bool fAllowDown = !(t_contact & CNAT_Bottom); |
| 4539 | if (t_contact & CNAT_Right) |
| 4540 | { |
| 4541 | ForcePosition(tx: x - 1, ty: y + fAllowDown); |
| 4542 | xdir = ydir = 0; |
| 4543 | } |
| 4544 | if (t_contact & CNAT_Left) |
| 4545 | { |
| 4546 | ForcePosition(tx: x + 1, ty: y + fAllowDown); |
| 4547 | xdir = ydir = 0; |
| 4548 | } |
| 4549 | } |
| 4550 | if (!xdir) |
| 4551 | { |
| 4552 | if (t_contact & CNAT_Top) |
| 4553 | { |
| 4554 | ForcePosition(tx: x, ty: y + 1); |
| 4555 | xdir = ydir = 0; |
| 4556 | } |
| 4557 | } |
| 4558 | } |
| 4559 | } |
| 4560 | |
| 4561 | void Towards(C4Fixed &val, C4Fixed target, C4Fixed step) |
| 4562 | { |
| 4563 | if (val == target) return; |
| 4564 | if (Abs(val: val - target) <= step) { val = target; return; } |
| 4565 | if (val < target) val += step; else val -= step; |
| 4566 | } |
| 4567 | |
| 4568 | bool DoBridge(C4Object *clk) |
| 4569 | { |
| 4570 | int32_t iBridgeTime; bool fMoveClonk, fWall; int32_t iBridgeMaterial; |
| 4571 | clk->Action.GetBridgeData(riBridgeTime&: iBridgeTime, rfMoveClonk&: fMoveClonk, rfWall&: fWall, riBridgeMaterial&: iBridgeMaterial); |
| 4572 | if (!iBridgeTime) iBridgeTime = 100; // default bridge time |
| 4573 | if (clk->Action.Time >= iBridgeTime) { ObjectActionStand(cObj: clk); return false; } |
| 4574 | // get bridge advancement |
| 4575 | int32_t dtp; |
| 4576 | if (fWall) switch (clk->Action.ComDir) |
| 4577 | { |
| 4578 | case COMD_Left: case COMD_Right: dtp = 4; fMoveClonk = false; break; // vertical wall: default 25 pixels |
| 4579 | case COMD_UpLeft: case COMD_UpRight: dtp = 5; fMoveClonk = false; break; // diagonal roof over Clonk: default 20 pixels up and 20 pixels side (28 pixels - optimized to close tunnels completely) |
| 4580 | case COMD_Up: dtp = 5; break; // horizontal roof over Clonk |
| 4581 | default: return true; // bridge procedure just for show |
| 4582 | } |
| 4583 | else switch (clk->Action.ComDir) |
| 4584 | { |
| 4585 | case COMD_Left: case COMD_Right: dtp = 5; break; // horizontal bridges: default 20 pixels |
| 4586 | case COMD_Up: dtp = 4; break; // vertical bridges: default 25 pixels (same as |
| 4587 | case COMD_UpLeft: case COMD_UpRight: dtp = 6; break; // diagonal bridges: default 16 pixels up and 16 pixels side (23 pixels) |
| 4588 | default: return true; // bridge procedure just for show |
| 4589 | } |
| 4590 | if (clk->Action.Time % dtp) return true; // no advancement in this frame |
| 4591 | // get target pos for Clonk and bridge |
| 4592 | int32_t cx = clk->x, cy = clk->y, cw = clk->Shape.Wdt, ch = clk->Shape.Hgt; |
| 4593 | int32_t tx = cx, ty = cy + ch / 2; |
| 4594 | int32_t dt; |
| 4595 | if (fMoveClonk) dt = 0; else dt = clk->Action.Time / dtp; |
| 4596 | if (fWall) switch (clk->Action.ComDir) |
| 4597 | { |
| 4598 | case COMD_Left: tx -= cw / 2; ty += -dt; break; |
| 4599 | case COMD_Right: tx += cw / 2; ty += -dt; break; |
| 4600 | case COMD_Up: |
| 4601 | { |
| 4602 | int32_t x0; |
| 4603 | if (fMoveClonk) x0 = -3; else x0 = (iBridgeTime / dtp) / -2; |
| 4604 | tx += (x0 + dt) * ((clk->Action.Dir == DIR_Right) * 2 - 1); cx += ((clk->Action.Dir == DIR_Right) * 2 - 1); ty -= ch + 3; break; |
| 4605 | } |
| 4606 | case COMD_UpLeft: tx -= -4 + dt; ty += -ch - 7 + dt; break; |
| 4607 | case COMD_UpRight: tx += -4 + dt; ty += -ch - 7 + dt; break; |
| 4608 | } |
| 4609 | else switch (clk->Action.ComDir) |
| 4610 | { |
| 4611 | case COMD_Left: tx += -2 - dt; --cx; break; |
| 4612 | case COMD_Right: tx += +2 + dt; ++cx; break; |
| 4613 | case COMD_Up: tx += (-cw / 2 + (cw - 1) * (clk->Action.Dir == DIR_Right)) * (!fMoveClonk); ty += -dt - fMoveClonk; --cy; break; |
| 4614 | case COMD_UpLeft: tx += -5 - dt + fMoveClonk * 3; ty += 2 - dt - fMoveClonk * 3; --cx; --cy; break; |
| 4615 | case COMD_UpRight: tx += +5 + dt - fMoveClonk * 2; ty += 2 - dt - fMoveClonk * 3; ++cx; --cy; break; |
| 4616 | } |
| 4617 | // check if Clonk movement is posible |
| 4618 | if (fMoveClonk) |
| 4619 | { |
| 4620 | int32_t cx2 = cx, cy2 = cy; |
| 4621 | if (clk->Shape.CheckContact(cx: cx2, cy: cy2 - 1)) |
| 4622 | { |
| 4623 | // Clonk would collide here: Change to nonmoving Clonk mode and redo bridging |
| 4624 | iBridgeTime -= clk->Action.Time; |
| 4625 | clk->Action.Time = 0; |
| 4626 | if (fWall && clk->Action.ComDir == COMD_Up) |
| 4627 | { |
| 4628 | // special for roof above Clonk: The nonmoving roof is started at bridgelength before the Clonkl |
| 4629 | // so, when interrupted, an action time halfway through the action must be set |
| 4630 | clk->Action.Time = iBridgeTime; |
| 4631 | iBridgeTime += iBridgeTime; |
| 4632 | } |
| 4633 | clk->Action.SetBridgeData(iBridgeTime, fMoveClonk: false, fWall, iBridgeMaterial); |
| 4634 | return DoBridge(clk); |
| 4635 | } |
| 4636 | } |
| 4637 | // draw bridge into landscape |
| 4638 | Game.Landscape.DrawMaterialRect(mat: iBridgeMaterial, tx: tx - 2, ty, wdt: 4, hgt: 3); |
| 4639 | // Move Clonk |
| 4640 | if (fMoveClonk) clk->MovePosition(dx: cx - clk->x, dy: cy - clk->y); |
| 4641 | return true; |
| 4642 | } |
| 4643 | |
| 4644 | void DoGravity(C4Object *cobj, bool fFloatFriction) |
| 4645 | { |
| 4646 | // Floatation in liquids |
| 4647 | if (cobj->InLiquid && cobj->Def->Float) |
| 4648 | { |
| 4649 | cobj->ydir -= FloatAccel; |
| 4650 | if (cobj->ydir < FloatAccel * -10) cobj->ydir = FloatAccel * -10; |
| 4651 | if (fFloatFriction) |
| 4652 | { |
| 4653 | if (cobj->xdir < -FloatFriction) cobj->xdir += FloatFriction; |
| 4654 | if (cobj->xdir > +FloatFriction) cobj->xdir -= FloatFriction; |
| 4655 | if (cobj->rdir < -FloatFriction) cobj->rdir += FloatFriction; |
| 4656 | if (cobj->rdir > +FloatFriction) cobj->rdir -= FloatFriction; |
| 4657 | } |
| 4658 | if (!GBackLiquid(x: cobj->x, y: cobj->y - 1 + cobj->Def->Float * cobj->GetCon() / FullCon - 1)) |
| 4659 | if (cobj->ydir < 0) cobj->ydir = 0; |
| 4660 | } |
| 4661 | // Free fall gravity |
| 4662 | else if (~cobj->Category & C4D_StaticBack) |
| 4663 | cobj->ydir += GravAccel; |
| 4664 | } |
| 4665 | |
| 4666 | void StopActionDelayCommand(C4Object *cobj) |
| 4667 | { |
| 4668 | ObjectComStop(cObj: cobj); |
| 4669 | cobj->AddCommand(iCommand: C4CMD_Wait, pTarget: nullptr, iTx: 0, iTy: 0, iUpdateInterval: 50); |
| 4670 | } |
| 4671 | |
| 4672 | bool ReduceLineSegments(C4Shape &rShape, bool fAlternate) |
| 4673 | { |
| 4674 | // try if line could go by a path directly when skipping on evertex. If fAlternate is true, try by skipping two vertices |
| 4675 | for (int32_t cnt = 0; cnt + 2 + fAlternate < rShape.VtxNum; cnt++) |
| 4676 | if (PathFree(x1: rShape.VtxX[cnt], y1: rShape.VtxY[cnt], |
| 4677 | x2: rShape.VtxX[cnt + 2 + fAlternate], y2: rShape.VtxY[cnt + 2 + fAlternate])) |
| 4678 | { |
| 4679 | if (fAlternate) rShape.RemoveVertex(iPos: cnt + 2); |
| 4680 | rShape.RemoveVertex(iPos: cnt + 1); |
| 4681 | return true; |
| 4682 | } |
| 4683 | return false; |
| 4684 | } |
| 4685 | |
| 4686 | void C4Object::ExecAction() |
| 4687 | { |
| 4688 | Action.t_attach = CNAT_None; |
| 4689 | uint32_t ocf; |
| 4690 | C4Fixed iTXDir; |
| 4691 | C4Fixed lftspeed, tydir; |
| 4692 | int32_t iTargetX; |
| 4693 | int32_t iPushRange, iPushDistance; |
| 4694 | |
| 4695 | // Standard phase advance |
| 4696 | int32_t iPhaseAdvance = 1; |
| 4697 | |
| 4698 | // Upright attachment check |
| 4699 | if (!Mobile) |
| 4700 | if (Def->UprightAttach) |
| 4701 | if (Inside<int32_t>(ival: r, lbound: -StableRange, rbound: +StableRange)) |
| 4702 | { |
| 4703 | Action.t_attach |= Def->UprightAttach; |
| 4704 | Mobile = 1; |
| 4705 | } |
| 4706 | |
| 4707 | // Idle objects do natural gravity only |
| 4708 | if (Action.Act <= ActIdle) |
| 4709 | { |
| 4710 | if (Mobile) DoGravity(cobj: this); |
| 4711 | return; |
| 4712 | } |
| 4713 | |
| 4714 | // No IncompleteActivity? Reset action |
| 4715 | if (!(OCF & OCF_FullCon) && !Def->IncompleteActivity) |
| 4716 | { |
| 4717 | SetAction(iAct: ActIdle); return; |
| 4718 | } |
| 4719 | |
| 4720 | // Determine ActDef & Physical Info |
| 4721 | C4ActionDef *pAction = &(Def->ActMap[Action.Act]); |
| 4722 | C4PhysicalInfo *pPhysical = GetPhysical(); |
| 4723 | C4Fixed lLimit; |
| 4724 | C4Fixed fWalk, fMove; |
| 4725 | int32_t smpx, smpy; |
| 4726 | |
| 4727 | // Energy usage |
| 4728 | if (Game.Rules & C4RULE_StructuresNeedEnergy) |
| 4729 | if (pAction->EnergyUsage) |
| 4730 | if (pAction->EnergyUsage <= Energy) |
| 4731 | { |
| 4732 | Energy -= pAction->EnergyUsage; |
| 4733 | // No general DoEnergy-Process |
| 4734 | NeedEnergy = 0; |
| 4735 | } |
| 4736 | // Insufficient energy for action: same as idle |
| 4737 | else |
| 4738 | { |
| 4739 | NeedEnergy = 1; |
| 4740 | if (Mobile) DoGravity(cobj: this); |
| 4741 | return; |
| 4742 | } |
| 4743 | |
