1 /*
2 * OpenClonk, http://www.openclonk.org
3 *
4 * Copyright (c) 1998-2000, Matthes Bender
5 * Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
6 * Copyright (c) 2009-2016, The OpenClonk Team and contributors
7 *
8 * Distributed under the terms of the ISC license; see accompanying file
9 * "COPYING" for details.
10 *
11 * "Clonk" is a registered trademark of Matthes Bender, used with permission.
12 * See accompanying file "TRADEMARK" for details.
13 *
14 * To redistribute this file separately, substitute the full license texts
15 * for the above references.
16 */
17
18 /* That which fills the world with life */
19
20 #include "C4Include.h"
21 #include "C4ForbidLibraryCompilation.h"
22 #include "object/C4Object.h"
23
24 #include "control/C4Record.h"
25 #include "game/C4Application.h"
26 #include "game/C4GraphicsSystem.h"
27 #include "game/C4Physics.h"
28 #include "game/C4Viewport.h"
29 #include "graphics/C4Draw.h"
30 #include "graphics/C4GraphicsResource.h"
31 #include "gui/C4GameMessage.h"
32 #include "landscape/C4MaterialList.h"
33 #include "landscape/C4PXS.h"
34 #include "landscape/C4Particles.h"
35 #include "landscape/C4SolidMask.h"
36 #include "landscape/fow/C4FoW.h"
37 #include "lib/C4Random.h"
38 #include "object/C4Command.h"
39 #include "object/C4Def.h"
40 #include "object/C4DefList.h"
41 #include "object/C4GameObjects.h"
42 #include "object/C4MeshAnimation.h"
43 #include "object/C4MeshDenumerator.h"
44 #include "object/C4ObjectCom.h"
45 #include "object/C4ObjectInfo.h"
46 #include "object/C4ObjectMenu.h"
47 #include "platform/C4SoundSystem.h"
48 #include "player/C4Player.h"
49 #include "player/C4PlayerList.h"
50 #include "player/C4RankSystem.h"
51 #include "script/C4AulExec.h"
52 #include "script/C4Effect.h"
53
DrawVertex(C4Facet & cgo,float tx,float ty,int32_t col,int32_t contact)54 static void DrawVertex(C4Facet &cgo, float tx, float ty, int32_t col, int32_t contact)
55 {
56 if (Inside<int32_t>(tx,cgo.X,cgo.X+cgo.Wdt) && Inside<int32_t>(ty,cgo.Y,cgo.Y+cgo.Hgt))
57 {
58 pDraw->DrawLineDw(cgo.Surface, tx - 1, ty, tx + 1, ty, col, 0.5f);
59 pDraw->DrawLineDw(cgo.Surface, tx, ty - 1, tx, ty + 1, col, 0.5f);
60 if (contact) pDraw->DrawFrameDw(cgo.Surface,tx-1.5,ty-1.5,tx+1.5,ty+1.5,C4RGB(0xff, 0xff, 0xff));
61 }
62 }
63
SetBridgeData(int32_t iBridgeTime,bool fMoveClonk,bool fWall,int32_t iBridgeMaterial)64 void C4Action::SetBridgeData(int32_t iBridgeTime, bool fMoveClonk, bool fWall, int32_t iBridgeMaterial)
65 {
66 // validity
67 iBridgeMaterial = std::min(iBridgeMaterial, ::MaterialMap.Num-1);
68 if (iBridgeMaterial < 0) iBridgeMaterial = 0xff;
69 iBridgeTime = Clamp<int32_t>(iBridgeTime, 0, 0xffff);
70 // mask in this->Data
71 Data = (uint32_t(iBridgeTime) << 16) + (uint32_t(fMoveClonk) << 8) + (uint32_t(fWall) << 9) + iBridgeMaterial;
72 }
73
GetBridgeData(int32_t & riBridgeTime,bool & rfMoveClonk,bool & rfWall,int32_t & riBridgeMaterial)74 void C4Action::GetBridgeData(int32_t &riBridgeTime, bool &rfMoveClonk, bool &rfWall, int32_t &riBridgeMaterial)
75 {
76 // mask from this->Data
77 uint32_t uiData = Data;
78 riBridgeTime = (uint32_t(uiData) >> 16);
79 rfMoveClonk = !!(uiData & 0x100);
