| 1 | /* |
| 2 | * LegacyClonk |
| 3 | * |
| 4 | * Copyright (c) 1998-2000, Matthes Bender (RedWolf Design) |
| 5 | * Copyright (c) 2017-2021, 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 | /* Lots of handler functions for object action */ |
| 18 | |
| 19 | #include <C4Include.h> |
| 20 | #include <C4ObjectCom.h> |
| 21 | |
| 22 | #include <C4Object.h> |
| 23 | #include <C4Physics.h> |
| 24 | #include <C4Command.h> |
| 25 | #include <C4Random.h> |
| 26 | #include <C4Game.h> |
| 27 | #include <C4Wrappers.h> |
| 28 | #include <C4ObjectMenu.h> |
| 29 | #include <C4Player.h> |
| 30 | #include <C4SoundSystem.h> |
| 31 | |
| 32 | bool SimFlightHitsLiquid(C4Fixed fcx, C4Fixed fcy, C4Fixed xdir, C4Fixed ydir); |
| 33 | |
| 34 | bool ObjectActionWalk(C4Object *cObj) |
| 35 | { |
| 36 | if (!cObj->SetActionByName(szActName: "Walk" )) return false; |
| 37 | cObj->xdir = cObj->ydir = 0; |
| 38 | return true; |
| 39 | } |
| 40 | |
| 41 | bool ObjectActionStand(C4Object *cObj) |
| 42 | { |
| 43 | cObj->Action.ComDir = COMD_Stop; |
| 44 | if (!ObjectActionWalk(cObj)) return false; |
| 45 | return true; |
| 46 | } |
| 47 | |
| 48 | bool ObjectActionJump(C4Object *cObj, C4Fixed xdir, C4Fixed ydir, bool fByCom) |
| 49 | { |
| 50 | // scripted jump? |
| 51 | assert(cObj); |
| 52 | if (cObj->Call(PSF_OnActionJump, pPars: {C4VInt(iVal: fixtoi(x: xdir, prec: 100)), C4VInt(iVal: fixtoi(x: ydir, prec: 100)), C4VBool(fVal: fByCom)})) return true; |
| 53 | // hardcoded jump by action |
| 54 | if (!cObj->SetActionByName(szActName: "Jump" )) return false; |
| 55 | cObj->xdir = xdir; cObj->ydir = ydir; |
| 56 | cObj->Mobile = 1; |
| 57 | // unstick from ground, because jump command may be issued in an Action-callback, |
| 58 | // where attach-values have already been determined for that frame |
| 59 | cObj->Action.t_attach &= ~CNAT_Bottom; |
| 60 | return true; |
| 61 | } |
| 62 | |
| 63 | bool ObjectActionDive(C4Object *cObj, C4Fixed xdir, C4Fixed ydir) |
| 64 | { |
| 65 | if (!cObj->SetActionByName(szActName: "Dive" )) return false; |
| 66 | cObj->xdir = xdir; cObj->ydir = ydir; |
| 67 | cObj->Mobile = 1; |
| 68 | // unstick from ground, because jump command may be issued in an Action-callback, |
| 69 | // where attach-values have already been determined for that frame |
| 70 | cObj->Action.t_attach &= ~CNAT_Bottom; |
| 71 | return true; |
| 72 | } |
| 73 | |
| 74 | bool ObjectActionTumble(C4Object *cObj, int32_t dir, C4Fixed xdir, C4Fixed ydir) |
| 75 | { |
| 76 | if (!cObj->SetActionByName(szActName: "Tumble" )) return false; |
| 77 | cObj->SetDir(dir); |
| 78 | cObj->xdir = xdir; cObj->ydir = ydir; |
| 79 | return true; |
| 80 | } |
| 81 | |
| 82 | bool ObjectActionGetPunched(C4Object *cObj, C4Fixed xdir, C4Fixed ydir) |
| 83 | { |
| 84 | if (!cObj->SetActionByName(szActName: "GetPunched" )) return false; |
| 85 | cObj->xdir = xdir; cObj->ydir = ydir; |
| 86 | return true; |
| 87 | } |
| 88 | |
| 89 | bool ObjectActionKneel(C4Object *cObj) |
| 90 | { |
| 91 | if (!cObj->SetActionByName(szActName: "KneelDown" )) return false; |
| 92 | cObj->xdir = cObj->ydir = 0; |
| 93 | return true; |
| 94 | } |
| 95 | |
| 96 | bool ObjectActionFlat(C4Object *cObj, int32_t dir) |
| 97 | { |
| 98 | if (!cObj->SetActionByName(szActName: "FlatUp" )) return false; |
| 99 | cObj->xdir = cObj->ydir = 0; |
| 100 | cObj->SetDir(dir); |
| 101 | return true; |
| 102 | } |
| 103 | |
| 104 | bool ObjectActionScale(C4Object *cObj, int32_t dir) |
| 105 | { |
| 106 | if (!cObj->SetActionByName(szActName: "Scale" )) return false; |
| 107 | cObj->xdir = cObj->ydir = 0; |
| 108 | cObj->SetDir(dir); |
| 109 | return true; |
| 110 | } |
| 111 | |
| 112 | bool ObjectActionHangle(C4Object *cObj, int32_t dir) |
| 113 | { |
| 114 | if (!cObj->SetActionByName(szActName: "Hangle" )) return false; |
| 115 | cObj->xdir = cObj->ydir = 0; |
| 116 | cObj->SetDir(dir); |
| 117 | return true; |
| 118 | } |
| 119 | |
| 120 | bool ObjectActionThrow(C4Object *cObj, C4Object *pThing) |
| 121 | { |
| 122 | // No object specified, first from contents |
| 123 | if (!pThing) pThing = cObj->Contents.GetObject(); |
| 124 | // Nothing to throw |
| 125 | if (!pThing) return false; |
| 126 | // Force and direction |
| 127 | C4Fixed pthrow = ValByPhysical(iPercent: 400, iPhysical: cObj->GetPhysical()->Throw); |
| 128 | int32_t iDir = 1; if (cObj->Action.Dir == DIR_Left) iDir = -1; |
| 129 | // Set action |
| 130 | if (!cObj->SetActionByName(szActName: "Throw" )) return false; |
| 131 | // Exit object |
| 132 | pThing->Exit(iX: cObj->x, |
| 133 | iY: cObj->y + cObj->Shape.y - 1, |
| 134 | iR: Random(iRange: 360), |
| 135 | iXDir: pthrow * iDir, iYDir: -pthrow, iRDir: pthrow * iDir); |
| 136 | // Success |
| 137 | return true; |
| 138 | } |
| 139 | |
| 140 | bool ObjectActionDig(C4Object *cObj) |
| 141 | { |
| 142 | if (!cObj->SetActionByName(szActName: "Dig" )) return false; |
| 143 | cObj->Action.Data = 0; // Material Dig2Object request |
| 144 | return true; |
| 145 | } |
| 146 | |
| 147 | bool ObjectActionBuild(C4Object *cObj, C4Object *target) |
| 148 | { |
| 149 | return cObj->SetActionByName(szActName: "Build" , pTarget: target); |
| 150 | } |
| 151 | |
| 152 | bool ObjectActionPush(C4Object *cObj, C4Object *target) |
| 153 | { |
| 154 | return cObj->SetActionByName(szActName: "Push" , pTarget: target); |
| 155 | } |
| 156 | |
| 157 | bool ObjectActionFight(C4Object *cObj, C4Object *target) |
| 158 | { |
| 159 | return cObj->SetActionByName(szActName: "Fight" , pTarget: target); |
| 160 | } |
| 161 | |
| 162 | bool ObjectActionChop(C4Object *cObj, C4Object *target) |