| 4744 | // Action time advance |
| 4745 | Action.Time++; |
| 4746 | |
| 4747 | // InLiquidAction check |
| 4748 | if (InLiquid) |
| 4749 | if (pAction->InLiquidAction[0]) |
| 4750 | { |
| 4751 | SetActionByName(szActName: pAction->InLiquidAction); return; |
| 4752 | } |
| 4753 | |
| 4754 | // assign extra action attachment (CNAT_MultiAttach) |
| 4755 | // regular attachment values cannot be set for backwards compatibility reasons |
| 4756 | // this parameter had always been ignored for actions using an internal procedure, |
| 4757 | // but is for some obscure reasons set in the KneelDown-actions of the golems |
| 4758 | Action.t_attach |= (pAction->Attach & CNAT_MultiAttach); |
| 4759 | |
| 4760 | // if an object is in controllable state, so it can be assumed that if it dies later because of NO_OWNER's cause, |
| 4761 | // it has been its own fault and not the fault of the last one who threw a flint on it |
| 4762 | // do not reset for burning objects to make sure the killer is set correctly if they fall out of the map while burning |
| 4763 | // also keep state when swimming, so you get kills for pushing people into the lava/acid/shark lake |
| 4764 | if (!pAction->Disabled && pAction->Procedure != DFA_FLIGHT && pAction->Procedure != DFA_SWIM && !OnFire) |
| 4765 | LastEnergyLossCausePlayer = NO_OWNER; |
| 4766 | |
| 4767 | // Handle Default Action Procedure: evaluates Procedure and Action.ComDir |
| 4768 | // Update xdir,ydir,Action.Dir,attachment,iPhaseAdvance |
| 4769 | switch (pAction->Procedure) |
| 4770 | { |
| 4771 | case DFA_WALK: |
| 4772 | lLimit = ValByPhysical(iPercent: 280, iPhysical: pPhysical->Walk); |
| 4773 | switch (Action.ComDir) |
| 4774 | { |
| 4775 | case COMD_Left: case COMD_UpLeft: case COMD_DownLeft: |
| 4776 | xdir -= WalkAccel; if (xdir < -lLimit) xdir = -lLimit; |
| 4777 | break; |
| 4778 | case COMD_Right: case COMD_UpRight: case COMD_DownRight: |
| 4779 | xdir += WalkAccel; if (xdir > +lLimit) xdir = +lLimit; |
| 4780 | break; |
| 4781 | case COMD_Stop: case COMD_Up: case COMD_Down: |
| 4782 | if (xdir < 0) xdir += WalkAccel; |
| 4783 | if (xdir > 0) xdir -= WalkAccel; |
| 4784 | if ((xdir > -WalkAccel) && (xdir < +WalkAccel)) xdir = 0; |
| 4785 | break; |
| 4786 | } |
| 4787 | iPhaseAdvance = 0; |
| 4788 | if (xdir < 0) { iPhaseAdvance = -fixtoi(x: xdir * 10); SetDir(DIR_Left); } |
| 4789 | if (xdir > 0) { iPhaseAdvance = +fixtoi(x: xdir * 10); SetDir(DIR_Right); } |
| 4790 | Action.t_attach |= CNAT_Bottom; |
| 4791 | Mobile = 1; |
| 4792 | // object is rotateable? adjust to ground, if in horizontal movement or not attached to the center vertex |
| 4793 | if (Def->Rotateable && Shape.AttachMat != MNone && (!!xdir || Def->Shape.VtxX[Shape.iAttachVtx])) |
| 4794 | AdjustWalkRotation(iRangeX: 20, iRangeY: 20, iSpeed: 100); |
| 4795 | else |
| 4796 | rdir = 0; |
| 4797 | break; |
| 4798 | |
| 4799 | case DFA_KNEEL: |
| 4800 | ydir = 0; |
| 4801 | Action.t_attach |= CNAT_Bottom; |
| 4802 | Mobile = 1; |
| 4803 | break; |
| 4804 | |
| 4805 | case DFA_SCALE: |
| 4806 | { |
| 4807 | lLimit = ValByPhysical(iPercent: 200, iPhysical: pPhysical->Scale); |
| 4808 | |
| 4809 | // Physical training |
| 4810 | if (!Tick5) |
| 4811 | if (Abs(val: ydir) == lLimit) |
| 4812 | TrainPhysical(mpiOffset: &C4PhysicalInfo::Scale, iTrainBy: 1, iMaxTrain: C4MaxPhysical); |
| 4813 | int ComDir = Action.ComDir; |
| 4814 | if (Action.Dir == DIR_Left && ComDir == COMD_Left) |
| 4815 | ComDir = COMD_Up; |
| 4816 | else if (Action.Dir == DIR_Right && ComDir == COMD_Right) |
| 4817 | ComDir = COMD_Up; |
| 4818 | switch (ComDir) |
| 4819 | { |
| 4820 | case COMD_Up: case COMD_UpRight: case COMD_UpLeft: |
| 4821 | ydir -= WalkAccel; if (ydir < -lLimit) ydir = -lLimit; break; |
| 4822 | case COMD_Down: case COMD_DownRight: case COMD_DownLeft: |
| 4823 | ydir += WalkAccel; if (ydir > +lLimit) ydir = +lLimit; break; |
| 4824 | case COMD_Left: case COMD_Right: case COMD_Stop: |
| 4825 | if (ydir < 0) ydir += WalkAccel; |
| 4826 | if (ydir > 0) ydir -= WalkAccel; |
| 4827 | if ((ydir > -WalkAccel) && (ydir < +WalkAccel)) ydir = 0; |
| 4828 | break; |
| 4829 | } |
| 4830 | iPhaseAdvance = 0; |
| 4831 | if (ydir < 0) iPhaseAdvance = -fixtoi(x: ydir * 14); |
| 4832 | if (ydir > 0) iPhaseAdvance = +fixtoi(x: ydir * 14); |
| 4833 | xdir = 0; |
| 4834 | if (Action.Dir == DIR_Left) Action.t_attach |= CNAT_Left; |
| 4835 | if (Action.Dir == DIR_Right) Action.t_attach |= CNAT_Right; |
| 4836 | Mobile = 1; |
| 4837 | break; |
| 4838 | } |
| 4839 | |
| 4840 | case DFA_HANGLE: |
| 4841 | lLimit = ValByPhysical(iPercent: 160, iPhysical: pPhysical->Hangle); |
| 4842 | |
| 4843 | // Physical training |
| 4844 | if (!Tick5) |
| 4845 | if (Abs(val: xdir) == lLimit) |
| 4846 | TrainPhysical(mpiOffset: &C4PhysicalInfo::Hangle, iTrainBy: 1, iMaxTrain: C4MaxPhysical); |
| 4847 | |
| 4848 | switch (Action.ComDir) |
| 4849 | { |
| 4850 | case COMD_Left: case COMD_UpLeft: case COMD_DownLeft: |
| 4851 | xdir -= WalkAccel; if (xdir < -lLimit) xdir = -lLimit; |
| 4852 | break; |
| 4853 | case COMD_Right: case COMD_UpRight: case COMD_DownRight: |
| 4854 | xdir += WalkAccel; if (xdir > +lLimit) xdir = +lLimit; |
| 4855 | break; |
| 4856 | case COMD_Up: |
| 4857 | xdir += (Action.Dir == DIR_Left) ? -WalkAccel : WalkAccel; |
| 4858 | if (xdir < -lLimit) xdir = -lLimit; |
| 4859 | if (xdir > +lLimit) xdir = +lLimit; |
| 4860 | break; |
| 4861 | case COMD_Stop: case COMD_Down: |
| 4862 | if (xdir < 0) xdir += WalkAccel; |
| 4863 | if (xdir > 0) xdir -= WalkAccel; |
| 4864 | if ((xdir > -WalkAccel) && (xdir < +WalkAccel)) xdir = 0; |
| 4865 | break; |
| 4866 | } |
| 4867 | iPhaseAdvance = 0; |
| 4868 | if (xdir < 0) { iPhaseAdvance = -fixtoi(x: xdir * 10); SetDir(DIR_Left); } |
| 4869 | if (xdir > 0) { iPhaseAdvance = +fixtoi(x: xdir * 10); SetDir(DIR_Right); } |
| 4870 | ydir = 0; |
| 4871 | Action.t_attach |= CNAT_Top; |
| 4872 | Mobile = 1; |
| 4873 | break; |
| 4874 | |
| 4875 | case DFA_FLIGHT: |
| 4876 | // Contained: fall out (one try only) |
| 4877 | if (!Tick10) |
| 4878 | if (Contained) |
| 4879 | { |
| 4880 | StopActionDelayCommand(cobj: this); |
| 4881 | SetCommand(iCommand: C4CMD_Exit); |
| 4882 | } |
| 4883 | // Gravity/mobile |
| 4884 | DoGravity(cobj: this); |
| 4885 | Mobile = 1; |
| 4886 | break; |
| 4887 | |
| 4888 | case DFA_DIG: |
| 4889 | smpx = x; smpy = y; |
| 4890 | if (!Shape.Attach(cx&: smpx, cy&: smpy, cnat_pos: CNAT_Bottom)) |
| 4891 | { |
| 4892 | ObjectComStopDig(cObj: this); return; |
| 4893 | } |
| 4894 | lLimit = ValByPhysical(iPercent: 125, iPhysical: pPhysical->Dig); |
| 4895 | iPhaseAdvance = fixtoi(x: lLimit * 40); |
| 4896 | switch (Action.ComDir) |
| 4897 | { |
| 4898 | case COMD_Up: |
| 4899 | ydir = -lLimit / 2; |
| 4900 | if (Action.Dir == DIR_Left) xdir = -lLimit; |
| 4901 | else xdir = +lLimit; |
| 4902 | break; |
| 4903 | case COMD_UpLeft: xdir = -lLimit; ydir = -lLimit / 2; break; |
| 4904 | case COMD_Left: xdir = -lLimit; ydir = 0; break; |
| 4905 | case COMD_DownLeft: xdir = -lLimit; ydir = +lLimit; break; |
| 4906 | case COMD_Down: xdir = 0; ydir = +lLimit; break; |
| 4907 | case COMD_DownRight: xdir = +lLimit; ydir = +lLimit; break; |
| 4908 | case COMD_Right: xdir = +lLimit; ydir = 0; break; |
| 4909 | case COMD_UpRight: xdir = +lLimit; ydir = -lLimit / 2; break; |
| 4910 | case COMD_Stop: |
| 4911 | xdir = 0; ydir = 0; |
| 4912 | iPhaseAdvance = 0; |
| 4913 | break; |
| 4914 | } |
| 4915 | if (xdir < 0) SetDir(DIR_Left); else if (xdir > 0) SetDir(DIR_Right); |
| 4916 | Action.t_attach = CNAT_None; |
| 4917 | Mobile = 1; |
| 4918 | break; |
| 4919 | |
| 4920 | case DFA_SWIM: |
| 4921 | lLimit = ValByPhysical(iPercent: 160, iPhysical: pPhysical->Swim); |
| 4922 | |
| 4923 | // Physical training |
| 4924 | if (!Tick10) |
| 4925 | if (Abs(val: xdir) == lLimit) |
| 4926 | TrainPhysical(mpiOffset: &C4PhysicalInfo::Swim, iTrainBy: 1, iMaxTrain: C4MaxPhysical); |
| 4927 | |
| 4928 | // ComDir changes xdir/ydir |
| 4929 | switch (Action.ComDir) |
| 4930 | { |
| 4931 | case COMD_Up: ydir -= SwimAccel; break; |
| 4932 | case COMD_UpRight: ydir -= SwimAccel; xdir += SwimAccel; break; |
| 4933 | case COMD_Right: xdir += SwimAccel; break; |
| 4934 | case COMD_DownRight: ydir += SwimAccel; xdir += SwimAccel; break; |
| 4935 | case COMD_Down: ydir += SwimAccel; break; |
| 4936 | case COMD_DownLeft: ydir += SwimAccel; xdir -= SwimAccel; break; |
| 4937 | case COMD_Left: xdir -= SwimAccel; break; |
| 4938 | case COMD_UpLeft: ydir -= SwimAccel; xdir -= SwimAccel; break; |
| 4939 | case COMD_Stop: |
| 4940 | if (xdir < 0) xdir += SwimAccel; |
| 4941 | if (xdir > 0) xdir -= SwimAccel; |
| 4942 | if ((xdir > -SwimAccel) && (xdir < +SwimAccel)) xdir = 0; |