80 rfWall = !!(uiData & 0x200);
81 riBridgeMaterial = (uiData & 0xff);
82 if (riBridgeMaterial == 0xff) riBridgeMaterial = -1;
83 }
84
C4Object()85 C4Object::C4Object()
86 {
87 FrontParticles = BackParticles = nullptr;
88 Default();
89 }
90
Default()91 void C4Object::Default()
92 {
93 id=C4ID::None;
94 nInfo.Clear();
95 RemovalDelay=0;
96 Owner=NO_OWNER;
97 Controller=NO_OWNER;
98 LastEnergyLossCausePlayer=NO_OWNER;
99 Category=0;
100 Con=0;
101 Mass=OwnMass=0;
102 Damage=0;
103 Energy=0;
104 Alive=false;
105 Breath=0;
106 InMat=MNone;
107 Color=0;
108 lightRange=0;
109 lightFadeoutRange=0;
110 lightColor=0xffffffff;
111 fix_x=fix_y=fix_r=0;
112 xdir=ydir=rdir=0;
113 Mobile=false;
114 Unsorted=false;
115 Initializing=false;
116 OnFire=false;
117 InLiquid=false;
118 EntranceStatus=false;
119 Audible=AudiblePan=0;
120 AudiblePlayer = NO_OWNER;
121 t_contact=0;
122 OCF=0;
123 Action.Default();
124 Shape.Default();
125 fOwnVertices=false;
126 Contents.Default();
127 SolidMask.Default();
128 HalfVehicleSolidMask=false;
129 PictureRect.Default();
130 Def=nullptr;
131 Info=nullptr;
132 Command=nullptr;
133 Contained=nullptr;
134 TopFace.Default();
135 Menu=nullptr;
136 MaterialContents=nullptr;
137 Marker=0;
138 ColorMod=0xffffffff;
139 BlitMode=0;
140 CrewDisabled=false;
141 Layer=nullptr;
142 pSolidMaskData=nullptr;
143 pGraphics=nullptr;
144 pMeshInstance=nullptr;
145 pDrawTransform=nullptr;
146 pEffects=nullptr;
147 pGfxOverlay=nullptr;
148 iLastAttachMovementFrame=-1;
149
150 ClearParticleLists();
151 }
152
Init(C4PropList * pDef,C4Object * pCreator,int32_t iOwner,C4ObjectInfo * pInfo,int32_t nx,int32_t ny,int32_t nr,C4Real nxdir,C4Real nydir,C4Real nrdir,int32_t iController)153 bool C4Object::Init(C4PropList *pDef, C4Object *pCreator,
154 int32_t iOwner, C4ObjectInfo *pInfo,
155 int32_t nx, int32_t ny, int32_t nr,
156 C4Real nxdir, C4Real nydir, C4Real nrdir, int32_t iController)
157 {
158 C4PropListNumbered::AcquireNumber();
159 // currently initializing
160 Initializing=true;
161
162 // Def & basics
163 Owner=iOwner;
164 if (iController > NO_OWNER) Controller = iController; else Controller=iOwner;
165 LastEnergyLossCausePlayer=NO_OWNER;
166 Info=pInfo;
167 Def=pDef->GetDef(); assert(Def);
168 SetProperty(P_Prototype, C4VPropList(pDef));
169 id=Def->id;
170 if (Info) SetName(pInfo->Name);
171 Category=Def->Category;
172 Plane = Def->GetPlane(); assert(Plane);
173 Def->Count++;
174 if (pCreator) Layer=pCreator->Layer;
175
176 // graphics
177 pGraphics = &Def->Graphics;
178 if (pGraphics->Type == C4DefGraphics::TYPE_Mesh)
179 {
180 pMeshInstance = new StdMeshInstance(*pGraphics->Mesh, Def->GrowthType ? 1.0f : static_cast<float>(Con)/static_cast<float>(FullCon));
181 pMeshInstance->SetFaceOrderingForClrModulation(ColorMod);
182 }
183 else
184 {
185 pMeshInstance = nullptr;
186 }
187 BlitMode = Def->BlitMode;
188
189 // Position
190 if (!Def->Rotateable) { nr=0; nrdir=0; }
191 fix_x=itofix(nx);
192 fix_y=itofix(ny);
193 fix_r=itofix(nr);
194 xdir=nxdir; ydir=nydir; rdir=nrdir;
195
196 // Initial mobility
197 if (!!xdir || !!ydir || !!rdir)
198 Mobile=true;
199
200 // Mass