| 163 | { |
| 164 | return cObj->SetActionByName(szActName: "Chop" , pTarget: target); |
| 165 | } |
| 166 | |
| 167 | bool CornerScaleOkay(C4Object *cObj, int32_t iRangeX, int32_t iRangeY) |
| 168 | { |
| 169 | int32_t ctx, cty; |
| 170 | cty = cObj->y - iRangeY; |
| 171 | if (cObj->Action.Dir == DIR_Left) ctx = cObj->x - iRangeX; |
| 172 | else ctx = cObj->x + iRangeX; |
| 173 | cObj->ContactCheck(atx: ctx, aty: cty); // (resets VtxContact & t_contact) |
| 174 | if (!(cObj->t_contact & CNAT_Top)) |
| 175 | if (!(cObj->t_contact & CNAT_Left)) |
| 176 | if (!(cObj->t_contact & CNAT_Right)) |
| 177 | if (!(cObj->t_contact & CNAT_Bottom)) |
| 178 | return true; |
| 179 | return false; |
| 180 | } |
| 181 | |
| 182 | bool CheckCornerScale(C4Object *cObj, int32_t &iRangeX, int32_t &iRangeY) |
| 183 | { |
| 184 | for (iRangeX = CornerRange; iRangeX >= 1; iRangeX--) |
| 185 | for (iRangeY = CornerRange; iRangeY >= 1; iRangeY--) |
| 186 | if (CornerScaleOkay(cObj, iRangeX, iRangeY)) |
| 187 | return true; |
| 188 | return false; |
| 189 | } |
| 190 | |
| 191 | bool ObjectActionCornerScale(C4Object *cObj) |
| 192 | { |
| 193 | int32_t iRangeX, iRangeY; |
| 194 | // Scaling: check range max to min |
| 195 | if (cObj->GetProcedure() == DFA_SCALE) |
| 196 | { |
| 197 | if (!CheckCornerScale(cObj, iRangeX, iRangeY)) return false; |
| 198 | } |
| 199 | // Swimming: check range min to max |
| 200 | else |
| 201 | { |
| 202 | iRangeY = 2; |
| 203 | while (!CornerScaleOkay(cObj, iRangeX: iRangeY, iRangeY)) |
| 204 | { |
| 205 | iRangeY++; if (iRangeY > CornerRange) return false; |
| 206 | } |
| 207 | iRangeX = iRangeY; |
| 208 | } |
| 209 | // Do corner scale |
| 210 | if (!cObj->SetActionByName(szActName: "KneelUp" )) |
| 211 | cObj->SetActionByName(szActName: "Walk" ); |
| 212 | cObj->xdir = cObj->ydir = 0; |
| 213 | if (cObj->Action.Dir == DIR_Left) cObj->fix_x -= itofix(x: iRangeX); |
| 214 | else cObj->fix_x += itofix(x: iRangeX); |
| 215 | cObj->fix_y -= itofix(x: iRangeY); |
| 216 | cObj->x = fixtoi(x: cObj->fix_x); cObj->y = fixtoi(x: cObj->fix_y); |
| 217 | return true; |
| 218 | } |
| 219 | |
| 220 | bool ObjectComMovement(C4Object *cObj, int32_t comdir) |
| 221 | { |
| 222 | cObj->Action.ComDir = comdir; |
| 223 | |
| 224 | PlayerObjectCommand(plr: cObj->Owner, cmdf: C4CMD_Follow, pTarget: cObj); |
| 225 | // direkt turnaround if standing still |
| 226 | if (!cObj->xdir && (cObj->GetProcedure() == DFA_WALK || cObj->GetProcedure() == DFA_HANGLE)) |
| 227 | switch (comdir) |
| 228 | { |
| 229 | case COMD_Left: case COMD_UpLeft: case COMD_DownLeft: |
| 230 | cObj->SetDir(DIR_Left); |
| 231 | break; |
| 232 | case COMD_Right: case COMD_UpRight: case COMD_DownRight: |
| 233 | cObj->SetDir(DIR_Right); |
| 234 | break; |
| 235 | } |
| 236 | return true; |
| 237 | } |
| 238 | |
| 239 | bool ObjectComStop(C4Object *cObj) |
| 240 | { |
| 241 | // Cease current action |
| 242 | cObj->SetActionByName(szActName: "Idle" ); |
| 243 | // Action walk if possible |
| 244 | return ObjectActionStand(cObj); |
| 245 | } |
| 246 | |
| 247 | bool ObjectComGrab(C4Object *cObj, C4Object *pTarget) |
| 248 | { |
| 249 | if (!pTarget) return false; |
| 250 | if (cObj->GetProcedure() != DFA_WALK) return false; |
| 251 | if (!ObjectActionPush(cObj, target: pTarget)) return false; |
| 252 | cObj->Call(PSF_Grab, pPars: {C4VObj(pObj: pTarget), C4VBool(fVal: true)}); |
| 253 | if (pTarget->Status && cObj->Status) |
| 254 | { |
| 255 | pTarget->Controller = cObj->Controller; |
| 256 | pTarget->Call(PSF_Grabbed, pPars: {C4VObj(pObj: cObj), C4VBool(fVal: true)}); |
| 257 | } |
| 258 | return true; |
| 259 | } |
| 260 | |
| 261 | bool ObjectComUnGrab(C4Object *cObj) |
| 262 | { |
| 263 | // Only if pushing, -> stand |
| 264 | if (cObj->GetProcedure() == DFA_PUSH) |
| 265 | { |
| 266 | C4Object *pTarget = cObj->Action.Target; |
| 267 | if (ObjectActionStand(cObj)) |
| 268 | { |
| 269 | if (!cObj->CloseMenu(fForce: false)) return false; |
| 270 | cObj->Call(PSF_Grab, pPars: {C4VObj(pObj: pTarget), C4VBool(fVal: false)}); |
| 271 | if (pTarget && pTarget->Status && cObj->Status) |
| 272 | pTarget->Call(PSF_Grabbed, pPars: {C4VObj(pObj: cObj), C4VBool(fVal: false)}); |
| 273 | return true; |
| 274 | } |
| 275 | } |
| 276 | |
| 277 | return false; |
| 278 | } |
| 279 | |
| 280 | bool ObjectComJump(C4Object *cObj) // by ObjectComUp, ExecCMDFMoveTo, FnJump |
| 281 | { |
| 282 | // Only if walking |
| 283 | if (cObj->GetProcedure() != DFA_WALK) return false; |
| 284 | // Calculate direction & forces |
| 285 | C4Fixed TXDir = Fix0; |
| 286 | C4PhysicalInfo *pPhysical = cObj->GetPhysical(); |
| 287 | C4Fixed iPhysicalWalk = ValByPhysical(iPercent: 280, iPhysical: pPhysical->Walk) * itofix(x: cObj->GetCon(), prec: FullCon); |
| 288 | C4Fixed iPhysicalJump = ValByPhysical(iPercent: 1000, iPhysical: pPhysical->Jump) * itofix(x: cObj->GetCon(), prec: FullCon); |
| 289 | |
| 290 | if (cObj->Action.ComDir == COMD_Left || cObj->Action.ComDir == COMD_UpLeft) TXDir = -iPhysicalWalk; |
| 291 | else if (cObj->Action.ComDir == COMD_Right || cObj->Action.ComDir == COMD_UpRight) TXDir = +iPhysicalWalk; |
| 292 | else |
| 293 | { |
| 294 | if (cObj->Action.Dir == DIR_Left) TXDir = -iPhysicalWalk; |
| 295 | if (cObj->Action.Dir == DIR_Right) TXDir = +iPhysicalWalk; |
| 296 | } |
| 297 | C4Fixed x = cObj->fix_x, y = cObj->fix_y; |
| 298 | // find bottom-most vertex, correct starting position for simulation |
| 299 | int32_t iBtmVtx = cObj->Shape.GetBottomVertex(); |
| 300 | if (iBtmVtx != -1) { x += cObj->Shape.GetVertexX(iVertex: iBtmVtx); y += cObj->Shape.GetVertexY(iVertex: iBtmVtx); } |