| 4943 | if (ydir < 0) ydir += SwimAccel; |
| 4944 | if (ydir > 0) ydir -= SwimAccel; |
| 4945 | if ((ydir > -SwimAccel) && (ydir < +SwimAccel)) ydir = 0; |
| 4946 | break; |
| 4947 | } |
| 4948 | |
| 4949 | // Out of liquid check |
| 4950 | if (!InLiquid) |
| 4951 | { |
| 4952 | // Just above liquid: move down |
| 4953 | if (GBackLiquid(x, y: y + 1 + Def->Float * Con / FullCon - 1)) ydir = +SwimAccel; |
| 4954 | // Free fall: walk |
| 4955 | else { ObjectActionWalk(cObj: this); return; } |
| 4956 | } |
| 4957 | |
| 4958 | // xdir/ydir bounds |
| 4959 | if (ydir < -lLimit) ydir = -lLimit; if (ydir > +lLimit) ydir = +lLimit; |
| 4960 | if (xdir > +lLimit) xdir = +lLimit; if (xdir < -lLimit) xdir = -lLimit; |
| 4961 | // Surface dir bound |
| 4962 | if (!GBackLiquid(x, y: y - 1 + Def->Float * Con / FullCon - 1)) if (ydir < 0) ydir = 0; |
| 4963 | // Dir, Phase, Attach |
| 4964 | if (xdir < 0) SetDir(DIR_Left); |
| 4965 | if (xdir > 0) SetDir(DIR_Right); |
| 4966 | iPhaseAdvance = fixtoi(x: lLimit * 10); |
| 4967 | Action.t_attach = CNAT_None; |
| 4968 | Mobile = 1; |
| 4969 | |
| 4970 | break; |
| 4971 | |
| 4972 | case DFA_THROW: |
| 4973 | ydir = 0; xdir = 0; |
| 4974 | Action.t_attach |= CNAT_Bottom; |
| 4975 | Mobile = 1; |
| 4976 | break; |
| 4977 | |
| 4978 | case DFA_BRIDGE: |
| 4979 | { |
| 4980 | if (!DoBridge(clk: this)) return; |
| 4981 | switch (Action.ComDir) |
| 4982 | { |
| 4983 | case COMD_Left: case COMD_UpLeft: SetDir(DIR_Left); break; |
| 4984 | case COMD_Right: case COMD_UpRight: SetDir(DIR_Right); break; |
| 4985 | } |
| 4986 | ydir = 0; xdir = 0; |
| 4987 | Action.t_attach |= CNAT_Bottom; |
| 4988 | Mobile = 1; |
| 4989 | } |
| 4990 | break; |
| 4991 | |
| 4992 | case DFA_BUILD: |
| 4993 | // Woa, structures can build without target |
| 4994 | if ((Category & C4D_Structure) || (Category & C4D_StaticBack)) |
| 4995 | if (!Action.Target) break; |
| 4996 | // No target |
| 4997 | if (!Action.Target) { ObjectComStop(cObj: this); return; } |
| 4998 | // Target internal: container needs to support by own DFA_BUILD |
| 4999 | if (Action.Target->Contained) |
| 5000 | if ((Action.Target->Contained->GetProcedure() != DFA_BUILD) |
| 5001 | || (Action.Target->Contained->NeedEnergy)) |
| 5002 | return; |
| 5003 | // Build speed |
| 5004 | int32_t iLevel; |
| 5005 | // Clonk-standard |
| 5006 | iLevel = 10; |
| 5007 | // Internal builds slower |
| 5008 | if (Action.Target->Contained) iLevel = 1; |
| 5009 | // Out of target area: stop |
| 5010 | if (!Inside<int32_t>(ival: x - (Action.Target->x + Action.Target->Shape.x), lbound: 0, rbound: Action.Target->Shape.Wdt) |
| 5011 | || !Inside<int32_t>(ival: y - (Action.Target->y + Action.Target->Shape.y), lbound: -16, rbound: Action.Target->Shape.Hgt + 16)) |
| 5012 | { |
| 5013 | ObjectComStop(cObj: this); return; |
| 5014 | } |
| 5015 | // Build target |
| 5016 | if (!Action.Target->Build(iLevel, pBuilder: this)) |
| 5017 | { |
| 5018 | // Cannot build because target is complete (or removed, ugh): we're done |
| 5019 | if (!Action.Target || Action.Target->Con >= FullCon) |
| 5020 | { |
| 5021 | // Stop |
| 5022 | ObjectComStop(cObj: this); |
| 5023 | // Exit target if internal |
| 5024 | if (Action.Target) if (Action.Target->Contained == this) |
| 5025 | Action.Target->SetCommand(iCommand: C4CMD_Exit); |
| 5026 | } |
| 5027 | // Cannot build because target needs material (assumeably) |
| 5028 | else |
| 5029 | { |
| 5030 | // Stop |
| 5031 | ObjectComStop(cObj: this); |
| 5032 | } |
| 5033 | return; |
| 5034 | } |
| 5035 | xdir = ydir = 0; |
| 5036 | Action.t_attach |= CNAT_Bottom; |
| 5037 | Mobile = 1; |
| 5038 | break; |
| 5039 | |
| 5040 | case DFA_PUSH: |
| 5041 | // No target |
| 5042 | if (!Action.Target) { StopActionDelayCommand(cobj: this); return; } |
| 5043 | // Inside target |
| 5044 | if (Contained == Action.Target) { StopActionDelayCommand(cobj: this); return; } |
| 5045 | // Target pushing force |
| 5046 | bool fStraighten; |
| 5047 | iTXDir = 0; fStraighten = false; |
| 5048 | lLimit = ValByPhysical(iPercent: 280, iPhysical: pPhysical->Walk); |
| 5049 | switch (Action.ComDir) |
| 5050 | { |
| 5051 | case COMD_Left: case COMD_DownLeft: iTXDir = -lLimit; break; |
| 5052 | case COMD_UpLeft: fStraighten = 1; iTXDir = -lLimit; break; |
| 5053 | case COMD_Right: case COMD_DownRight: iTXDir = +lLimit; break; |
| 5054 | case COMD_UpRight: fStraighten = 1; iTXDir = +lLimit; break; |
| 5055 | case COMD_Up: fStraighten = 1; break; |
| 5056 | case COMD_Stop: case COMD_Down: iTXDir = 0; break; |
| 5057 | } |
| 5058 | // Push object |
| 5059 | if (!Action.Target->Push(txdir: iTXDir, dforce: ValByPhysical(iPercent: 250, iPhysical: pPhysical->Push), fStraighten)) |
| 5060 | { |
| 5061 | StopActionDelayCommand(cobj: this); return; |
| 5062 | } |
| 5063 | // Set target controller |
| 5064 | Action.Target->Controller = Controller; |
| 5065 | // ObjectAction got hold check |
| 5066 | iPushDistance = (std::max)(a: Shape.Wdt / 2 - 8, b: 0); |
| 5067 | iPushRange = iPushDistance + 10; |
| 5068 | int32_t sax, say, sawdt, sahgt; |
| 5069 | Action.Target->GetArea(aX&: sax, aY&: say, aWdt&: sawdt, aHgt&: sahgt); |
| 5070 | // Object lost |
| 5071 | if (!Inside(ival: x - sax, lbound: -iPushRange, rbound: sawdt - 1 + iPushRange) |
| 5072 | || !Inside(ival: y - say, lbound: -iPushRange, rbound: sahgt - 1 + iPushRange)) |
| 5073 | { |
| 5074 | // Wait command (why, anyway?) |
| 5075 | StopActionDelayCommand(cobj: this); |
| 5076 | // Grab lost action |
| 5077 | GrabLost(cObj: this); |
| 5078 | // Done |
| 5079 | return; |
| 5080 | } |
| 5081 | // Follow object (full xdir reset) |
| 5082 | // Vertical follow: If object moves out at top, assume it's being pushed upwards and the Clonk must run after it |
| 5083 | if (y - iPushDistance > say + sahgt && iTXDir) { if (iTXDir > 0) sax += sawdt / 2; sawdt /= 2; } |
| 5084 | // Horizontal follow |
| 5085 | iTargetX = BoundBy(bval: x, lbound: sax - iPushDistance, rbound: sax + sawdt - 1 + iPushDistance); |
| 5086 | if (x == iTargetX) xdir = 0; |
| 5087 | else { if (x < iTargetX) xdir = +lLimit; if (x > iTargetX) xdir = -lLimit; } |
| 5088 | // Phase by XDir |
| 5089 | if (xdir < 0) { iPhaseAdvance = -fixtoi(x: xdir * 10); SetDir(DIR_Left); } |
| 5090 | if (xdir > 0) { iPhaseAdvance = +fixtoi(x: xdir * 10); SetDir(DIR_Right); } |
| 5091 | // No YDir |
| 5092 | ydir = 0; |
| 5093 | // Attachment |
| 5094 | Action.t_attach |= CNAT_Bottom; |
| 5095 | // Mobile |
| 5096 | Mobile = 1; |
| 5097 | break; |
| 5098 | |
| 5099 | case DFA_PULL: |
| 5100 | // No target |
| 5101 | if (!Action.Target) { StopActionDelayCommand(cobj: this); return; } |
| 5102 | // Inside target |
| 5103 | if (Contained == Action.Target) { StopActionDelayCommand(cobj: this); return; } |
| 5104 | // Target contained |
| 5105 | if (Action.Target->Contained) { StopActionDelayCommand(cobj: this); return; } |
| 5106 | |
| 5107 | int32_t iPullDistance; |
| 5108 | int32_t iPullX; |
| 5109 | |
| 5110 | iPullDistance = Action.Target->Shape.Wdt / 2 + Shape.Wdt / 2; |
| 5111 | |
| 5112 | iTargetX = x; |
| 5113 | if (Action.ComDir == COMD_Right) iTargetX = Action.Target->x + iPullDistance; |
| 5114 | if (Action.ComDir == COMD_Left) iTargetX = Action.Target->x - iPullDistance; |
| 5115 | |
| 5116 | iPullX = Action.Target->x; |
| 5117 | if (Action.ComDir == COMD_Right) iPullX = x - iPullDistance; |
| 5118 | if (Action.ComDir == COMD_Left) iPullX = x + iPullDistance; |
| 5119 | |
| 5120 | fWalk = ValByPhysical(iPercent: 280, iPhysical: pPhysical->Walk); |
| 5121 | |
| 5122 | fMove = 0; |
| 5123 | if (Action.ComDir == COMD_Right) fMove = +fWalk; |
| 5124 | if (Action.ComDir == COMD_Left) fMove = -fWalk; |
| 5125 | |
| 5126 | iTXDir = fMove + fWalk * BoundBy<int32_t>(bval: iPullX - Action.Target->x, lbound: -10, rbound: +10) / 10; |
| 5127 | |
| 5128 | // Push object |
| 5129 | if (!Action.Target->Push(txdir: iTXDir, dforce: ValByPhysical(iPercent: 250, iPhysical: pPhysical->Push), fStraighten: false)) |
| 5130 | { |
| 5131 | StopActionDelayCommand(cobj: this); return; |
| 5132 | } |
| 5133 | // Set target controller |
| 5134 | Action.Target->Controller = Controller; |
| 5135 | |
| 5136 | // Train pulling: com dir transfer |
| 5137 | if ((Action.Target->GetProcedure() == DFA_WALK) |
| 5138 | || (Action.Target->GetProcedure() == DFA_PULL)) |
| 5139 | { |
| 5140 | Action.Target->Action.ComDir = COMD_Stop; |
| 5141 | if (iTXDir < 0) Action.Target->Action.ComDir = COMD_Left; |
| 5142 | if (iTXDir > 0) Action.Target->Action.ComDir = COMD_Right; |
| 5143 | } |
| 5144 | |
| 5145 | // Pulling range |
| 5146 | iPushDistance = (std::max)(a: Shape.Wdt / 2 - 8, b: 0); |
| 5147 | iPushRange = iPushDistance + 20; |