201 Mass=std::max<int32_t>(Def->Mass*Con/FullCon,1);
202
203 // Life, energy, breath
204 if (Category & C4D_Living) Alive=true;
205 if (Alive) Energy=GetPropertyInt(P_MaxEnergy);
206 Breath=GetPropertyInt(P_MaxBreath);
207
208 // Color
209 if (Def->ColorByOwner)
210 {
211 if (ValidPlr(Owner))
212 Color=::Players.Get(Owner)->ColorDw;
213 else
214 Color=0xff; // no-owner color: blue
215 }
216
217 // Shape & face
218 Shape=Def->Shape;
219 SolidMask=Def->SolidMask;
220 CheckSolidMaskRect();
221 UpdateGraphics(false);
222 UpdateFace(true);
223
224 // Initial audibility
225 Audible=::Viewports.GetAudibility(GetX(), GetY(), &AudiblePan, 0, &AudiblePlayer);
226
227 // Initial OCF
228 SetOCF();
229
230 // finished initializing
231 Initializing=false;
232
233 return true;
234 }
235
~C4Object()236 C4Object::~C4Object()
237 {
238 Clear();
239
240 #if defined(_DEBUG)
241 // debug: mustn't be listed in any list now
242 ::Objects.Sectors.AssertObjectNotInList(this);
243 #endif
244 }
245
ClearParticleLists()246 void C4Object::ClearParticleLists()
247 {
248 if (FrontParticles != nullptr)
249 Particles.ReleaseParticleList(FrontParticles);
250 if (BackParticles != nullptr)
251 Particles.ReleaseParticleList(BackParticles);
252 FrontParticles = BackParticles = nullptr;
253 }
254
AssignRemoval(bool fExitContents)255 void C4Object::AssignRemoval(bool fExitContents)
256 {
257 // check status
258 if (!Status) return;
259 if (Config.General.DebugRec)
260 {
261 C4RCCreateObj rc;
262 memset(&rc, '\0', sizeof(rc));
263 rc.oei=Number;
264 if (Def && Def->GetName()) strncpy(rc.id, Def->GetName(), 32+1);
265 rc.x=GetX(); rc.y=GetY(); rc.ownr=Owner;
266 AddDbgRec(RCT_DsObj, &rc, sizeof(rc));
267 }
268 // Destruction call in container
269 if (Contained)
270 {
271 C4AulParSet pars(this);
272 Contained->Call(PSF_ContentsDestruction, &pars);
273 if (!Status) return;
274 }
275 // Destruction call
276 Call(PSF_Destruction);
277 // Destruction-callback might have deleted the object already
278 if (!Status) return;
279 // remove all effects (extinguishes as well)
280 if (pEffects)
281 {
282 pEffects->ClearAll(C4FxCall_RemoveClear);
283 // Effect-callback might actually have deleted the object already
284 if (!Status) return;
285 }
286 // remove particles
287 ClearParticleLists();
288 // Action idle
289 SetAction(nullptr);
290 // Object system operation
291 if (Status == C4OS_INACTIVE)
292 {
293 // object was inactive: activate first, then delete
294 ::Objects.InactiveObjects.Remove(this);
295 Status = C4OS_NORMAL;
296 ::Objects.Add(this);
297 }
298 Status=0;
299 // count decrease
300 Def->Count--;
301
302 // get container for next actions
303 C4Object *pCont = Contained;
304 // remove or exit contents
305 for (C4Object *cobj : Contents)
306 {
307 if (fExitContents)
308 {
309 // move objects to parent container or exit them completely
310 bool fRejectCollect;
311 if (!pCont || !cobj->Enter(pCont, true, false, &fRejectCollect))
312 cobj->Exit(GetX(), GetY());
313 }
314 else
315 {
316 Contents.Remove(cobj);
317 cobj->Contained = nullptr;
318 cobj->AssignRemoval();
319 }
320 }
321 // remove this object from container *after* its contents have been removed!