| 301 | // Try dive |
| 302 | if (cObj->Shape.ContactDensity > C4M_Liquid) |
| 303 | if (SimFlightHitsLiquid(fcx: x, fcy: y, xdir: TXDir, ydir: -iPhysicalJump)) |
| 304 | if (ObjectActionDive(cObj, xdir: TXDir, ydir: -iPhysicalJump)) |
| 305 | return true; |
| 306 | // Regular jump |
| 307 | return ObjectActionJump(cObj, xdir: TXDir, ydir: -iPhysicalJump, fByCom: true); |
| 308 | } |
| 309 | |
| 310 | bool ObjectComLetGo(C4Object *cObj, int32_t xdirf) |
| 311 | { |
| 312 | // by ACTSCALE, ACTHANGLE or ExecCMDFMoveTo |
| 313 | return ObjectActionJump(cObj, xdir: itofix(x: xdirf), ydir: Fix0, fByCom: true); |
| 314 | } |
| 315 | |
| 316 | bool ObjectComEnter(C4Object *cObj) // by pusher |
| 317 | { |
| 318 | if (!cObj) return false; |
| 319 | |
| 320 | // NoPushEnter |
| 321 | if (cObj->Def->NoPushEnter) return false; |
| 322 | |
| 323 | // Check object entrance, try command enter |
| 324 | C4Object *pTarget; |
| 325 | uint32_t ocf = OCF_Entrance; |
| 326 | if ((pTarget = Game.Objects.AtObject(ctx: cObj->x, cty: cObj->y, ocf, exclude: cObj))) |
| 327 | if (ocf & OCF_Entrance) |
| 328 | { |
| 329 | cObj->SetCommand(iCommand: C4CMD_Enter, pTarget); return true; |
| 330 | } |
| 331 | |
| 332 | return false; |
| 333 | } |
| 334 | |
| 335 | bool ObjectComUp(C4Object *cObj) // by DFA_WALK or DFA_SWIM |
| 336 | { |
| 337 | if (!cObj) return false; |
| 338 | |
| 339 | // Check object entrance, try command enter |
| 340 | C4Object *pTarget; |
| 341 | uint32_t ocf = OCF_Entrance; |
| 342 | if ((pTarget = Game.Objects.AtObject(ctx: cObj->x, cty: cObj->y, ocf, exclude: cObj))) |
| 343 | if (ocf & OCF_Entrance) |
| 344 | return PlayerObjectCommand(plr: cObj->Owner, cmdf: C4CMD_Enter, pTarget); |
| 345 | |
| 346 | // Try jump |
| 347 | if (cObj->GetProcedure() == DFA_WALK) |
| 348 | return PlayerObjectCommand(plr: cObj->Owner, cmdf: C4CMD_Jump); |
| 349 | |
| 350 | return false; |
| 351 | } |
| 352 | |
| 353 | bool ObjectComDig(C4Object *cObj) // by DFA_WALK |
| 354 | { |
| 355 | C4PhysicalInfo *phys = cObj->GetPhysical(); |
| 356 | if (!phys->CanDig || !ObjectActionDig(cObj)) |
| 357 | { |
| 358 | GameMsgObject(szText: LoadResStr(id: C4ResStrTableKey::IDS_OBJ_NODIG, args: cObj->GetName()).c_str(), pTarget: cObj); |
| 359 | return false; |
| 360 | } |
| 361 | return true; |
| 362 | } |
| 363 | |
| 364 | C4Object *CreateLine(C4ID idType, int32_t iOwner, C4Object *pFrom, C4Object *pTo) |
| 365 | { |
| 366 | C4Object *pLine; |
| 367 | if (!pFrom || !pTo) return nullptr; |
| 368 | if (!(pLine = Game.CreateObject(type: idType, pCreator: pFrom, owner: iOwner, x: 0, y: 0))) return nullptr; |
| 369 | pLine->Shape.VtxNum = 2; |
| 370 | pLine->Shape.VtxX[0] = pFrom->x; |
| 371 | pLine->Shape.VtxY[0] = pFrom->y + pFrom->Shape.Hgt / 4; |
| 372 | pLine->Shape.VtxX[1] = pTo->x; |
| 373 | pLine->Shape.VtxY[1] = pTo->y + pTo->Shape.Hgt / 4; |
| 374 | pLine->Action.Target = pFrom; |
| 375 | pLine->Action.Target2 = pTo; |
| 376 | return pLine; |
| 377 | } |
| 378 | |
| 379 | bool ObjectComLineConstruction(C4Object *cObj) |
| 380 | { |
| 381 | C4Object *linekit, *tstruct, *cline; |
| 382 | uint32_t ocf; |
| 383 | |
| 384 | ObjectActionStand(cObj); |
| 385 | |
| 386 | // Check physical |
| 387 | if (!cObj->GetPhysical()->CanConstruct) |
| 388 | { |
| 389 | GameMsgObject(szText: LoadResStr(id: C4ResStrTableKey::IDS_OBJ_NOLINECONSTRUCT, args: cObj->GetName()).c_str(), pTarget: cObj); return false; |
| 390 | } |
| 391 | |
| 392 | // Line pickup |
| 393 | |
| 394 | // Check for linekit |
| 395 | if (!(linekit = cObj->Contents.Find(id: C4ID_Linekit))) |
| 396 | { |
| 397 | // Check for collection limit |
| 398 | if (cObj->Def->CollectionLimit && (cObj->Contents.ObjectCount() >= cObj->Def->CollectionLimit)) return false; |
| 399 | // Check line pickup |
| 400 | ocf = OCF_LineConstruct; |
| 401 | tstruct = Game.Objects.AtObject(ctx: cObj->x, cty: cObj->y, ocf, exclude: cObj); |
| 402 | if (!tstruct || !(ocf & OCF_LineConstruct)) return false; |
| 403 | if (!(cline = Game.FindObject(id: C4ID_None, iX: 0, iY: 0, iWdt: 0, iHgt: 0, ocf: OCF_All, szAction: "Connect" , pActionTarget: tstruct))) return false; |
| 404 | // Check line connected to linekit at other end |
| 405 | if ((cline->Action.Target && (cline->Action.Target->Def->id == C4ID_Linekit)) |
| 406 | || (cline->Action.Target2 && (cline->Action.Target2->Def->id == C4ID_Linekit))) |
| 407 | { |
| 408 | StartSoundEffect(name: "Error" , loop: false, volume: 100, obj: cObj); |
| 409 | GameMsgObject(szText: LoadResStr(id: C4ResStrTableKey::IDS_OBJ_NODOUBLEKIT, args: cline->GetName()).c_str(), pTarget: cObj); return false; |
| 410 | } |
| 411 | // Create new linekit |
| 412 | if (!(linekit = Game.CreateObject(type: C4ID_Linekit, pCreator: cObj, owner: cline->Owner))) return false; |
| 413 | // Enter linekit into clonk |
| 414 | bool fRejectCollect; |
| 415 | if (!linekit->Enter(pTarget: cObj, fCalls: true, fCopyMotion: true, pfRejectCollect: &fRejectCollect)) |
| 416 | { |
| 417 | // Enter failed: abort operation |
| 418 | linekit->AssignRemoval(); return false; |
| 419 | } |
| 420 | // Attach line to collected linekit |
| 421 | StartSoundEffect(name: "Connect" , loop: false, volume: 100, obj: cObj); |
| 422 | if (cline->Action.Target == tstruct) cline->Action.Target = linekit; |
| 423 | if (cline->Action.Target2 == tstruct) cline->Action.Target2 = linekit; |
| 424 | // Message |
| 425 | GameMsgObject(szText: LoadResStr(id: C4ResStrTableKey::IDS_OBJ_DISCONNECT, args: cline->GetName(), args: tstruct->GetName()).c_str(), pTarget: tstruct); |