| 5148 | Action.Target->GetArea(aX&: sax, aY&: say, aWdt&: sawdt, aHgt&: sahgt); |
| 5149 | // Object lost |
| 5150 | if (!Inside(ival: x - sax, lbound: -iPushRange, rbound: sawdt - 1 + iPushRange) |
| 5151 | || !Inside(ival: y - say, lbound: -iPushRange, rbound: sahgt - 1 + iPushRange)) |
| 5152 | { |
| 5153 | // Wait command (why, anyway?) |
| 5154 | StopActionDelayCommand(cobj: this); |
| 5155 | // Grab lost action |
| 5156 | GrabLost(cObj: this); |
| 5157 | // Lose target |
| 5158 | Action.Target = nullptr; |
| 5159 | // Done |
| 5160 | return; |
| 5161 | } |
| 5162 | |
| 5163 | // Move to pulling position |
| 5164 | xdir = fMove + fWalk * BoundBy<int32_t>(bval: iTargetX - x, lbound: -10, rbound: +10) / 10; |
| 5165 | |
| 5166 | // Phase by XDir |
| 5167 | iPhaseAdvance = 0; |
| 5168 | if (xdir < 0) { iPhaseAdvance = -fixtoi(x: xdir * 10); SetDir(DIR_Left); } |
| 5169 | if (xdir > 0) { iPhaseAdvance = +fixtoi(x: xdir * 10); SetDir(DIR_Right); } |
| 5170 | // No YDir |
| 5171 | ydir = 0; |
| 5172 | // Attachment |
| 5173 | Action.t_attach |= CNAT_Bottom; |
| 5174 | // Mobile |
| 5175 | Mobile = 1; |
| 5176 | |
| 5177 | break; |
| 5178 | |
| 5179 | case DFA_CHOP: |
| 5180 | // Valid check |
| 5181 | if (!Action.Target) { ObjectActionStand(cObj: this); return; } |
| 5182 | // Chop |
| 5183 | if (!Tick3) |
| 5184 | if (!Action.Target->Chop(pByObject: this)) |
| 5185 | { |
| 5186 | ObjectActionStand(cObj: this); return; |
| 5187 | } |
| 5188 | // Valid check (again, target might have been destroyed) |
| 5189 | if (!Action.Target) { ObjectActionStand(cObj: this); return; } |
| 5190 | // AtObject check |
| 5191 | ocf = OCF_Chop; |
| 5192 | if (!Action.Target->At(ctx: x, cty: y, ocf)) { ObjectActionStand(cObj: this); return; } |
| 5193 | // Position |
| 5194 | SetDir((x > Action.Target->x) ? DIR_Left : DIR_Right); |
| 5195 | xdir = ydir = 0; |
| 5196 | Action.t_attach |= CNAT_Bottom; |
| 5197 | Mobile = 1; |
| 5198 | break; |
| 5199 | |
| 5200 | case DFA_FIGHT: |
| 5201 | // Valid check |
| 5202 | if (!Action.Target || (Action.Target->GetProcedure() != DFA_FIGHT)) |
| 5203 | { |
| 5204 | ObjectActionStand(cObj: this); return; |
| 5205 | } |
| 5206 | |
| 5207 | // Fighting through doors only if doors open |
| 5208 | if (Action.Target->Contained != Contained) |
| 5209 | if ((Contained && !Contained->EntranceStatus) || (Action.Target->Contained && !Action.Target->Contained->EntranceStatus)) |
| 5210 | { |
| 5211 | ObjectActionStand(cObj: this); return; |
| 5212 | } |
| 5213 | |
| 5214 | // Physical training |
| 5215 | if (!Tick5) |
| 5216 | TrainPhysical(mpiOffset: &C4PhysicalInfo::Fight, iTrainBy: 1, iMaxTrain: C4MaxPhysical); |
| 5217 | |
| 5218 | // Direction |
| 5219 | if (Action.Target->x > x) SetDir(DIR_Right); |
| 5220 | if (Action.Target->x < x) SetDir(DIR_Left); |
| 5221 | // Position |
| 5222 | iTargetX = x; |
| 5223 | if (Action.Dir == DIR_Left) iTargetX = Action.Target->x + Action.Target->Shape.Wdt / 2 + 2; |
| 5224 | if (Action.Dir == DIR_Right) iTargetX = Action.Target->x - Action.Target->Shape.Wdt / 2 - 2; |
| 5225 | lLimit = ValByPhysical(iPercent: 95, iPhysical: pPhysical->Walk); |
| 5226 | if (x == iTargetX) Towards(val&: xdir, target: Fix0, step: lLimit); |
| 5227 | if (x < iTargetX) Towards(val&: xdir, target: +lLimit, step: lLimit); |
| 5228 | if (x > iTargetX) Towards(val&: xdir, target: -lLimit, step: lLimit); |
| 5229 | // Distance check |
| 5230 | if ((Abs(val: x - Action.Target->x) > Shape.Wdt) |
| 5231 | || (Abs(val: y - Action.Target->y) > Shape.Wdt)) |
| 5232 | { |
| 5233 | ObjectActionStand(cObj: this); return; |
| 5234 | } |
| 5235 | // Other |
| 5236 | Action.t_attach |= CNAT_Bottom; |
| 5237 | ydir = 0; |
| 5238 | Mobile = 1; |
| 5239 | // Experience |
| 5240 | if (!Tick35) DoExperience(change: +2); |
| 5241 | break; |
| 5242 | |
| 5243 | case DFA_LIFT: |
| 5244 | // Valid check |
| 5245 | if (!Action.Target) { SetAction(iAct: ActIdle); return; } |
| 5246 | // Target lifting force |
| 5247 | lftspeed = itofix(x: 2); tydir = 0; |
| 5248 | switch (Action.ComDir) |
| 5249 | { |
| 5250 | case COMD_Up: tydir = -lftspeed; break; |
| 5251 | case COMD_Stop: tydir = -GravAccel; break; |
| 5252 | case COMD_Down: tydir = +lftspeed; break; |
| 5253 | } |
| 5254 | // Lift object |
| 5255 | if (!Action.Target->Lift(tydir, dforce: FIXED100(x: 50))) |
| 5256 | { |
| 5257 | SetAction(iAct: ActIdle); return; |
| 5258 | } |
| 5259 | // Check LiftTop |
| 5260 | if (Def->LiftTop) |
| 5261 | if (Action.Target->y <= (y + Def->LiftTop)) |
| 5262 | if (Action.ComDir == COMD_Up) |
| 5263 | Call(PSF_LiftTop); |
| 5264 | // General |
| 5265 | DoGravity(cobj: this); |
| 5266 | break; |
| 5267 | |
| 5268 | case DFA_FLOAT: |
| 5269 | // Float speed |
| 5270 | lLimit = FIXED100(x: pPhysical->Float); |
| 5271 | // ComDir changes xdir/ydir |
| 5272 | switch (Action.ComDir) |
| 5273 | { |
| 5274 | case COMD_Up: ydir -= FloatAccel; break; |
| 5275 | case COMD_Down: ydir += FloatAccel; break; |
| 5276 | case COMD_Right: xdir += FloatAccel; break; |
| 5277 | case COMD_Left: xdir -= FloatAccel; break; |
| 5278 | case COMD_UpRight: ydir -= FloatAccel; xdir += FloatAccel; break; |
| 5279 | case COMD_DownRight: ydir += FloatAccel; xdir += FloatAccel; break; |
| 5280 | case COMD_DownLeft: ydir += FloatAccel; xdir -= FloatAccel; break; |
| 5281 | case COMD_UpLeft: ydir -= FloatAccel; xdir -= FloatAccel; break; |
| 5282 | } |
| 5283 | // xdir/ydir bounds |
| 5284 | if (ydir < -lLimit) ydir = -lLimit; if (ydir > +lLimit) ydir = +lLimit; |
| 5285 | if (xdir > +lLimit) xdir = +lLimit; if (xdir < -lLimit) xdir = -lLimit; |
| 5286 | Mobile = 1; |
| 5287 | break; |
| 5288 | |
| 5289 | // ATTACH: Force position to target object |
| 5290 | // own vertex index is determined by high-order byte of action data |
| 5291 | // target vertex index is determined by low-order byte of action data |
| 5292 | case DFA_ATTACH: |
| 5293 | // No target |
| 5294 | if (!Action.Target) |
| 5295 | { |
| 5296 | if (Status) |
| 5297 | { |
| 5298 | SetAction(iAct: ActIdle); |
| 5299 | Call(PSF_AttachTargetLost); |
| 5300 | } |
| 5301 | return; |
| 5302 | } |
| 5303 | |
| 5304 | // Target incomplete and no incomplete activity |
| 5305 | if (!(Action.Target->OCF & OCF_FullCon)) |
| 5306 | if (!Action.Target->Def->IncompleteActivity) |
| 5307 | { |
| 5308 | SetAction(iAct: ActIdle); return; |
| 5309 | } |
| 5310 | |
| 5311 | // Force containment |
| 5312 | if (Action.Target->Contained != Contained) |
| 5313 | { |
| 5314 | if (Action.Target->Contained) |
| 5315 | Enter(pTarget: Action.Target->Contained); |
| 5316 | else |
| 5317 | Exit(iX: x, iY: y, iR: r); |
| 5318 | // Target might be lost in Enter/Exit callback |
| 5319 | if (!Action.Target) |
| 5320 | { |
| 5321 | if (Status) |
| 5322 | { |
| 5323 | SetAction(iAct: ActIdle); |
| 5324 | Call(PSF_AttachTargetLost); |
| 5325 | } |
| 5326 | return; |
| 5327 | } |
| 5328 | } |
| 5329 | |
| 5330 | // Force position |
| 5331 | ForcePosition(tx: Action.Target->x + Action.Target->Shape.VtxX[Action.Data & 255] |
| 5332 | - Shape.VtxX[Action.Data >> 8], |
| 5333 | ty: Action.Target->y + Action.Target->Shape.VtxY[Action.Data & 255] |
| 5334 | - Shape.VtxY[Action.Data >> 8]); |
| 5335 | // must zero motion... |
| 5336 | xdir = ydir = 0; |
| 5337 | |
| 5338 | break; |
| 5339 | |
| 5340 | case DFA_CONNECT: |
| 5341 | bool fBroke; |
| 5342 | fBroke = false; |
| 5343 | int32_t iConnectX, iConnectY; |
| 5344 | |
| 5345 | // Line destruction check: Target missing or incomplete |
| 5346 | if (!Action.Target || (Action.Target->Con < FullCon)) fBroke = true; |
| 5347 | if (!Action.Target2 || (Action.Target2->Con < FullCon)) fBroke = true; |
| 5348 | if (fBroke) |
| 5349 | { |
| 5350 | Call(PSF_LineBreak, pPars: {C4VBool(fVal: true)}); |
| 5351 | AssignRemoval(); |
| 5352 | return; |
| 5353 | } |
| 5354 | |
| 5355 | // Movement by Target |
| 5356 | if (Action.Target) |
| 5357 | { |
| 5358 | // Connect to vertex |
| 5359 | if (Def->Line == C4D_Line_Vertex) |
| 5360 | { |
| 5361 | iConnectX = Action.Target->x + Action.Target->Shape.GetVertexX(iVertex: Local[2].getInt()); |
| 5362 | iConnectY = Action.Target->y + Action.Target->Shape.GetVertexY(iVertex: Local[2].getInt()); |
| 5363 | } |
| 5364 | // Connect to bottom center |
| 5365 | else |
| 5366 | { |
| 5367 | iConnectX = Action.Target->x; |
| 5368 | iConnectY = Action.Target->y + Action.Target->Shape.Hgt / 4; |
| 5369 | } |
| 5370 | if ((iConnectX != Shape.VtxX[0]) || (iConnectY != Shape.VtxY[0])) |
| 5371 | { |
| 5372 | // Regular wrapping line |
| 5373 | if (Def->LineIntersect == 0) |
| 5374 | if (!Shape.LineConnect(tx: iConnectX, ty: iConnectY, cvtx: 0, ld: +1, |
| 5375 | oldx: Shape.VtxX[0], oldy: Shape.VtxY[0])) fBroke = true; |