322 if (pCont)
323 {
324 pCont->Contents.Remove(this);
325 pCont->UpdateMass();
326 pCont->SetOCF();
327 Contained=nullptr;
328 }
329 // Object info
330 if (Info) Info->Retire();
331 Info = nullptr;
332 // Object system operation
333 ClearRefs();
334 Game.ClearPointers(this);
335 ClearCommands();
336 if (pSolidMaskData)
337 {
338 delete pSolidMaskData;
339 pSolidMaskData = nullptr;
340 }
341 SolidMask.Wdt = 0;
342 RemovalDelay=2;
343 }
344
UpdateShape(bool bUpdateVertices)345 void C4Object::UpdateShape(bool bUpdateVertices)
346 {
347
348 // Line shape independent
349 if (Def->Line) return;
350
351 // Copy shape from def
352 Shape.CopyFrom(Def->Shape, bUpdateVertices, !!fOwnVertices);
353
354 // Construction zoom
355 if (Con!=FullCon)
356 {
357 if (Def->GrowthType)
358 Shape.Stretch(Con, bUpdateVertices);
359 else
360 Shape.Jolt(Con, bUpdateVertices);
361 }
362
363 // Rotation
364 if (Def->Rotateable)
365 if (fix_r != Fix0)
366 Shape.Rotate(fix_r, bUpdateVertices);
367
368 // covered area changed? to be on the save side, update pos
369 UpdatePos();
370 }
371
UpdatePos()372 void C4Object::UpdatePos()
373 {
374 // get new area covered
375 // do *NOT* do this while initializing, because object cannot be sorted by main list
376 if (!Initializing && Status == C4OS_NORMAL)
377 ::Objects.UpdatePos(this);
378 }
379
UpdateFace(bool bUpdateShape,bool fTemp)380 void C4Object::UpdateFace(bool bUpdateShape, bool fTemp)
381 {
382
383 // Update shape - NOT for temp call, because temnp calls are done in drawing routine
384 // must not change sync relevant data here (although the shape and pos *should* be updated at that time anyway,
385 // because a runtime join would desync otherwise)
386 if (!fTemp) { if (bUpdateShape) UpdateShape(); else UpdatePos(); }
387
388 // SolidMask
389 if (!fTemp) UpdateSolidMask(false);
390
391 // Null defaults
392 TopFace.Default();
393
394 // newgfx: TopFace only
395 if (Con>=FullCon || Def->GrowthType)
396 if (!Def->Rotateable || (fix_r == Fix0))
397 if (Def->TopFace.Wdt>0) // Fullcon & no rotation
398 TopFace.Set(GetGraphics()->GetBitmap(Color),
399 Def->TopFace.x,Def->TopFace.y,
400 Def->TopFace.Wdt,Def->TopFace.Hgt);
401
402 // Active face
403 UpdateActionFace();
404 }
405
UpdateGraphics(bool fGraphicsChanged,bool fTemp)406 void C4Object::UpdateGraphics(bool fGraphicsChanged, bool fTemp)
407 {
408 // check color
409 if (!fTemp) if (!pGraphics->IsColorByOwner()) Color=0;
410 // new grafics: update face
411 if (fGraphicsChanged)
412 {
413 // Keep mesh instance if it uses the same underlying mesh
414 if(!pMeshInstance || pGraphics->Type != C4DefGraphics::TYPE_Mesh ||
415 &pMeshInstance->GetMesh() != pGraphics->Mesh)
416 {
417 // If this mesh is attached somewhere, detach it before deletion
418 if(pMeshInstance && pMeshInstance->GetAttachParent() != nullptr)
419 {
420 // TODO: If the new mesh has a bone with the same name, we could try updating...