| 426 | return true; |
| 427 | } |
| 428 | |
| 429 | // Active construction |
| 430 | |
| 431 | // Active line construction |
| 432 | if (cline = Game.FindObject(id: C4ID_None, iX: 0, iY: 0, iWdt: 0, iHgt: 0, ocf: OCF_All, szAction: "Connect" , pActionTarget: linekit)) |
| 433 | { |
| 434 | // Check for structure connection |
| 435 | ocf = OCF_LineConstruct; |
| 436 | tstruct = Game.Objects.AtObject(ctx: cObj->x, cty: cObj->y, ocf, exclude: cObj); |
| 437 | // No structure |
| 438 | if (!tstruct || !(ocf & OCF_LineConstruct)) |
| 439 | { |
| 440 | // No connect |
| 441 | StartSoundEffect(name: "Error" , loop: false, volume: 100, obj: cObj); |
| 442 | GameMsgObject(szText: LoadResStr(id: C4ResStrTableKey::IDS_OBJ_NOCONNECT), pTarget: cObj); return false; |
| 443 | } |
| 444 | |
| 445 | // Check short circuit -> removal |
| 446 | if ((cline->Action.Target == tstruct) |
| 447 | || (cline->Action.Target2 == tstruct)) |
| 448 | { |
| 449 | StartSoundEffect(name: "Connect" , loop: false, volume: 100, obj: cObj); |
| 450 | GameMsgObject(szText: LoadResStr(id: C4ResStrTableKey::IDS_OBJ_LINEREMOVAL, args: cline->GetName()).c_str(), pTarget: tstruct); |
| 451 | cline->AssignRemoval(); |
| 452 | return true; |
| 453 | } |
| 454 | |
| 455 | // Check for correct connection type |
| 456 | bool connect_okay = false; |
| 457 | switch (cline->Def->Line) |
| 458 | { |
| 459 | case C4D_Line_Power: |
| 460 | if (tstruct->Def->LineConnect & C4D_Power_Input) connect_okay = true; |
| 461 | if (tstruct->Def->LineConnect & C4D_Power_Output) connect_okay = true; |
| 462 | break; |
| 463 | case C4D_Line_Source: |
| 464 | if (tstruct->Def->LineConnect & C4D_Liquid_Output) connect_okay = true; break; |
| 465 | case C4D_Line_Drain: |
| 466 | if (tstruct->Def->LineConnect & C4D_Liquid_Input) connect_okay = true; break; |
| 467 | default: return false; // Undefined line type |
| 468 | } |
| 469 | if (!connect_okay) |
| 470 | { |
| 471 | StartSoundEffect(name: "Error" , loop: false, volume: 100, obj: cObj); |
| 472 | GameMsgObject(szText: LoadResStr(id: C4ResStrTableKey::IDS_OBJ_NOCONNECTTYPE, args: cline->GetName(), args: tstruct->GetName()).c_str(), pTarget: tstruct); return false; |
| 473 | } |
| 474 | |
| 475 | // Connect line to structure |
| 476 | StartSoundEffect(name: "Connect" , loop: false, volume: 100, obj: cObj); |
| 477 | if (cline->Action.Target == linekit) cline->Action.Target = tstruct; |
| 478 | if (cline->Action.Target2 == linekit) cline->Action.Target2 = tstruct; |
| 479 | linekit->Exit(); |
| 480 | linekit->AssignRemoval(); |
| 481 | |
| 482 | GameMsgObject(szText: LoadResStr(id: C4ResStrTableKey::IDS_OBJ_CONNECT, args: cline->GetName(), args: tstruct->GetName()).c_str(), pTarget: tstruct); |
| 483 | |
| 484 | return true; |
| 485 | } |
| 486 | |
| 487 | // New line |
| 488 | |
| 489 | // Check for new structure connection |
| 490 | ocf = OCF_LineConstruct; |
| 491 | tstruct = Game.Objects.AtObject(ctx: cObj->x, cty: cObj->y, ocf, exclude: cObj); |
| 492 | if (!tstruct || !(ocf & OCF_LineConstruct)) |
| 493 | { |
| 494 | StartSoundEffect(name: "Error" , loop: false, volume: 100, obj: cObj); |
| 495 | GameMsgObject(szText: LoadResStr(id: C4ResStrTableKey::IDS_OBJ_NONEWLINE), pTarget: cObj); return false; |
| 496 | } |
| 497 | |
| 498 | // Determine new line type |
| 499 | C4ID linetype = C4ID_None; |
| 500 | // Check source pipe |
| 501 | if (linetype == C4ID_None) |
| 502 | if (tstruct->Def->LineConnect & C4D_Liquid_Pump) |
| 503 | if (!Game.FindObject(id: C4ID_SourcePipe, iX: 0, iY: 0, iWdt: 0, iHgt: 0, ocf: OCF_All, szAction: "Connect" , pActionTarget: tstruct)) |
| 504 | linetype = C4ID_SourcePipe; |
| 505 | // Check drain pipe |
| 506 | if (linetype == C4ID_None) |
| 507 | if (tstruct->Def->LineConnect & C4D_Liquid_Output) |
| 508 | if (!Game.FindObject(id: C4ID_DrainPipe, iX: 0, iY: 0, iWdt: 0, iHgt: 0, ocf: OCF_All, szAction: "Connect" , pActionTarget: tstruct)) |
| 509 | linetype = C4ID_DrainPipe; |
| 510 | // Check power |
| 511 | if (linetype == C4ID_None) |
| 512 | if (tstruct->Def->LineConnect & C4D_Power_Output) |
| 513 | linetype = C4ID_PowerLine; |
| 514 | // No good |
| 515 | if (linetype == C4ID_None) |
| 516 | { |
| 517 | StartSoundEffect(name: "Error" , loop: false, volume: 100, obj: cObj); |
| 518 | GameMsgObject(szText: LoadResStr(id: C4ResStrTableKey::IDS_OBJ_NONEWLINE), pTarget: cObj); return false; |
| 519 | } |
| 520 | |
| 521 | // Create new line |
| 522 | C4Object *newline = CreateLine(idType: linetype, iOwner: cObj->Owner, |
| 523 | pFrom: tstruct, pTo: linekit); |
| 524 | if (!newline) return false; |
| 525 | StartSoundEffect(name: "Connect" , loop: false, volume: 100, obj: cObj); |
| 526 | GameMsgObject(szText: LoadResStr(id: C4ResStrTableKey::IDS_OBJ_NEWLINE, args: newline->GetName()).c_str(), pTarget: tstruct); |
| 527 | |
| 528 | return true; |
| 529 | } |
| 530 | |
| 531 | void ObjectComDigDouble(C4Object *cObj) // "Activation" by DFA_WALK, DFA_DIG, DFA_SWIM |
| 532 | { |
| 533 | C4Object *pTarget; |
| 534 | uint32_t ocf; |
| 535 | C4PhysicalInfo *phys = cObj->GetPhysical(); |
| 536 | |
| 537 | // Contents activation (first contents object only) |
| 538 | if (cObj->Contents.GetObject()) |
| 539 | if (cObj->Contents.GetObject()->Call(PSF_Activate, pPars: {C4VObj(pObj: cObj)})) |
| 540 | return; |
| 541 | |
| 542 | // Linekit: Line construction (move to linekit script...) |
| 543 | if (cObj->Contents.GetObject() && (cObj->Contents.GetObject()->id == C4ID_Linekit)) |
| 544 | { |
| 545 | ObjectComLineConstruction(cObj); |
| 546 | return; |
| 547 | } |
| 548 | |
| 549 | // Chop |