| 5376 | // No-intersection line |
| 5377 | if (Def->LineIntersect == 1) |
| 5378 | { |
| 5379 | Shape.VtxX[0] = iConnectX; Shape.VtxY[0] = iConnectY; |
| 5380 | } |
| 5381 | } |
| 5382 | } |
| 5383 | // Movement by Target2 |
| 5384 | if (Action.Target2) |
| 5385 | { |
| 5386 | // Connect to vertex |
| 5387 | if (Def->Line == C4D_Line_Vertex) |
| 5388 | { |
| 5389 | iConnectX = Action.Target2->x + Action.Target2->Shape.GetVertexX(iVertex: Local[3].getInt()); |
| 5390 | iConnectY = Action.Target2->y + Action.Target2->Shape.GetVertexY(iVertex: Local[3].getInt()); |
| 5391 | } |
| 5392 | // Connect to bottom center |
| 5393 | else |
| 5394 | { |
| 5395 | iConnectX = Action.Target2->x; |
| 5396 | iConnectY = Action.Target2->y + Action.Target2->Shape.Hgt / 4; |
| 5397 | } |
| 5398 | if ((iConnectX != Shape.VtxX[Shape.VtxNum - 1]) || (iConnectY != Shape.VtxY[Shape.VtxNum - 1])) |
| 5399 | { |
| 5400 | // Regular wrapping line |
| 5401 | if (Def->LineIntersect == 0) |
| 5402 | if (!Shape.LineConnect(tx: iConnectX, ty: iConnectY, cvtx: Shape.VtxNum - 1, ld: -1, |
| 5403 | oldx: Shape.VtxX[Shape.VtxNum - 1], oldy: Shape.VtxY[Shape.VtxNum - 1])) fBroke = true; |
| 5404 | // No-intersection line |
| 5405 | if (Def->LineIntersect == 1) |
| 5406 | { |
| 5407 | Shape.VtxX[Shape.VtxNum - 1] = iConnectX; Shape.VtxY[Shape.VtxNum - 1] = iConnectY; |
| 5408 | } |
| 5409 | } |
| 5410 | } |
| 5411 | |
| 5412 | // Line fBroke |
| 5413 | if (fBroke) |
| 5414 | { |
| 5415 | Call(PSF_LineBreak); |
| 5416 | AssignRemoval(); |
| 5417 | return; |
| 5418 | } |
| 5419 | |
| 5420 | // Reduce line segments |
| 5421 | if (!Tick35) |
| 5422 | ReduceLineSegments(rShape&: Shape, fAlternate: !Tick2); |
| 5423 | |
| 5424 | break; |
| 5425 | |
| 5426 | default: |
| 5427 | // Attach |
| 5428 | if (pAction->Attach) |
| 5429 | { |
| 5430 | Action.t_attach |= pAction->Attach; |
| 5431 | xdir = ydir = 0; |
| 5432 | Mobile = 1; |
| 5433 | } |
| 5434 | // Free gravity |
| 5435 | else |
| 5436 | DoGravity(cobj: this); |
| 5437 | break; |
| 5438 | } |
| 5439 | |
| 5440 | // Phase Advance (zero delay means no phase advance) |
| 5441 | if (pAction->Delay) |
| 5442 | { |
| 5443 | Action.PhaseDelay += iPhaseAdvance; |
| 5444 | if (Action.PhaseDelay >= pAction->Delay) |
| 5445 | { |
| 5446 | // Advance Phase |
| 5447 | Action.PhaseDelay = 0; |
| 5448 | Action.Phase += pAction->Step; |
| 5449 | // Phase call |
| 5450 | if (pAction->PhaseCall) |
| 5451 | { |
| 5452 | pAction->PhaseCall->Exec(pObj: this); |
| 5453 | } |
| 5454 | // Phase end |
| 5455 | if (Action.Phase >= pAction->Length) |
| 5456 | { |
| 5457 | // set new action if it's not Hold |
| 5458 | if (pAction->NextAction == ActHold) |
| 5459 | Action.Phase = pAction->Length - 1; |
| 5460 | else |
| 5461 | // Set new action |
| 5462 | SetAction(iAct: pAction->NextAction, pTarget: nullptr, pTarget2: nullptr, iCalls: SAC_StartCall | SAC_EndCall); |
| 5463 | } |
| 5464 | } |
| 5465 | } |
| 5466 | |
| 5467 | return; |
| 5468 | } |
| 5469 | |
| 5470 | bool C4Object::SetOwner(int32_t iOwner) |
| 5471 | { |
| 5472 | C4Player *pPlr; |
| 5473 | // Check valid owner |
| 5474 | if (!(ValidPlr(plr: iOwner) || iOwner == NO_OWNER)) return false; |
| 5475 | // always set color, even if no owner-change is done |
| 5476 | if (iOwner != NO_OWNER) |
| 5477 | if (GetGraphics()->IsColorByOwner()) |
| 5478 | { |
| 5479 | Color = Game.Players.Get(iPlayer: iOwner)->ColorDw; |
| 5480 | UpdateFace(bUpdateShape: false); |
| 5481 | } |
| 5482 | // no change? |
| 5483 | if (Owner == iOwner) return true; |
| 5484 | // remove old owner view |
| 5485 | if (ValidPlr(plr: Owner)) |
| 5486 | { |
| 5487 | pPlr = Game.Players.Get(iPlayer: Owner); |
| 5488 | while (pPlr->FoWViewObjs.Remove(pObj: this)); |
| 5489 | } |
| 5490 | else |
| 5491 | for (pPlr = Game.Players.First; pPlr; pPlr = pPlr->Next) |
| 5492 | while (pPlr->FoWViewObjs.Remove(pObj: this)); |
| 5493 | // set new owner |
| 5494 | int32_t iOldOwner = Owner; |
| 5495 | Owner = iOwner; |
| 5496 | if (Owner != NO_OWNER) |
| 5497 | // add to plr view |
| 5498 | PlrFoWActualize(); |
| 5499 | // this automatically updates controller |
| 5500 | Controller = Owner; |
| 5501 | // if this is a flag flying on a base, the base must be updated |
| 5502 | if (id == C4ID_Flag) if (SEqual(szStr1: Action.Name, szStr2: "FlyBase" )) if (Action.Target && Action.Target->Status) |
| 5503 | if (Action.Target->Base == iOldOwner) |
| 5504 | { |
| 5505 | Action.Target->Base = Owner; |
| 5506 | } |
| 5507 | // script callback |
| 5508 | Call(PSF_OnOwnerChanged, pPars: {C4VInt(iVal: Owner), C4VInt(iVal: iOldOwner)}); |
| 5509 | // done |
| 5510 | return true; |
| 5511 | } |
| 5512 | |
| 5513 | bool C4Object::SetPlrViewRange(int32_t iToRange) |
| 5514 | { |
| 5515 | // set new range |
| 5516 | PlrViewRange = iToRange; |
| 5517 | // resort into player's FoW-repeller-list |
| 5518 | PlrFoWActualize(); |
| 5519 | // success |
| 5520 | return true; |
| 5521 | } |
| 5522 | |
| 5523 | void C4Object::PlrFoWActualize() |
| 5524 | { |
| 5525 | C4Player *pPlr; |
| 5526 | // single owner? |
| 5527 | if (ValidPlr(plr: Owner)) |
| 5528 | { |
| 5529 | // single player's FoW-list |
| 5530 | pPlr = Game.Players.Get(iPlayer: Owner); |
| 5531 | while (pPlr->FoWViewObjs.Remove(pObj: this)); |
| 5532 | if (PlrViewRange) pPlr->FoWViewObjs.Add(nObj: this, eSort: C4ObjectList::stNone); |
| 5533 | } |
| 5534 | // no owner? |
| 5535 | else |
| 5536 | { |
| 5537 | // all players! |
| 5538 | for (pPlr = Game.Players.First; pPlr; pPlr = pPlr->Next) |
| 5539 | { |
| 5540 | while (pPlr->FoWViewObjs.Remove(pObj: this)); |
| 5541 | if (PlrViewRange) pPlr->FoWViewObjs.Add(nObj: this, eSort: C4ObjectList::stNone); |
| 5542 | } |
| 5543 | } |
| 5544 | } |
| 5545 | |
| 5546 | void C4Object::SetAudibilityAt(C4FacetEx &cgo, int32_t iX, int32_t iY) |
| 5547 | { |
| 5548 | if (Category & C4D_Parallax) |
| 5549 | { |
| 5550 | Audible = 0; |
| 5551 | // target pos (parallax) |
| 5552 | int32_t cotx = cgo.TargetX, coty = cgo.TargetY; TargetPos(riTx&: cotx, riTy&: coty, fctViewport: cgo); |
| 5553 | Audible = std::max<int32_t>(a: Audible, b: BoundBy(bval: 100 - 100 * Distance(iX1: cotx + cgo.Wdt / 2, iY1: coty + cgo.Hgt / 2, iX2: iX, iY2: iY) / C4SoundSystem::AudibilityRadius, lbound: 0, rbound: 100)); |
| 5554 | AudiblePan = BoundBy(bval: AudiblePan + (iX - (cotx + cgo.Wdt / 2)) / 5, lbound: -100, rbound: 100); |
| 5555 | } |
| 5556 | else |
| 5557 | { |
| 5558 | Audible = Game.GraphicsSystem.GetAudibility(iX, iY, iPan: &AudiblePan); |
| 5559 | } |
| 5560 | } |
| 5561 | |
| 5562 | int32_t C4Object::GetAudibility() |
| 5563 | { |
| 5564 | if (Audible == -1) |
| 5565 | { |
| 5566 | Audible = Game.GraphicsSystem.GetAudibility(iX: x, iY: y, iPan: &AudiblePan); |
| 5567 | } |
| 5568 | return Audible; |
| 5569 | } |
| 5570 | |
| 5571 | int32_t C4Object::GetAudiblePan() |
| 5572 | { |
| 5573 | GetAudibility(); |
| 5574 | return AudiblePan; |
| 5575 | } |
| 5576 | |
| 5577 | bool C4Object::IsVisible(int32_t iForPlr, bool fAsOverlay) |
| 5578 | { |
| 5579 | bool fDraw; |
| 5580 | // check overlay |
| 5581 | if (Visibility & VIS_OverlayOnly) |
| 5582 | { |
| 5583 | if (!fAsOverlay) return false; |
| 5584 | if (Visibility == VIS_OverlayOnly) return true; |
| 5585 | } |
| 5586 | // check layer |
| 5587 | if (pLayer && pLayer != this && !fAsOverlay) |
| 5588 | { |
| 5589 | fDraw = pLayer->IsVisible(iForPlr, fAsOverlay: false); |
| 5590 | if (pLayer->Visibility & VIS_LayerToggle) fDraw = !fDraw; |
| 5591 | if (!fDraw) return false; |
| 5592 | } |
| 5593 | // no flags set? |
| 5594 | if (!Visibility) return true; |
| 5595 | // check visibility |
| 5596 | fDraw = false; |
| 5597 | if (Visibility & VIS_Owner) fDraw = fDraw || (iForPlr == Owner); |
| 5598 | if (iForPlr != NO_OWNER) |
| 5599 | { |
| 5600 | // check all |
| 5601 | if (Visibility & VIS_Allies) fDraw = fDraw || (iForPlr != Owner && !Hostile(plr1: iForPlr, plr2: Owner)); |
| 5602 | if (Visibility & VIS_Enemies) fDraw = fDraw || (iForPlr != Owner && Hostile(plr1: iForPlr, plr2: Owner)); |
| 5603 | if (Visibility & VIS_Local) fDraw = fDraw || (Local[iForPlr / 32].getInt() & (1 << (iForPlr % 32))); |
| 5604 | } |
| 5605 | else fDraw = fDraw || (Visibility & VIS_God); |
| 5606 | return fDraw; |
| 5607 | } |
| 5608 | |
| 5609 | bool C4Object::IsInLiquidCheck() |
| 5610 | { |
| 5611 | return GBackLiquid(x, y: y + Def->Float * Con / FullCon - 1); |
| 5612 | } |
| 5613 | |
| 5614 | void C4Object::SetRotation(int32_t nr) |
| 5615 | { |
| 5616 | while (nr < 0) nr += 360; nr %= 360; |
| 5617 | // remove solid mask |
| 5618 | if (pSolidMaskData) pSolidMaskData->Remove(fCauseInstability: true, fBackupAttachment: false); |
| 5619 | // set rotation |
| 5620 | r = nr; |