421 StdMeshInstance::AttachedMesh* attach_parent = pMeshInstance->GetAttachParent();
422 attach_parent->Parent->DetachMesh(attach_parent->Number);
423 }
424
425 delete pMeshInstance;
426
427 if (pGraphics->Type == C4DefGraphics::TYPE_Mesh)
428 {
429 pMeshInstance = new StdMeshInstance(*pGraphics->Mesh, Def->GrowthType ? 1.0f : static_cast<float>(Con)/static_cast<float>(FullCon));
430 pMeshInstance->SetFaceOrderingForClrModulation(ColorMod);
431 }
432 else
433 {
434 pMeshInstance = nullptr;
435 }
436 }
437
438 // update face - this also puts any SolidMask
439 UpdateFace(false);
440 }
441 }
442
UpdateFlipDir()443 void C4Object::UpdateFlipDir()
444 {
445 int32_t iFlipDir;
446 // We're active
447 C4PropList* pActionDef = GetAction();
448 if (pActionDef)
449 // Get flipdir value from action
450 if ((iFlipDir = pActionDef->GetPropertyInt(P_FlipDir)))
451 // Action dir is in flipdir range
452 if (Action.Dir >= iFlipDir)
453 {
454 // Calculate flipped drawing dir (from the flipdir direction going backwards)
455 Action.DrawDir = (iFlipDir - 1 - (Action.Dir - iFlipDir));
456 // Set draw transform, creating one if necessary
457 if (pDrawTransform)
458 pDrawTransform->SetFlipDir(-1);
459 else
460 pDrawTransform = new C4DrawTransform(-1);
461 // Done setting flipdir
462 return;
463 }
464 // No flipdir necessary
465 Action.DrawDir = Action.Dir;
466 // Draw transform present?
467 if (pDrawTransform)
468 {
469 // reset flip dir
470 pDrawTransform->SetFlipDir(1);
471 // if it's identity now, remove the matrix
472 if (pDrawTransform->IsIdentity())
473 {
474 delete pDrawTransform;
475 pDrawTransform=nullptr;
476 }
477 }
478 }
479
DrawFaceImpl(C4TargetFacet & cgo,bool action,float fx,float fy,float fwdt,float fhgt,float tx,float ty,float twdt,float thgt,C4DrawTransform * transform) const480 void C4Object::DrawFaceImpl(C4TargetFacet &cgo, bool action, float fx, float fy, float fwdt, float fhgt, float tx, float ty, float twdt, float thgt, C4DrawTransform* transform) const
481 {
482 C4Surface* sfc;
483 switch (GetGraphics()->Type)
484 {
485 case C4DefGraphics::TYPE_None:
486 // no graphics.