| 550 | ocf = OCF_Chop; |
| 551 | if (phys->CanChop) |
| 552 | if (cObj->GetProcedure() != DFA_SWIM) |
| 553 | if ((pTarget = Game.Objects.AtObject(ctx: cObj->x, cty: cObj->y, ocf, exclude: cObj))) |
| 554 | if (ocf & OCF_Chop) |
| 555 | { |
| 556 | PlayerObjectCommand(plr: cObj->Owner, cmdf: C4CMD_Chop, pTarget); |
| 557 | return; |
| 558 | } |
| 559 | |
| 560 | // Line construction pick up |
| 561 | ocf = OCF_LineConstruct; |
| 562 | if (phys->CanConstruct) |
| 563 | if (!cObj->Contents.GetObject()) |
| 564 | if ((pTarget = Game.Objects.AtObject(ctx: cObj->x, cty: cObj->y, ocf, exclude: cObj))) |
| 565 | if (ocf & OCF_LineConstruct) |
| 566 | if (ObjectComLineConstruction(cObj)) |
| 567 | return; |
| 568 | |
| 569 | // Own activation call |
| 570 | if (cObj->Call(PSF_Activate, pPars: {C4VObj(pObj: cObj)})) return; |
| 571 | } |
| 572 | |
| 573 | bool ObjectComDownDouble(C4Object *cObj) // by DFA_WALK |
| 574 | { |
| 575 | C4Object *pTarget; |
| 576 | uint32_t ocf = OCF_Construct | OCF_Grab; |
| 577 | if ((pTarget = Game.Objects.AtObject(ctx: cObj->x, cty: cObj->y, ocf, exclude: cObj))) |
| 578 | { |
| 579 | if (ocf & OCF_Construct) |
| 580 | { |
| 581 | PlayerObjectCommand(plr: cObj->Owner, cmdf: C4CMD_Build, pTarget); return true; |
| 582 | } |
| 583 | if (ocf & OCF_Grab) |
| 584 | { |
| 585 | PlayerObjectCommand(plr: cObj->Owner, cmdf: C4CMD_Grab, pTarget); return true; |
| 586 | } |
| 587 | } |
| 588 | return false; |
| 589 | } |
| 590 | |
| 591 | bool ObjectComPut(C4Object *cObj, C4Object *pTarget, C4Object *pThing) |
| 592 | { |
| 593 | // No object specified, first from contents |
| 594 | if (!pThing) pThing = cObj->Contents.GetObject(); |
| 595 | // Nothing to put |
| 596 | if (!pThing) return false; |
| 597 | // No target |
| 598 | if (!pTarget) return false; |
| 599 | // Grabbing: check C4D_Grab_Put |
| 600 | if (pTarget != cObj->Contained) |
| 601 | if (!(pTarget->Def->GrabPutGet & C4D_Grab_Put)) |
| 602 | { |
| 603 | // Was meant to be a drop anyway |
| 604 | if (ValidPlr(plr: cObj->Owner)) |
| 605 | if (Game.Players.Get(iPlayer: cObj->Owner)->LastComDownDouble) |
| 606 | return ObjectComDrop(cObj, pThing); |
| 607 | // No grab put: fail |
| 608 | return false; |
| 609 | } |
| 610 | // Target no fullcon |
| 611 | if (!(pTarget->OCF & OCF_FullCon)) return false; |
| 612 | // Check target collection limit |
| 613 | if (pTarget->Def->CollectionLimit && (pTarget->Contents.ObjectCount() >= pTarget->Def->CollectionLimit)) return false; |
| 614 | // Transfer thing |
| 615 | bool fRejectCollect; |
| 616 | if (!pThing->Enter(pTarget, fCalls: true, fCopyMotion: true, pfRejectCollect: &fRejectCollect)) return false; |
| 617 | // Put call to object script |
| 618 | cObj->Call(PSF_Put); |
| 619 | // Target collection call |
| 620 | pTarget->Call(PSF_Collection, pPars: {C4VObj(pObj: pThing), C4VBool(fVal: true)}); |
| 621 | // Success |
| 622 | return true; |
| 623 | } |
| 624 | |
| 625 | bool ObjectComThrow(C4Object *cObj, C4Object *pThing) |
| 626 | { |
| 627 | // No object specified, first from contents |
| 628 | if (!pThing) pThing = cObj->Contents.GetObject(); |
| 629 | // Nothing to throw |
| 630 | if (!pThing) return false; |
| 631 | // Throw com |
| 632 | switch (cObj->GetProcedure()) |
| 633 | { |
| 634 | case DFA_WALK: return ObjectActionThrow(cObj, pThing); |
| 635 | } |
| 636 | // Failure |
| 637 | return false; |
| 638 | } |
| 639 | |
| 640 | bool ObjectComDrop(C4Object *cObj, C4Object *pThing) |
| 641 | { |
| 642 | // No object specified, first from contents |
| 643 | if (!pThing) pThing = cObj->Contents.GetObject(); |
| 644 | // Nothing to throw |
| 645 | if (!pThing) return false; |
| 646 | // Force and direction |
| 647 | // When dropping diagonally, drop from edge of shape |
| 648 | // When doing a diagonal forward drop during flight, exit a bit closer to the Clonk to allow planned tumbling |
| 649 | // Except when hangling, so you can mine effectively form the ceiling, and when swimming because you cannot tumble then |
| 650 | C4Fixed pthrow = ValByPhysical(iPercent: 400, iPhysical: cObj->GetPhysical()->Throw); |
| 651 | int32_t tdir = 0; int right = 0; |
| 652 | bool isHanglingOrSwimming = false; |
| 653 | int32_t iProc = DFA_NONE; |
| 654 | if (cObj->Action.Act >= 0) |
| 655 | { |
| 656 | iProc = cObj->Def->ActMap[cObj->Action.Act].Procedure; |
| 657 | if (iProc == DFA_HANGLE || iProc == DFA_SWIM) isHanglingOrSwimming = true; |
| 658 | } |
| 659 | int32_t iOutposReduction = 1; // don't exit object too far forward during jump |
| 660 | if (iProc != DFA_SCALE) // never diagonal during scaling (can have com into wall during scaling!) |
| 661 | { |
| 662 | if (ComDirLike(iComDir: cObj->Action.ComDir, COMD_Left)) { tdir = -1; right = 0; if (cObj->xdir < FIXED10(x: 15) && !isHanglingOrSwimming) --iOutposReduction; } |
| 663 | if (ComDirLike(iComDir: cObj->Action.ComDir, COMD_Right)) { tdir = +1; right = 1; if (cObj->xdir > FIXED10(x: -15) && !isHanglingOrSwimming) --iOutposReduction; } |
| 664 | } |
| 665 | // Exit object |
| 666 | pThing->Exit(iX: cObj->x + (cObj->Shape.x + cObj->Shape.Wdt * right) * !!tdir * iOutposReduction, |
| 667 | iY: cObj->y + cObj->Shape.y + cObj->Shape.Hgt - (pThing->Shape.y + pThing->Shape.Hgt), iR: 0, iXDir: pthrow * tdir, iYDir: Fix0, iRDir: Fix0); |
| 668 | // NoCollectDelay |
| 669 | cObj->NoCollectDelay = 2; |
| 670 | // Update OCF |
| 671 | cObj->SetOCF(); |
| 672 | // Ungrab |
| 673 | ObjectComUnGrab(cObj); |
| 674 | // Done |
| 675 | return true; |
| 676 | } |
| 677 | |
| 678 | bool ObjectComChop(C4Object *cObj, C4Object *pTarget) |
| 679 | { |