| 5621 | fix_r = itofix(x: nr); |
| 5622 | // Update face |
| 5623 | UpdateFace(bUpdateShape: true); |
| 5624 | } |
| 5625 | |
| 5626 | void C4Object::PrepareDrawing() |
| 5627 | { |
| 5628 | // color modulation |
| 5629 | if (ColorMod || (BlitMode & (C4GFXBLIT_MOD2 | C4GFXBLIT_CLRSFC_MOD2))) Application.DDraw->ActivateBlitModulation(dwWithClr: ColorMod); |
| 5630 | // other blit modes |
| 5631 | Application.DDraw->SetBlitMode(BlitMode); |
| 5632 | } |
| 5633 | |
| 5634 | void C4Object::FinishedDrawing() |
| 5635 | { |
| 5636 | // color modulation |
| 5637 | Application.DDraw->DeactivateBlitModulation(); |
| 5638 | // extra blitting flags |
| 5639 | Application.DDraw->ResetBlitMode(); |
| 5640 | } |
| 5641 | |
| 5642 | void C4Object::UpdateSolidMask(bool fRestoreAttachedObjects) |
| 5643 | { |
| 5644 | // solidmask doesn't make sense with non-existent objects |
| 5645 | // (the solidmask has already been destroyed in AssignRemoval - |
| 5646 | // do not reset it!) |
| 5647 | if (!Status) return; |
| 5648 | // Determine necessity, update cSolidMask, put or remove mask |
| 5649 | // Mask if enabled, fullcon, no rotation, not contained |
| 5650 | if (SolidMask.Wdt > 0) |
| 5651 | if (Con >= FullCon) |
| 5652 | if (!Contained) |
| 5653 | if (!r || Def->RotatedSolidmasks) |
| 5654 | { |
| 5655 | // Recheck and put mask |
| 5656 | if (!pSolidMaskData) |
| 5657 | { |
| 5658 | pSolidMaskData = new C4SolidMask(this); |
| 5659 | } |
| 5660 | else |
| 5661 | pSolidMaskData->Remove(fCauseInstability: true, fBackupAttachment: false); |
| 5662 | pSolidMaskData->Put(fCauseInstability: true, pClipRect: nullptr, fRestoreAttachment: fRestoreAttachedObjects); |
| 5663 | return; |
| 5664 | } |
| 5665 | // Otherwise, remove and destroy mask |
| 5666 | if (pSolidMaskData) pSolidMaskData->Remove(fCauseInstability: true, fBackupAttachment: false); |
| 5667 | delete pSolidMaskData; pSolidMaskData = nullptr; |
| 5668 | } |
| 5669 | |
| 5670 | bool C4Object::Collect(C4Object *pObj) |
| 5671 | { |
| 5672 | // Special: attached Flag may not be collectable |
| 5673 | if (pObj->Def->id == C4ID_Flag) |
| 5674 | if (!(Game.Rules & C4RULE_FlagRemoveable)) |
| 5675 | if (pObj->Action.Act > ActIdle) |
| 5676 | if (SEqual(szStr1: pObj->Def->ActMap[pObj->Action.Act].Name, szStr2: "FlyBase" )) |
| 5677 | return false; |
| 5678 | // Object enter container |
| 5679 | bool fRejectCollect; |
| 5680 | if (!pObj->Enter(pTarget: this, fCalls: true, fCopyMotion: false, pfRejectCollect: &fRejectCollect)) |
| 5681 | return false; |
| 5682 | // Cancel attach (hacky) |
| 5683 | ObjectComCancelAttach(cObj: pObj); |
| 5684 | // Container Collection call |
| 5685 | Call(PSF_Collection, pPars: {C4VObj(pObj)}); |
| 5686 | // Object Hit call |
| 5687 | if (pObj->Status && pObj->OCF & OCF_HitSpeed1) pObj->Call(PSF_Hit); |
| 5688 | if (pObj->Status && pObj->OCF & OCF_HitSpeed2) pObj->Call(PSF_Hit2); |
| 5689 | if (pObj->Status && pObj->OCF & OCF_HitSpeed3) pObj->Call(PSF_Hit3); |
| 5690 | // post-copy the motion of the new container |
| 5691 | if (pObj->Contained == this) pObj->CopyMotion(from: this); |
| 5692 | // done, success |
| 5693 | return true; |
| 5694 | } |
| 5695 | |
| 5696 | bool C4Object::GrabInfo(C4Object *pFrom) |
| 5697 | { |
| 5698 | // safety |
| 5699 | if (!pFrom) return false; if (!Status || !pFrom->Status) return false; |
| 5700 | // even more safety (own info: success) |
| 5701 | if (pFrom == this) return true; |
| 5702 | // only if other object has info |
| 5703 | if (!pFrom->Info) return false; |
| 5704 | // clear own info object |
| 5705 | if (Info) |
| 5706 | { |
| 5707 | Info->Retire(); |
| 5708 | ClearInfo(pInfo: Info); |
| 5709 | } |
| 5710 | // remove objects from any owning crews |
| 5711 | Game.Players.ClearPointers(pObj: pFrom); |
| 5712 | Game.Players.ClearPointers(pObj: this); |
| 5713 | // set info |
| 5714 | Info = pFrom->Info; pFrom->ClearInfo(pInfo: pFrom->Info); |
| 5715 | // retire from old crew |
| 5716 | Info->Retire(); |
| 5717 | // set death status |
| 5718 | Info->HasDied = !Alive; |
| 5719 | // if alive, recruit to new crew |
| 5720 | if (Alive) Info->Recruit(); |
| 5721 | // make new crew member |
| 5722 | C4Player *pPlr = Game.Players.Get(iPlayer: Owner); |
| 5723 | if (pPlr) pPlr->MakeCrewMember(pObj: this); |
| 5724 | // done, success |
| 5725 | return true; |
| 5726 | } |
| 5727 | |
| 5728 | bool C4Object::ShiftContents(bool fShiftBack, bool fDoCalls) |
| 5729 | { |
| 5730 | // get current object |
| 5731 | C4Object *c_obj = Contents.GetObject(); |
| 5732 | if (!c_obj) return false; |
| 5733 | // get next/previous |
| 5734 | C4ObjectLink *pLnk = fShiftBack ? (Contents.Last) : (Contents.First->Next); |
| 5735 | for (;;) |
| 5736 | { |
| 5737 | // end reached without success |
| 5738 | if (!pLnk) return false; |
| 5739 | // check object |
| 5740 | C4Object *pObj = pLnk->Obj; |
| 5741 | if (pObj->Status) |
| 5742 | if (!c_obj->CanConcatPictureWith(pOtherObject: pObj)) |
| 5743 | { |
| 5744 | // object different: shift to this |
| 5745 | DirectComContents(pTarget: pObj, fDoCalls: !!fDoCalls); |
| 5746 | return true; |
| 5747 | } |
| 5748 | // next/prev item |
| 5749 | pLnk = fShiftBack ? (pLnk->Prev) : (pLnk->Next); |
| 5750 | } |
| 5751 | // not reached |
| 5752 | } |
| 5753 | |
| 5754 | void C4Object::DirectComContents(C4Object *pTarget, bool fDoCalls) |
| 5755 | { |
| 5756 | // safety |
| 5757 | if (!pTarget || !pTarget->Status || pTarget->Contained != this) return; |
| 5758 | // Desired object already at front? |
| 5759 | if (Contents.GetObject() == pTarget) return; |
| 5760 | // select object via script? |
| 5761 | if (fDoCalls) |
| 5762 | if (Call(szFunctionCall: "~ControlContents" , pPars: {C4VID(idVal: pTarget->id)})) |
| 5763 | return; |
| 5764 | // default action |
| 5765 | if (!(Contents.ShiftContents(pNewFirst: pTarget))) return; |
| 5766 | // Selection sound |
| 5767 | if (fDoCalls) if (!Contents.GetObject()->Call(szFunctionCall: "~Selection" , pPars: {C4VObj(pObj: this)})) StartSoundEffect(name: "Grab" , loop: false, volume: 100, obj: this); |
| 5768 | // update menu with the new item in "put" entry |
| 5769 | if (Menu && Menu->IsActive() && Menu->IsContextMenu()) |
| 5770 | { |
| 5771 | Menu->Refill(); |
| 5772 | } |
| 5773 | // Done |
| 5774 | return; |
| 5775 | } |
| 5776 | |
| 5777 | void C4Object::ApplyParallaxity(int32_t &riTx, int32_t &riTy, const C4Facet &fctViewport) |
| 5778 | { |
| 5779 | // parallaxity by locals |
| 5780 | // special: Negative positions with parallaxity 0 mean HUD elements positioned to the right/bottom |
| 5781 | int iParX = Local[0].getInt(), iParY = Local[1].getInt(); |
| 5782 | if (!iParX && x < 0) |
| 5783 | riTx = -fctViewport.Wdt; |
| 5784 | else |
| 5785 | riTx = riTx * iParX / 100; |
| 5786 | if (!iParY && y < 0) |
| 5787 | riTy = -fctViewport.Hgt; |
| 5788 | else |
| 5789 | riTy = riTy * iParY / 100; |
| 5790 | } |
| 5791 | |
| 5792 | bool C4Object::DoSelect(bool fCursor) |
| 5793 | { |
| 5794 | // selection allowed? |
| 5795 | if (CrewDisabled) return true; |
| 5796 | // select |
| 5797 | if (!fCursor) Select = 1; |
| 5798 | // do callback |
| 5799 | Call(PSF_CrewSelection, pPars: {C4VBool(fVal: false), C4VBool(fVal: fCursor)}); |
| 5800 | // done |
| 5801 | return true; |
| 5802 | } |
| 5803 | |
| 5804 | void C4Object::UnSelect(bool fCursor) |
| 5805 | { |
| 5806 | // unselect |
| 5807 | if (!fCursor) Select = 0; |
| 5808 | // do callback |
| 5809 | Call(PSF_CrewSelection, pPars: {C4VBool(fVal: true), C4VBool(fVal: fCursor)}); |
| 5810 | } |
| 5811 | |
| 5812 | void C4Object::GetViewPosPar(int32_t &riX, int32_t &riY, int32_t tx, int32_t ty, const C4Facet &fctViewport) |
| 5813 | { |
| 5814 | int iParX = Local[0].getInt(), iParY = Local[1].getInt(); |
| 5815 | // get drawing pos, then subtract original target pos to get drawing pos on landscape |
| 5816 | if (!iParX && x < 0) |
| 5817 | // HUD element at right viewport pos |
| 5818 | riX = x + tx + fctViewport.Wdt; |
| 5819 | else |
| 5820 | // regular parallaxity |
| 5821 | riX = x - (tx * (iParX - 100) / 100); |
| 5822 | if (!iParY && y < 0) |
| 5823 | // HUD element at bottom viewport pos |
| 5824 | riY = y + ty + fctViewport.Hgt; |
| 5825 | else |
| 5826 | // regular parallaxity |
| 5827 | riY = y - (ty * (iParY - 100) / 100); |
| 5828 | } |
| 5829 | |
| 5830 | bool C4Object::PutAwayUnusedObject(C4Object *pToMakeRoomForObject) |
| 5831 | { |
| 5832 | // get unused object |
| 5833 | C4Object *pUnusedObject; |
| 5834 | C4AulFunc *pFnObj2Drop; |
| 5835 | if (pFnObj2Drop = Def->Script.GetSFunc(PSF_GetObject2Drop)) |
| 5836 | pUnusedObject = pFnObj2Drop->Exec(pObj: this, pPars: pToMakeRoomForObject ? C4AulParSet{C4VObj(pObj: pToMakeRoomForObject)} : C4AulParSet{}).getObj(); |