487 break;
488 case C4DefGraphics::TYPE_Bitmap:
489 sfc = action ? Action.Facet.Surface : GetGraphics()->GetBitmap(Color);
490
491 pDraw->Blit(sfc,
492 fx, fy, fwdt, fhgt,
493 cgo.Surface, tx, ty, twdt, thgt,
494 true, transform);
495 break;
496 case C4DefGraphics::TYPE_Mesh:
497 C4Value value;
498 GetProperty(P_MeshTransformation, &value);
499 StdMeshMatrix matrix;
500 if (!C4ValueToMatrix(value, &matrix))
501 matrix = StdMeshMatrix::Identity();
502
503 if (fix_r != Fix0)
504 {
505 // Rotation should happen around the mesh center after application of any mesh transformation
506 // So translate back by the transformed mesh center before rotation
507 auto mesh_center = pMeshInstance->GetMesh().GetBoundingBox().GetCenter();
508 mesh_center = matrix * mesh_center;
509 matrix = StdMeshMatrix::Translate(-mesh_center.x, -mesh_center.y, -mesh_center.z) * matrix;
510 matrix = StdMeshMatrix::Rotate(fixtof(fix_r) * (M_PI / 180.0f), 0.0f, 0.0f, 1.0f) * matrix;
511 matrix = StdMeshMatrix::Translate(mesh_center.x, mesh_center.y, mesh_center.z) * matrix;
512 }
513
514 if(twdt != fwdt || thgt != fhgt)
515 {
516 // Also scale Z so that the mesh is not totally distorted and
517 // so that normals halfway keep pointing into sensible directions.
518 // We don't have a better guess so use the geometric mean for Z scale.
519 matrix = StdMeshMatrix::Scale(twdt/fwdt,thgt/fhgt,std::sqrt(twdt*thgt/(fwdt*fhgt))) * matrix;
520 }
521
522 pDraw->SetMeshTransform(&matrix);
523
524 pDraw->RenderMesh(*pMeshInstance, cgo.Surface, tx, ty, twdt, thgt, Color, transform);
525 pDraw->SetMeshTransform(nullptr);
526 break;
527 }
528 }
529
DrawFace(C4TargetFacet & cgo,float offX,float offY,int32_t iPhaseX,int32_t iPhaseY) const530 void C4Object::DrawFace(C4TargetFacet &cgo, float offX, float offY, int32_t iPhaseX, int32_t iPhaseY) const
531 {
532 const auto swdt = float(Def->Shape.Wdt);
533 const auto shgt = float(Def->Shape.Hgt);
534 // Grow Type Display
535 auto fx = float(swdt * iPhaseX);
536 auto fy = float(shgt * iPhaseY);
537 auto fwdt = float(swdt);
538 auto fhgt = float(shgt);
539
540 float stretch_factor = static_cast<float>(Con) / FullCon;
541 float tx = offX + Def->Shape.GetX() * stretch_factor;
542 float ty = offY + Def->Shape.GetY() * stretch_factor;
543 float twdt = swdt * stretch_factor;
544 float thgt = shgt * stretch_factor;
545
546 // Construction Type Display
547 if (!Def->GrowthType)
548 {
549 tx = offX + Def->Shape.GetX();
550 twdt = swdt;
551
552 fy += fhgt - thgt;
553 fhgt = thgt;
554 }
555
556 C4DrawTransform transform;
557 bool transform_active = false;
558 if (pDrawTransform)
559 {
560 transform.SetTransformAt(*pDrawTransform, offX, offY);
561 transform_active = true;
562 }
563
564 // Meshes aren't rotated via DrawTransform to ensure lighting is applied correctly.
565 if (GetGraphics()->Type != C4DefGraphics::TYPE_Mesh && Def->Rotateable && fix_r != Fix0)
566 {
567 if (pDrawTransform)
568 transform.Rotate(fixtof(fix_r), offX, offY);
569 else
570 transform.SetRotate(fixtof(fix_r), offX, offY);
571 transform_active = true;
572 }
573
574 DrawFaceImpl(cgo, false, fx, fy, fwdt, fhgt, tx, ty, twdt, thgt, transform_active ? &transform : nullptr);
575 }
576
DrawActionFace(C4TargetFacet & cgo,float offX,float offY) const577 void C4Object::DrawActionFace(C4TargetFacet &cgo, float offX, float offY) const
578 {
579 // This should not be called for meshes since Facet has no meaning
580 // for them. Only use DrawFace() with meshes!