| 680 | if (!pTarget) return false; |
| 681 | if (!cObj->GetPhysical()->CanChop) |
| 682 | { |
| 683 | GameMsgObject(szText: LoadResStr(id: C4ResStrTableKey::IDS_OBJ_NOCHOP, args: cObj->GetName()).c_str(), pTarget: cObj); |
| 684 | return false; |
| 685 | } |
| 686 | if (cObj->GetProcedure() != DFA_WALK) return false; |
| 687 | return ObjectActionChop(cObj, target: pTarget); |
| 688 | } |
| 689 | |
| 690 | bool ObjectComBuild(C4Object *cObj, C4Object *pTarget) |
| 691 | { |
| 692 | if (!pTarget) return false; |
| 693 | // Needs to be idle or walking |
| 694 | if (cObj->Action.Act != ActIdle) |
| 695 | if (cObj->GetProcedure() != DFA_WALK) |
| 696 | return false; |
| 697 | return ObjectActionBuild(cObj, target: pTarget); |
| 698 | } |
| 699 | |
| 700 | bool ObjectComPutTake(C4Object *cObj, C4Object *pTarget, C4Object *pThing) // by C4CMD_Throw |
| 701 | { |
| 702 | // by C4CMD_Drop |
| 703 | // Valid checks |
| 704 | if (!pTarget) return false; |
| 705 | // No object specified, first from contents |
| 706 | if (!pThing) pThing = cObj->Contents.GetObject(); |
| 707 | // Has thing, put to target |
| 708 | if (pThing) |
| 709 | return ObjectComPut(cObj, pTarget, pThing); |
| 710 | // If target is own container, activate activation menu |
| 711 | if (pTarget == cObj->Contained) |
| 712 | return ObjectComTake(cObj); // carlo |
| 713 | // Assuming target is grabbed, check for grab get |
| 714 | if (pTarget->Def->GrabPutGet & C4D_Grab_Get) |
| 715 | { |
| 716 | // Activate get menu |
| 717 | return cObj->ActivateMenu(iMenu: C4MN_Get, iMenuSelect: 0, iMenuData: 0, iMenuPosition: 0, pTarget); |
| 718 | } |
| 719 | // Failure |
| 720 | return false; |
| 721 | } |
| 722 | |
| 723 | // carlo |
| 724 | bool ObjectComTake(C4Object *cObj) // by C4CMD_Take |
| 725 | { |
| 726 | return cObj->ActivateMenu(iMenu: C4MN_Activate); |
| 727 | } |
| 728 | |
| 729 | // carlo |
| 730 | bool ObjectComTake2(C4Object *cObj) // by C4CMD_Take2 |
| 731 | { |
| 732 | return cObj->ActivateMenu(iMenu: C4MN_Get, iMenuSelect: 0, iMenuData: 0, iMenuPosition: 0, pTarget: cObj->Contained); |
| 733 | } |
| 734 | |
| 735 | bool ObjectComPunch(C4Object *cObj, C4Object *pTarget, int32_t punch) |
| 736 | { |
| 737 | if (!cObj || !pTarget) return false; |
| 738 | if (!punch) |
| 739 | if (pTarget->GetPhysical()->Fight) |
| 740 | punch = BoundBy<int32_t>(bval: 5 * cObj->GetPhysical()->Fight / pTarget->GetPhysical()->Fight, lbound: 0, rbound: 10); |
| 741 | if (!punch) return true; |
| 742 | bool fBlowStopped = static_cast<bool>(pTarget->Call(PSF_QueryCatchBlow, pPars: {C4VObj(pObj: cObj)})); |
| 743 | if (fBlowStopped && punch > 1) punch = punch / 2; // half damage for caught blow, so shield+armor help in fistfight and vs monsters |
| 744 | pTarget->DoEnergy(iChange: -punch, fExact: false, C4FxCall_EngGetPunched, iCausedByPlr: cObj->Controller); |
| 745 | int32_t tdir = +1; if (cObj->Action.Dir == DIR_Left) tdir = -1; |
| 746 | pTarget->Action.ComDir = COMD_Stop; |
| 747 | // No tumbles when blow was caught |
| 748 | if (fBlowStopped) return false; |
| 749 | // Hard punch |
| 750 | if (punch >= 10) |
| 751 | if (ObjectActionTumble(cObj: pTarget, dir: pTarget->Action.Dir, xdir: FIXED100(x: 150) * tdir, ydir: itofix(x: -2))) |
| 752 | { |
| 753 | pTarget->LastEnergyLossCausePlayer = cObj->Controller; // for kill tracing when pushing enemies off a cliff |
| 754 | pTarget->Call(PSF_CatchBlow, pPars: {C4VInt(iVal: punch), C4VObj(pObj: cObj)}); |
| 755 | return true; |
| 756 | } |
| 757 | |
| 758 | // Regular punch |
| 759 | if (ObjectActionGetPunched(cObj: pTarget, xdir: FIXED100(x: 250) * tdir, ydir: Fix0)) |
| 760 | { |
| 761 | pTarget->LastEnergyLossCausePlayer = cObj->Controller; // for kill tracing when pushing enemies off a cliff |
| 762 | pTarget->Call(PSF_CatchBlow, pPars: {C4VInt(iVal: punch), C4VObj(pObj: cObj)}); |
| 763 | return true; |
| 764 | } |
| 765 | |
| 766 | return false; |
| 767 | } |
| 768 | |
| 769 | bool ObjectComCancelAttach(C4Object *cObj) |
| 770 | { |
| 771 | if (cObj->GetProcedure() == DFA_ATTACH) |
| 772 | return cObj->SetAction(iAct: ActIdle); |
| 773 | return false; |
| 774 | } |
| 775 | |
| 776 | void ObjectComStopDig(C4Object *cObj) |
| 777 | { |
| 778 | // Stand |
| 779 | ObjectActionStand(cObj); |
| 780 | // Clear digging command |
| 781 | if (cObj->Command) |
| 782 | if (cObj->Command->Command == C4CMD_Dig) |
| 783 | cObj->ClearCommand(pUntil: cObj->Command); |
| 784 | } |
| 785 | |
| 786 | int32_t ComOrder(int32_t iIndex) |
| 787 | { |
| 788 | static uint8_t bComOrder[ComOrderNum] = |
| 789 | { |
| 790 | COM_Left, COM_Right, COM_Up, COM_Down, COM_Throw, COM_Dig, COM_Special, COM_Special2, |
| 791 | COM_Left_S, COM_Right_S, COM_Up_S, COM_Down_S, COM_Throw_S, COM_Dig_S, COM_Special_S, COM_Special2_S, |
| 792 | COM_Left_D, COM_Right_D, COM_Up_D, COM_Down_D, COM_Throw_D, COM_Dig_D, COM_Special_D, COM_Special2_D |
| 793 | }; |
| 794 | |
| 795 | if (Inside<int32_t>(ival: iIndex, lbound: 0, rbound: ComOrderNum - 1)) return bComOrder[iIndex]; |
| 796 | |
| 797 | return COM_None; |
| 798 | } |
| 799 | |
| 800 | const char *ComName(int32_t iCom) |
| 801 | { |
| 802 | switch (iCom) |
| 803 | { |
| 804 | case COM_Up: return "Up" ; |
| 805 | case COM_Up_S: return "UpSingle" ; |
| 806 | case COM_Up_D: return "UpDouble" ; |
| 807 | case COM_Up_R: return "UpReleased" ; |
| 808 | case COM_Down: return "Down" ; |
| 809 | case COM_Down_S: return "DownSingle" ; |
| 810 | case COM_Down_D: return "DownDouble" ; |
| 811 | case COM_Down_R: return "DownReleased" ; |
| 812 | case COM_Left: return "Left" ; |