| 5837 | else |
| 5838 | { |
| 5839 | // is there any unused object to put away? |
| 5840 | if (!Contents.Last) return false; |
| 5841 | // defaultly, it's the last object in the list |
| 5842 | // (contents list cannot have invalid status-objects) |
| 5843 | pUnusedObject = Contents.Last->Obj; |
| 5844 | } |
| 5845 | // no object to put away? fail |
| 5846 | if (!pUnusedObject) return false; |
| 5847 | // grabbing something? |
| 5848 | bool fPushing = (GetProcedure() == DFA_PUSH); |
| 5849 | if (fPushing) |
| 5850 | // try to put it in there |
| 5851 | if (ObjectComPut(cObj: this, pTarget: Action.Target, pThing: pUnusedObject)) |
| 5852 | return true; |
| 5853 | // in container? put in there |
| 5854 | if (Contained) |
| 5855 | { |
| 5856 | // try to put it in directly |
| 5857 | // note that this works too, if an object is grabbed inside the container |
| 5858 | if (ObjectComPut(cObj: this, pTarget: Contained, pThing: pUnusedObject)) |
| 5859 | return true; |
| 5860 | // now putting didn't work - drop it outside |
| 5861 | AddCommand(iCommand: C4CMD_Drop, pTarget: pUnusedObject); |
| 5862 | AddCommand(iCommand: C4CMD_Exit); |
| 5863 | return true; |
| 5864 | } |
| 5865 | else |
| 5866 | // if uncontained, simply try to drop it |
| 5867 | // if this doesn't work, it won't ever |
| 5868 | return !!ObjectComDrop(cObj: this, pThing: pUnusedObject); |
| 5869 | } |
| 5870 | |
| 5871 | bool C4Object::SetGraphics(const char *szGraphicsName, C4Def *pSourceDef) |
| 5872 | { |
| 5873 | // safety |
| 5874 | if (!Status) return false; |
| 5875 | // default def |
| 5876 | if (!pSourceDef) pSourceDef = Def; |
| 5877 | // get graphics |
| 5878 | C4DefGraphics *pGrp = pSourceDef->Graphics.Get(szGrpName: szGraphicsName); |
| 5879 | if (!pGrp) return false; |
| 5880 | // no change? (no updates need to be done, then) |
| 5881 | if (pGraphics == pGrp) return true; |
| 5882 | // set new graphics |
| 5883 | pGraphics = pGrp; |
| 5884 | // update Color, SolidMask, etc. |
| 5885 | UpdateGraphics(fGraphicsChanged: true); |
| 5886 | // success |
| 5887 | return true; |
| 5888 | } |
| 5889 | |
| 5890 | bool C4Object::SetGraphics(C4DefGraphics *pNewGfx, bool fTemp) |
| 5891 | { |
| 5892 | // safety |
| 5893 | if (!pNewGfx) return false; |
| 5894 | // set it and update related stuff |
| 5895 | pGraphics = pNewGfx; |
| 5896 | UpdateGraphics(fGraphicsChanged: true, fTemp); |
| 5897 | return true; |
| 5898 | } |
| 5899 | |
| 5900 | C4GraphicsOverlay *C4Object::GetGraphicsOverlay(int32_t iForID, bool fCreate) |
| 5901 | { |
| 5902 | // search in list until ID is found or passed |
| 5903 | C4GraphicsOverlay *pOverlay = pGfxOverlay, *pPrevOverlay = nullptr; |
| 5904 | while (pOverlay && pOverlay->GetID() < iForID) { pPrevOverlay = pOverlay; pOverlay = pOverlay->GetNext(); } |
| 5905 | // exact match found? |
| 5906 | if (pOverlay && pOverlay->GetID() == iForID) return pOverlay; |
| 5907 | // ID has been passed: Create new if desired |
| 5908 | if (!fCreate) return nullptr; |
| 5909 | C4GraphicsOverlay *pNewOverlay = new C4GraphicsOverlay(); |
| 5910 | pNewOverlay->SetID(iForID); |
| 5911 | pNewOverlay->SetNext(pOverlay); |
| 5912 | if (pPrevOverlay) pPrevOverlay->SetNext(pNewOverlay); else pGfxOverlay = pNewOverlay; |
| 5913 | // return newly created overlay |
| 5914 | return pNewOverlay; |
| 5915 | } |
| 5916 | |
| 5917 | bool C4Object::RemoveGraphicsOverlay(int32_t iOverlayID) |
| 5918 | { |
| 5919 | // search in list until ID is found or passed |
| 5920 | C4GraphicsOverlay *pOverlay = pGfxOverlay, *pPrevOverlay = nullptr; |
| 5921 | while (pOverlay && pOverlay->GetID() < iOverlayID) { pPrevOverlay = pOverlay; pOverlay = pOverlay->GetNext(); } |
| 5922 | // exact match found? |
| 5923 | if (pOverlay && pOverlay->GetID() == iOverlayID) |
| 5924 | { |
| 5925 | // remove it |
| 5926 | if (pPrevOverlay) pPrevOverlay->SetNext(pOverlay->GetNext()); else pGfxOverlay = pOverlay->GetNext(); |
| 5927 | pOverlay->SetNext(nullptr); // prevents deletion of following overlays |
| 5928 | delete pOverlay; |
| 5929 | // removed |
| 5930 | return true; |
| 5931 | } |
| 5932 | // no match found |
| 5933 | return false; |
| 5934 | } |
| 5935 | |
| 5936 | bool C4Object::HasGraphicsOverlayRecursion(const C4Object *pCheckObj) const |
| 5937 | { |
| 5938 | C4Object *pGfxOvrlObj; |
| 5939 | if (pGfxOverlay) |
| 5940 | for (C4GraphicsOverlay *pGfxOvrl = pGfxOverlay; pGfxOvrl; pGfxOvrl = pGfxOvrl->GetNext()) |
| 5941 | if (pGfxOvrlObj = pGfxOvrl->GetOverlayObject()) |
| 5942 | { |
| 5943 | if (pGfxOvrlObj == pCheckObj) return true; |
| 5944 | if (pGfxOvrlObj->HasGraphicsOverlayRecursion(pCheckObj)) return true; |
| 5945 | } |
| 5946 | return false; |
| 5947 | } |
| 5948 | |
| 5949 | bool C4Object::StatusActivate() |
| 5950 | { |
| 5951 | // readd to main list |
| 5952 | Game.Objects.InactiveObjects.Remove(pObj: this); |
| 5953 | Status = C4OS_NORMAL; |
| 5954 | Game.Objects.Add(nObj: this); |
| 5955 | // update some values |
| 5956 | UpdateGraphics(fGraphicsChanged: false); |
| 5957 | UpdateFace(bUpdateShape: true); |
| 5958 | UpdatePos(); |
| 5959 | Call(PSF_UpdateTransferZone); |
| 5960 | // done, success |
| 5961 | return true; |
| 5962 | } |
| 5963 | |
| 5964 | bool C4Object::StatusDeactivate(bool fClearPointers) |
| 5965 | { |
| 5966 | // clear particles |
| 5967 | if (FrontParticles) FrontParticles.Clear(); |
| 5968 | if (BackParticles) BackParticles.Clear(); |
| 5969 | // put into inactive list |
| 5970 | Game.Objects.Remove(pObj: this); |
| 5971 | Status = C4OS_INACTIVE; |
| 5972 | Game.Objects.InactiveObjects.Add(nObj: this, eSort: C4ObjectList::stMain); |
| 5973 | // if desired, clear game pointers |
| 5974 | if (fClearPointers) |
| 5975 | { |
| 5976 | // in this case, the object must also exit any container, and any contained objects must be exited |
| 5977 | ClearContentsAndContained(); |
| 5978 | Game.ClearPointers(cobj: this); |
| 5979 | } |
| 5980 | else |
| 5981 | { |
| 5982 | // always clear transfer |
| 5983 | Game.TransferZones.ClearPointers(pObj: this); |
| 5984 | } |
| 5985 | // done, success |
| 5986 | return true; |
| 5987 | } |
| 5988 | |
| 5989 | void C4Object::ClearContentsAndContained(bool fDoCalls) |
| 5990 | { |
| 5991 | // exit contents from container |
| 5992 | for (auto it = Contents.begin(); it != std::default_sentinel; ++it) |
| 5993 | { |
| 5994 | (*it)->Exit(iX: x, iY: y, iR: 0, iXDir: Fix0, iYDir: Fix0, iRDir: Fix0, fCalls: fDoCalls); |
| 5995 | } |
| 5996 | |
| 5997 | // remove from container *after* contents have been removed! |
| 5998 | if (Contained) Exit(iX: x, iY: y, iR: 0, iXDir: Fix0, iYDir: Fix0, iRDir: Fix0, fCalls: fDoCalls); |
| 5999 | } |
| 6000 | |
| 6001 | bool C4Object::AdjustWalkRotation(int32_t iRangeX, int32_t iRangeY, int32_t iSpeed) |
| 6002 | { |
| 6003 | int32_t iDestAngle; |
| 6004 | // attachment at middle (bottom) vertex? |
| 6005 | if (Shape.iAttachVtx < 0 || !Def->Shape.VtxX[Shape.iAttachVtx]) |
| 6006 | { |
| 6007 | // evaluate floor around attachment pos |
| 6008 | int32_t iSolidLeft = 0, iSolidRight = 0; |
| 6009 | // left |
| 6010 | int32_t iXCheck = Shape.iAttachX - iRangeX; |
| 6011 | if (GBackSolid(x: iXCheck, y: Shape.iAttachY)) |
| 6012 | { |
| 6013 | // up |
| 6014 | while (--iSolidLeft > -iRangeY) |
| 6015 | if (GBackSolid(x: iXCheck, y: Shape.iAttachY + iSolidLeft)) |
| 6016 | { |
| 6017 | ++iSolidLeft; break; |
| 6018 | } |
| 6019 | } |
| 6020 | else |
| 6021 | // down |
| 6022 | while (++iSolidLeft < iRangeY) |
| 6023 | if (GBackSolid(x: iXCheck, y: Shape.iAttachY + iSolidLeft)) |
| 6024 | { |
| 6025 | --iSolidLeft; break; |
| 6026 | } |
| 6027 | // right |
| 6028 | iXCheck += 2 * iRangeX; |
| 6029 | if (GBackSolid(x: iXCheck, y: Shape.iAttachY)) |
| 6030 | { |
| 6031 | // up |
| 6032 | while (--iSolidRight > -iRangeY) |
| 6033 | if (GBackSolid(x: iXCheck, y: Shape.iAttachY + iSolidRight)) |
| 6034 | { |
| 6035 | ++iSolidRight; break; |
| 6036 | } |
| 6037 | } |
| 6038 | else |
| 6039 | // down |
| 6040 | while (++iSolidRight < iRangeY) |
| 6041 | if (GBackSolid(x: iXCheck, y: Shape.iAttachY + iSolidRight)) |
| 6042 | { |
| 6043 | --iSolidRight; break; |
| 6044 | } |
| 6045 | // calculate destination angle |
| 6046 | // 100% accurate for large values of Pi ;) |
| 6047 | iDestAngle = (iSolidRight - iSolidLeft) * (35 / std::max<int32_t>(a: iRangeX, b: 1)); |
| 6048 | } |
| 6049 | else |
| 6050 | { |
| 6051 | // attachment at other than horizontal middle vertex: get your feet to the ground! |
| 6052 | // rotate target to large angle is OK, because rotation will stop once the real |
| 6053 | // bottom vertex hits solid ground |
| 6054 | if (Shape.VtxX[Shape.iAttachVtx] > 0) |
| 6055 | iDestAngle = -50; |
| 6056 | else |