581 assert(GetGraphics()->Type == C4DefGraphics::TYPE_Bitmap);
582 C4PropList* pActionDef = GetAction();
583
584 // Regular action facet
585 const auto swdt = float(Action.Facet.Wdt);
586 const auto shgt = float(Action.Facet.Hgt);
587 int32_t iPhase = Action.Phase;
588 if (pActionDef->GetPropertyInt(P_Reverse)) iPhase = pActionDef->GetPropertyInt(P_Length) - 1 - Action.Phase;
589
590 // Grow Type Display
591 auto fx = float(Action.Facet.X + swdt * iPhase);
592 auto fy = float(Action.Facet.Y + shgt * Action.DrawDir);
593 auto fwdt = float(swdt);
594 auto fhgt = float(shgt);
595
596 // draw stretched towards shape center with transform
597 float stretch_factor = static_cast<float>(Con) / FullCon;
598 float tx = (Def->Shape.GetX() + Action.FacetX) * stretch_factor + offX;
599 float ty = (Def->Shape.GetY() + Action.FacetY) * stretch_factor + offY;
600 float twdt = swdt * stretch_factor;
601 float thgt = shgt * stretch_factor;
602
603 // Construction Type Display
604 if (!Def->GrowthType)
605 {
606 // FIXME
607 if (Con != FullCon)
608 {
609 // incomplete constructions do not show actions
610 DrawFace(cgo, offX, offY);
611 return;
612 }
613 tx = Def->Shape.GetX() + Action.FacetX + offX;
614 twdt = swdt;
615 float offset_from_top = shgt * std::max(FullCon - Con, 0) / FullCon;
616 fy += offset_from_top;
617 fhgt -= offset_from_top;
618 }
619
620 C4DrawTransform transform;
621 bool transform_active = false;
622 if (pDrawTransform)
623 {
624 transform.SetTransformAt(*pDrawTransform, offX, offY);
625 transform_active = true;
626 }
627
628 // Meshes aren't rotated via DrawTransform to ensure lighting is applied correctly.
629 if (GetGraphics()->Type != C4DefGraphics::TYPE_Mesh && Def->Rotateable && fix_r != Fix0)
630 {
631 if (pDrawTransform)
632 transform.Rotate(fixtof(fix_r), offX, offY);
633 else
634 transform.SetRotate(fixtof(fix_r), offX, offY);
635 transform_active = true;
636 }
637
638 DrawFaceImpl(cgo, true, fx, fy, fwdt, fhgt, tx, ty, twdt, thgt, transform_active ? &transform : nullptr);
639 }
640
UpdateMass()641 void C4Object::UpdateMass()
642 {
643 Mass=std::max<int32_t>((Def->Mass+OwnMass)*Con/FullCon,1);
644 if (!Def->NoMassFromContents) Mass+=Contents.Mass;
645 if (Contained)
646 {
647 Contained->Contents.MassCount();
648 Contained->UpdateMass();
649 }
650 }
651
UpdateInMat()652 void C4Object::UpdateInMat()
653 {
654 // get new mat
655 int32_t newmat;
656 if (Contained)
657 newmat = Contained->Def->ClosedContainer ? MNone : Contained->InMat;
658 else
659 newmat = GBackMat(GetX(), GetY());
660
661 // mat changed?