| 813 | case COM_Left_S: return "LeftSingle" ; |
| 814 | case COM_Left_D: return "LeftDouble" ; |
| 815 | case COM_Left_R: return "LeftReleased" ; |
| 816 | case COM_Right: return "Right" ; |
| 817 | case COM_Right_S: return "RightSingle" ; |
| 818 | case COM_Right_D: return "RightDouble" ; |
| 819 | case COM_Right_R: return "RightReleased" ; |
| 820 | case COM_Dig: return "Dig" ; |
| 821 | case COM_Dig_S: return "DigSingle" ; |
| 822 | case COM_Dig_D: return "DigDouble" ; |
| 823 | case COM_Dig_R: return "DigReleased" ; |
| 824 | case COM_Throw: return "Throw" ; |
| 825 | case COM_Throw_S: return "ThrowSingle" ; |
| 826 | case COM_Throw_D: return "ThrowDouble" ; |
| 827 | case COM_Throw_R: return "ThrowReleased" ; |
| 828 | case COM_Special: return "Special" ; |
| 829 | case COM_Special_S: return "SpecialSingle" ; |
| 830 | case COM_Special_D: return "SpecialDouble" ; |
| 831 | case COM_Special_R: return "SpecialReleased" ; |
| 832 | case COM_Special2: return "Special2" ; |
| 833 | case COM_Special2_S: return "Special2Single" ; |
| 834 | case COM_Special2_D: return "Special2Double" ; |
| 835 | case COM_Special2_R: return "Special2Released" ; |
| 836 | case COM_WheelUp: return "WheelUp" ; |
| 837 | case COM_WheelDown: return "WheelDown" ; |
| 838 | case COM_CursorLeft: return "CursorLeft" ; |
| 839 | case COM_CursorLeft_S: return "CursorLeftSingle" ; |
| 840 | case COM_CursorLeft_D: return "CursorLeftDouble" ; |
| 841 | case COM_CursorLeft_R: return "CursorLeftReleased" ; |
| 842 | case COM_CursorToggle: return "CursorToggle" ; |
| 843 | case COM_CursorToggle_S: return "CursorToggleSingle" ; |
| 844 | case COM_CursorToggle_D: return "CursorToggleDouble" ; |
| 845 | case COM_CursorToggle_R: return "CursorToggleReleased" ; |
| 846 | case COM_CursorRight: return "CursorRight" ; |
| 847 | case COM_CursorRight_S: return "CursorRightSingle" ; |
| 848 | case COM_CursorRight_D: return "CursorRightDouble" ; |
| 849 | case COM_CursorRight_R: return "CursorRightReleased" ; |
| 850 | } |
| 851 | return "Undefined" ; |
| 852 | } |
| 853 | |
| 854 | int32_t Com2Control(int32_t iCom) |
| 855 | { |
| 856 | iCom = iCom & ~(COM_Double | COM_Single); |
| 857 | switch (iCom) |
| 858 | { |
| 859 | case COM_CursorLeft: return CON_CursorLeft; |
| 860 | case COM_CursorToggle: return CON_CursorToggle; |
| 861 | case COM_CursorRight: return CON_CursorRight; |
| 862 | case COM_Throw: return CON_Throw; |
| 863 | case COM_Up: return CON_Up; |
| 864 | case COM_Dig: return CON_Dig; |
| 865 | case COM_Left: return CON_Left; |
| 866 | case COM_Down: return CON_Down; |
| 867 | case COM_Right: return CON_Right; |
| 868 | case COM_Special: return CON_Special; |
| 869 | case COM_Special2: return CON_Special2; |
| 870 | } |
| 871 | return CON_Menu; |
| 872 | } |
| 873 | |
| 874 | int32_t Control2Com(int32_t iControl, bool fUp) |
| 875 | { |
| 876 | static const char con2com[C4MaxKey] = |
| 877 | { |
| 878 | COM_CursorLeft, COM_CursorToggle, COM_CursorRight, |
| 879 | COM_Throw, COM_Up, COM_Dig, |
| 880 | COM_Left, COM_Down, COM_Right, |
| 881 | COM_PlayerMenu, COM_Special, COM_Special2 |
| 882 | }; |
| 883 | static const char con2com_r[C4MaxKey] = |
| 884 | { |
| 885 | COM_CursorLeft_R, COM_CursorToggle_R, COM_CursorRight_R, |
| 886 | COM_Throw_R, COM_Up_R, COM_Dig_R, |
| 887 | COM_Left_R, COM_Down_R, COM_Right_R, |
| 888 | COM_None, COM_Special_R, COM_Special2_R |
| 889 | }; |
| 890 | if (fUp) |
| 891 | { |
| 892 | if (Inside<int32_t>(ival: iControl, lbound: 0, rbound: C4MaxKey - 1)) |
| 893 | return con2com_r[iControl]; |
| 894 | } |
| 895 | else |
| 896 | { |
| 897 | if (Inside<int32_t>(ival: iControl, lbound: 0, rbound: C4MaxKey - 1)) |
| 898 | return con2com[iControl]; |
| 899 | } |
| 900 | return COM_None; |
| 901 | } |
| 902 | |
| 903 | int32_t Coms2ComDir(int32_t iComs) |
| 904 | { |
| 905 | // This is possible because COM_Left - COM_Down are < 32 |
| 906 | static int32_t DirComs = (1 << COM_Left) | (1 << COM_Right) | (1 << COM_Up) | (1 << COM_Down); |
| 907 | switch (iComs & DirComs) |
| 908 | { |
| 909 | case (1 << COM_Up): return COMD_Up; |
| 910 | case (1 << COM_Up) | (1 << COM_Right): return COMD_UpRight; |
| 911 | case (1 << COM_Right): return COMD_Right; |
| 912 | case (1 << COM_Down) | (1 << COM_Right): return COMD_DownRight; |
| 913 | case (1 << COM_Down): return COMD_Down; |
| 914 | case (1 << COM_Down) | (1 << COM_Left): return COMD_DownLeft; |
| 915 | case (1 << COM_Left): return COMD_Left; |
| 916 | case (1 << COM_Up) | (1 << COM_Left): return COMD_UpLeft; |
| 917 | // up, right and left could be interpreted as COMD_Up etc., but that's too complicated for now |
| 918 | default: return COMD_Stop; |
| 919 | } |
| 920 | } |
| 921 | |
| 922 | bool ComDirLike(int32_t iComDir, int32_t iSample) |
| 923 | { |
| 924 | if (iComDir == iSample) return true; |
| 925 | if (iComDir % 8 + 1 == iSample) return true; |
| 926 | if (iComDir == iSample % 8 + 1) return true; |
| 927 | return false; |
| 928 | } |
| 929 | |
| 930 | void DrawCommandKey(C4Facet &cgo, int32_t iCom, bool fPressed, const char *szText) |
| 931 | { |
| 932 | // Draw key |
| 933 | Game.GraphicsResource.fctKey.Draw(cgo, fAspect: false, iPhaseX: fPressed); |
| 934 | // Draw control symbol |
| 935 | if (iCom == COM_PlayerMenu) |
| 936 | Game.GraphicsResource.fctOKCancel.Draw(cgo, fAspect: true, iPhaseX: 1, iPhaseY: 1); |
| 937 | else |
| 938 | Game.GraphicsResource.fctCommand.Draw(cgo, fAspect: true, iPhaseX: Com2Control(iCom), iPhaseY: ((iCom & COM_Double) != 0)); |
| 939 | // Use smaller font on smaller buttons |
| 940 | CStdFont &rFont = (cgo.Hgt <= C4MN_SymbolSize) ? Game.GraphicsResource.FontTiny : Game.GraphicsResource.FontRegular; |