| 6057 | iDestAngle = 50; |
| 6058 | } |
| 6059 | // move to destination angle |
| 6060 | if (Abs(val: iDestAngle - r) > 2) |
| 6061 | { |
| 6062 | rdir = itofix(x: BoundBy<int32_t>(bval: iDestAngle - r, lbound: -15, rbound: +15)); |
| 6063 | rdir /= (10000 / iSpeed); |
| 6064 | } |
| 6065 | else rdir = 0; |
| 6066 | // done, success |
| 6067 | return true; |
| 6068 | } |
| 6069 | |
| 6070 | void C4Object::UpdateInLiquid() |
| 6071 | { |
| 6072 | // InLiquid check |
| 6073 | if (IsInLiquidCheck()) // In Liquid |
| 6074 | { |
| 6075 | if (!InLiquid) // Enter liquid |
| 6076 | { |
| 6077 | if (OCF & OCF_HitSpeed2) if (Mass > 3) |
| 6078 | Splash(tx: x, ty: y + 1, amt: (std::min)(a: Shape.Wdt * Shape.Hgt / 10, b: 20), pByObj: this); |
| 6079 | InLiquid = 1; |
| 6080 | } |
| 6081 | } |
| 6082 | else // Out of liquid |
| 6083 | { |
| 6084 | if (InLiquid) // Leave liquid |
| 6085 | InLiquid = 0; |
| 6086 | } |
| 6087 | } |
| 6088 | |
| 6089 | void C4Object::AddRef(C4Value *pRef) |
| 6090 | { |
| 6091 | pRef->NextRef = FirstRef; |
| 6092 | FirstRef = pRef; |
| 6093 | } |
| 6094 | |
| 6095 | void C4Object::DelRef(const C4Value *pRef, C4Value *pNextRef) |
| 6096 | { |
| 6097 | // References to objects never have HasBaseArray set |
| 6098 | if (pRef == FirstRef) |
| 6099 | FirstRef = pNextRef; |
| 6100 | else |
| 6101 | { |
| 6102 | C4Value *pVal = FirstRef; |
| 6103 | while (pVal->NextRef && pVal->NextRef != pRef) |
| 6104 | pVal = pVal->NextRef; |
| 6105 | assert(pVal->NextRef); |
| 6106 | pVal->NextRef = pNextRef; |
| 6107 | } |
| 6108 | } |
| 6109 | |
| 6110 | StdStrBuf C4Object::GetInfoString() |
| 6111 | { |
| 6112 | StdStrBuf sResult; |
| 6113 | // no info for invalid objects |
| 6114 | if (!Status) return sResult; |
| 6115 | // first part always description |
| 6116 | sResult.Copy(pnData: Def->GetDesc()); |
| 6117 | // go through all effects and add their desc |
| 6118 | for (C4Effect *pEff = pEffects; pEff; pEff = pEff->pNext) |
| 6119 | { |
| 6120 | C4Value vInfo = pEff->DoCall(pObj: this, PSFS_FxInfo); |
| 6121 | if (!vInfo) continue; |
| 6122 | // debug: warn for wrong return types |
| 6123 | if (vInfo.GetType() != C4V_String) |
| 6124 | DebugLog(level: spdlog::level::warn, fmt: "Effect {}({}) on object {} (#{}) returned wrong info type {}." , args: +pEff->Name, args&: pEff->iNumber, args: Def->GetName(), args&: Number, args: std::to_underlying(value: vInfo.GetType())); |
| 6125 | // get string val |
| 6126 | C4String *psInfo = vInfo.getStr(); const char *szEffInfo; |
| 6127 | if (psInfo && (szEffInfo = psInfo->Data.getData())) |
| 6128 | if (*szEffInfo) |
| 6129 | { |
| 6130 | // OK; this effect has a desc. Add it! |
| 6131 | if (sResult.getLength()) sResult.AppendChar(cChar: '|'); |
| 6132 | sResult.Append(pnData: szEffInfo); |
| 6133 | } |
| 6134 | } |
| 6135 | // done |
| 6136 | return sResult; |
| 6137 | } |
| 6138 | |
| 6139 | void C4Object::GrabContents(C4Object *pFrom) |
| 6140 | { |
| 6141 | // create a temp list of all objects and transfer it |
| 6142 | // this prevents nasty deadlocks caused by RejectEntrance-scripts |
| 6143 | C4ObjectList tmpList; tmpList.Copy(rList: pFrom->Contents); |
| 6144 | C4ObjectLink *cLnk; |
| 6145 | for (cLnk = tmpList.First; cLnk; cLnk = cLnk->Next) |
| 6146 | if (cLnk->Obj->Status) |
| 6147 | cLnk->Obj->Enter(pTarget: this); |
| 6148 | } |
| 6149 | |
| 6150 | bool C4Object::CanConcatPictureWith(C4Object *pOtherObject) |
| 6151 | { |
| 6152 | // check current definition ID |
| 6153 | if (id != pOtherObject->id) return false; |
| 6154 | // def overwrite of stack conditions |
| 6155 | int32_t allow_picture_stack = Def->AllowPictureStack; |
| 6156 | if (!(allow_picture_stack & APS_Color)) |
| 6157 | { |
| 6158 | // check color if ColorByOwner (flags) |
| 6159 | if (Color != pOtherObject->Color && Def->ColorByOwner) return false; |
| 6160 | // check modulation |
| 6161 | if (ColorMod != pOtherObject->ColorMod) return false; |
| 6162 | if (BlitMode != pOtherObject->BlitMode) return false; |
| 6163 | } |
| 6164 | if (!(allow_picture_stack & APS_Graphics)) |
| 6165 | { |
| 6166 | // check graphics |
| 6167 | if (pGraphics != pOtherObject->pGraphics) return false; |
| 6168 | // check any own picture rect |
| 6169 | if (PictureRect != pOtherObject->PictureRect) return false; |
| 6170 | } |
| 6171 | if (!(allow_picture_stack & APS_Name)) |
| 6172 | { |
| 6173 | // check name, so zagabar's sandwiches don't stack |
| 6174 | if (GetName() != pOtherObject->GetName() && std::strcmp(s1: GetName(), s2: pOtherObject->GetName()) != 0) return false; |
| 6175 | } |
| 6176 | if (!(allow_picture_stack & APS_Overlay)) |
| 6177 | { |
| 6178 | // check overlay graphics |
| 6179 | for (C4GraphicsOverlay *pOwnOverlay = pGfxOverlay; pOwnOverlay; pOwnOverlay = pOwnOverlay->GetNext()) |
| 6180 | if (pOwnOverlay->IsPicture()) |
| 6181 | { |
| 6182 | C4GraphicsOverlay *pOtherOverlay = pOtherObject->GetGraphicsOverlay(iForID: pOwnOverlay->GetID(), fCreate: false); |
| 6183 | if (!pOtherOverlay || !(*pOtherOverlay == *pOwnOverlay)) return false; |
| 6184 | } |
| 6185 | for (C4GraphicsOverlay *pOtherOverlay = pOtherObject->pGfxOverlay; pOtherOverlay; pOtherOverlay = pOtherOverlay->GetNext()) |
| 6186 | if (pOtherOverlay->IsPicture()) |
| 6187 | if (!GetGraphicsOverlay(iForID: pOtherOverlay->GetID(), fCreate: false)) return false; |
| 6188 | } |
| 6189 | // concat OK |
| 6190 | return true; |
| 6191 | } |
| 6192 | |
| 6193 | int32_t C4Object::GetFireCausePlr() |
| 6194 | { |
| 6195 | // get fire effect |
| 6196 | if (!pEffects) return NO_OWNER; |
| 6197 | C4Effect *pFire = pEffects->Get(C4Fx_Fire); |
| 6198 | if (!pFire) return NO_OWNER; |
| 6199 | // get causing player |
| 6200 | int32_t iFireCausePlr = FxFireVarCausedBy(pEffect: pFire).getInt(); |
| 6201 | // return if valid |
| 6202 | if (ValidPlr(plr: iFireCausePlr)) return iFireCausePlr; else return NO_OWNER; |
| 6203 | } |
| 6204 | |
| 6205 | void C4Object::UpdateScriptPointers() |
| 6206 | { |
| 6207 | if (pEffects) |
| 6208 | pEffects->ReAssignAllCallbackFunctions(); |
| 6209 | } |
| 6210 | |
| 6211 | std::string C4Object::GetNeededMatStr(C4Object *pBuilder) |
| 6212 | { |
| 6213 | C4Def *pComponent; |
| 6214 | int32_t cnt, ncnt; |
| 6215 | std::string neededMats; |
| 6216 | |
| 6217 | C4IDList NeededComponents; |
| 6218 | Def->GetComponents(pOutList: &NeededComponents, pObjInstance: nullptr, pBuilder); |
| 6219 | |
| 6220 | C4ID idComponent; |
| 6221 | |
| 6222 | for (cnt = 0; idComponent = NeededComponents.GetID(index: cnt); cnt++) |
| 6223 | { |
| 6224 | if (NeededComponents.GetCount(index: cnt) != 0) |
| 6225 | { |
| 6226 | ncnt = NeededComponents.GetCount(index: cnt) - Component.GetIDCount(id: idComponent); |
| 6227 | if (ncnt > 0) |
| 6228 | { |
| 6229 | neededMats += std::format(fmt: "|{}x {}" , args&: ncnt, args: (pComponent = C4Id2Def(id: idComponent)) ? pComponent->GetName() : C4IdText(id: idComponent)); |
| 6230 | } |
| 6231 | } |
| 6232 | } |
| 6233 | |
| 6234 | if (!neededMats.empty()) |
| 6235 | { |
| 6236 | return LoadResStr(id: C4ResStrTableKey::IDS_CON_BUILDMATNEED, args: GetName()).append(str: std::move(neededMats)); |
| 6237 | } |
| 6238 | else |
| 6239 | { |
| 6240 | return LoadResStr(id: C4ResStrTableKey::IDS_CON_BUILDMATNONE, args: GetName()); |
| 6241 | } |
| 6242 | } |
| 6243 | |
| 6244 | bool C4Object::IsPlayerObject(int32_t iPlayerNumber) |
| 6245 | { |
| 6246 | bool fAnyPlr = (iPlayerNumber == NO_OWNER); |
| 6247 | // if an owner is specified: only owned objects |
| 6248 | if (fAnyPlr && !ValidPlr(plr: Owner)) return false; |
| 6249 | // and crew objects |
| 6250 | if (fAnyPlr || Owner == iPlayerNumber) |
| 6251 | { |
| 6252 | // flags are player objects |
| 6253 | if (id == C4ID_Flag) return true; |
| 6254 | |
| 6255 | C4Player *pOwner = Game.Players.Get(iPlayer: Owner); |
| 6256 | if (pOwner) |
| 6257 | { |
| 6258 | if (pOwner && pOwner->Crew.IsContained(pObj: this)) return true; |
| 6259 | } |
| 6260 | else |
| 6261 | { |
| 6262 | // Do not force that the owner exists because the function must work for unjoined players (savegame resume) |
| 6263 | if (Category & C4D_CrewMember) |
| 6264 | return true; |
| 6265 | } |
| 6266 | } |
| 6267 | // otherwise, not a player object |
| 6268 | return false; |
| 6269 | } |
| 6270 | |
| 6271 | bool C4Object::IsUserPlayerObject() |
| 6272 | { |
| 6273 | // must be a player object at all |
| 6274 | if (!IsPlayerObject()) return false; |
| 6275 | // and the owner must not be a script player |
| 6276 | C4Player *pOwner = Game.Players.Get(iPlayer: Owner); |
| 6277 | if (!pOwner || pOwner->GetType() != C4PT_User) return false; |
| 6278 | // otherwise, it's a user playeer object |
| 6279 | return true; |
| 6280 | } |
| 6281 | |