| 941 | // Draw text |
| 942 | if (szText && Config.Graphics.ShowCommandKeys) |
| 943 | Application.DDraw->TextOut(szText, rFont, fZoom: 1.0, sfcDest: cgo.Surface, iTx: cgo.X + cgo.Wdt / 2, iTy: cgo.Y + cgo.Hgt - rFont.GetLineHeight() - 2, dwFCol: CStdDDraw::DEFAULT_MESSAGE_COLOR, byForm: ACenter); |
| 944 | } |
| 945 | |
| 946 | void DrawControlKey(C4Facet &cgo, int32_t iControl, bool fPressed, const char *szText) |
| 947 | { |
| 948 | // Draw key |
| 949 | Game.GraphicsResource.fctKey.Draw(cgo, fAspect: false, iPhaseX: fPressed); |
| 950 | // Draw control symbol |
| 951 | Game.GraphicsResource.fctCommand.Draw(cgo, fAspect: true, iPhaseX: iControl); |
| 952 | // Use smaller font on smaller buttons |
| 953 | CStdFont &rFont = (cgo.Hgt <= C4MN_SymbolSize) ? Game.GraphicsResource.FontRegular : Game.GraphicsResource.FontTiny; |
| 954 | // Draw text |
| 955 | if (szText) |
| 956 | Application.DDraw->TextOut(szText, rFont, fZoom: 1.0, sfcDest: cgo.Surface, iTx: cgo.X + cgo.Wdt / 2, iTy: cgo.Y + cgo.Hgt - rFont.GetLineHeight() - 2, dwFCol: CStdDDraw::DEFAULT_MESSAGE_COLOR, byForm: ACenter); |
| 957 | } |
| 958 | |
| 959 | bool SellFromBase(int32_t iPlr, C4Object *pBaseObj, C4ID id, C4Object *pSellObj) |
| 960 | { |
| 961 | C4Object *pThing; |
| 962 | // Valid checks |
| 963 | if (!ValidPlr(plr: iPlr)) return false; |
| 964 | if (!pBaseObj || !ValidPlr(plr: pBaseObj->Base)) return false; |
| 965 | if (~Game.C4S.Game.Realism.BaseFunctionality & BASEFUNC_Sell) return false; |
| 966 | // Base owner eliminated |
| 967 | if (Game.Players.Get(iPlayer: pBaseObj->Base)->Eliminated) |
| 968 | { |
| 969 | StartSoundEffect(name: "Error" , loop: false, volume: 100, obj: pBaseObj); |
| 970 | GameMsgPlayer(szText: LoadResStr(id: C4ResStrTableKey::IDS_PLR_ELIMINATED, args: Game.Players.Get(iPlayer: pBaseObj->Base)->GetName()).c_str(), iPlayer: iPlr); return false; |
| 971 | } |
| 972 | // Base owner hostile |
| 973 | if (Hostile(plr1: iPlr, plr2: pBaseObj->Base)) |
| 974 | { |
| 975 | StartSoundEffect(name: "Error" , loop: false, volume: 100, obj: pBaseObj); |
| 976 | GameMsgPlayer(szText: LoadResStr(id: C4ResStrTableKey::IDS_PLR_HOSTILE, args: Game.Players.Get(iPlayer: pBaseObj->Base)->GetName()).c_str(), iPlayer: iPlr); return false; |
| 977 | } |
| 978 | // check validity of sell object, if specified |
| 979 | if (pThing = pSellObj) |
| 980 | if (!pThing->Status || pThing->Contained != pBaseObj) |
| 981 | pThing = nullptr; |
| 982 | // Get object from home pBaseObj via selected id, if no or an anvalid thing has been specified |
| 983 | if (!pThing) |
| 984 | if (!(pThing = pBaseObj->Contents.Find(id))) return false; |
| 985 | // check definition NoSell |
| 986 | if (pThing->Def->NoSell) return false; |
| 987 | // Sell object (pBaseObj owner gets the money) |
| 988 | return Game.Players.Get(iPlayer: pBaseObj->Base)->Sell2Home(tobj: pThing); |
| 989 | } |
| 990 | |
| 991 | bool Buy2Base(int32_t iPlr, C4Object *pBase, C4ID id, bool fShowErrors) |
| 992 | { |
| 993 | C4Object *pThing; |
| 994 | // Validity |
| 995 | if (!ValidPlr(plr: iPlr)) return false; |
| 996 | if (!pBase || !ValidPlr(plr: pBase->Base)) return false; |
| 997 | if (~Game.C4S.Game.Realism.BaseFunctionality & BASEFUNC_Buy) return false; |
| 998 | // Base owner hostile |
| 999 | if (Hostile(plr1: iPlr, plr2: pBase->Base)) |
| 1000 | { |
| 1001 | if (!fShowErrors) return false; |
| 1002 | StartSoundEffect(name: "Error" , loop: false, volume: 100, obj: pBase); |
| 1003 | GameMsgPlayer(szText: LoadResStr(id: C4ResStrTableKey::IDS_PLR_HOSTILE, args: Game.Players.Get(iPlayer: pBase->Base)->GetName()).c_str(), iPlayer: iPlr); return false; |
| 1004 | } |
| 1005 | // buy |
| 1006 | if (!(pThing = Game.Players.Get(iPlayer: pBase->Base)->Buy(id, fShowErrors, iForPlr: iPlr, pBuyObj: pBase))) return false; |
| 1007 | // Object enter target object |
| 1008 | pThing->Enter(pTarget: pBase); |
| 1009 | // Success |
| 1010 | return true; |
| 1011 | } |
| 1012 | |
| 1013 | bool PlayerObjectCommand(int32_t plr, int32_t cmdf, C4Object *pTarget, int32_t tx, int32_t ty) |
| 1014 | { |
| 1015 | C4Player *pPlr = Game.Players.Get(iPlayer: plr); |
| 1016 | if (!pPlr) return false; |
| 1017 | int32_t iAddMode = C4P_Command_Set; |
| 1018 | // Adjust for old-style keyboard throw/drop control: add & in range |
| 1019 | if (cmdf == C4CMD_Throw || cmdf == C4CMD_Drop) iAddMode = C4P_Command_Add | C4P_Command_Range; |
| 1020 | if (cmdf == C4CMD_Throw) |
| 1021 | { |
| 1022 | bool fConvertToDrop = false; |
| 1023 | // Drop on down-down-throw (classic) |
| 1024 | if (pPlr->LastComDownDouble) |
| 1025 | { |
| 1026 | fConvertToDrop = true; |
| 1027 | // Dropping one object automatically reenables LastComDownDouble to |
| 1028 | // allow easy dropping of multiple objects. Also set LastCom for |
| 1029 | // script compatibility (custom scripted dropping) and to prevent |
| 1030 | // unwanted ThrowDouble for mass dropping |
| 1031 | pPlr->LastCom = COM_Down | COM_Double; |
| 1032 | pPlr->LastComDownDouble = C4DoubleClick; |
| 1033 | } |
| 1034 | // Jump'n'Run: Drop on combined Down/Left/Right+Throw |
| 1035 | if (pPlr->ControlStyle && (pPlr->PressedComs & (1 << COM_Down))) fConvertToDrop = true; |
| 1036 | if (fConvertToDrop) return pPlr->ObjectCommand(iCommand: C4CMD_Drop, pTarget, iTx: tx, iTy: ty, pTarget2: nullptr, iData: 0, iAddMode); |
| 1037 | } |
| 1038 | // Route to player |
| 1039 | return pPlr->ObjectCommand(iCommand: cmdf, pTarget, iTx: tx, iTy: ty, pTarget2: nullptr, iData: 0, iAddMode); |
| 1040 | } |
| 1041 | |