662 if (newmat != InMat)
663 {
664 Call(PSF_OnMaterialChanged,&C4AulParSet(newmat,InMat));
665 InMat = newmat;
666 }
667 }
668
SetOCF()669 void C4Object::SetOCF()
670 {
671 C4PropList* pActionDef = GetAction();
672 uint32_t dwOCFOld = OCF;
673 // Update the object character flag according to the object's current situation
674 C4Real cspeed=GetSpeed();
675 #ifdef _DEBUG
676 if (Contained && !C4PropListNumbered::CheckPropList(Contained))
677 { LogF("Warning: contained in wild object %p!", static_cast<void*>(Contained)); }
678 else if (Contained && !Contained->Status)
679 { LogF("Warning: contained in deleted object (#%d) (%s)!", Contained->Number, Contained->GetName()); }
680 #endif
681 // OCF_Normal: The OCF is never zero
682 OCF=OCF_Normal;
683 // OCF_Construct: Can be built outside
684 if (Def->Constructable && (Con<FullCon)
685 && (fix_r==Fix0) && !OnFire)
686 OCF|=OCF_Construct;
687 // OCF_Grab: Can be pushed
688 if (GetPropertyInt(P_Touchable))
689 OCF|=OCF_Grab;
690 // OCF_Carryable: Can be picked up
691 if (GetPropertyInt(P_Collectible))
692 OCF|=OCF_Carryable;
693 // OCF_OnFire: Is burning
694 if (OnFire)
695 OCF|=OCF_OnFire;
696 // OCF_Inflammable: Is not burning and is inflammable
697 if (!OnFire && GetPropertyInt(P_ContactIncinerate) > 0)
698 OCF|=OCF_Inflammable;
699 // OCF_FullCon: Is fully completed/grown
700 if (Con>=FullCon)
701 OCF|=OCF_FullCon;
702 // OCF_Rotate: Can be rotated
703 if (Def->Rotateable)
704 // Don't rotate minimum (invisible) construction sites
705 if (Con>100)
706 OCF|=OCF_Rotate;
707 // OCF_Exclusive: No action through this, no construction in front of this
708 if (Def->Exclusive)
709 OCF|=OCF_Exclusive;
710 // OCF_Entrance: Can currently be entered/activated
711 if ((Def->Entrance.Wdt>0) && (Def->Entrance.Hgt>0))
712 if ((OCF & OCF_FullCon) && ((Def->RotatedEntrance == 1) || (GetR() <= Def->RotatedEntrance)))
713 OCF|=OCF_Entrance;
714 // HitSpeeds
715 if (cspeed>=HitSpeed1) OCF|=OCF_HitSpeed1;
716 if (cspeed>=HitSpeed2) OCF|=OCF_HitSpeed2;
717 if (cspeed>=HitSpeed3) OCF|=OCF_HitSpeed3;
718 if (cspeed>=HitSpeed4) OCF|=OCF_HitSpeed4;
719 // OCF_Collection
720 if ((OCF & OCF_FullCon) || Def->IncompleteActivity)
721 if ((Def->Collection.Wdt>0) && (Def->Collection.Hgt>0))
722 if (!pActionDef || (!pActionDef->GetPropertyInt(P_ObjectDisabled)))
723 OCF|=OCF_Collection;
724 // OCF_Alive
725 if (Alive) OCF|=OCF_Alive;
726 // OCF_CrewMember
727 if (Def->CrewMember)
728 if (Alive)
729 OCF|=OCF_CrewMember;
730 // OCF_NotContained
731 if (!Contained)
732 OCF|=OCF_NotContained;
733 // OCF_InLiquid
734 if (InLiquid)
735 if (!Contained)
736 OCF|=OCF_InLiquid;
737 // OCF_InSolid
738 if (!Contained)
739 if (GBackSolid(GetX(), GetY()))
740 OCF|=OCF_InSolid;
741 // OCF_InFree
742 if (!Contained)
743 if (!GBackSemiSolid(GetX(), GetY()-1))
744 OCF|=OCF_InFree;
745 // OCF_Available
746 if (!Contained || (Contained->Def->GrabPutGet & C4D_Grab_Get) || (Contained->OCF & OCF_Entrance))
747 if (!GBackSemiSolid(GetX(), GetY()-1) || (!GBackSolid(GetX(), GetY()-1) && !GBackSemiSolid(GetX(), GetY()-8)))
748 OCF|=OCF_Available;
749 // OCF_Container
750 if ((Def->GrabPutGet & C4D_Grab_Put) || (Def->GrabPutGet & C4D_Grab_Get) || (OCF & OCF_Entrance))
751 OCF|=OCF_Container;
752 if (DEBUGREC_OCF && Config.General.DebugRec)
753 {
754 C4RCOCF rc = { dwOCFOld, OCF, false };
755 AddDbgRec(RCT_OCF, &rc, sizeof(rc));
756 }
757 }
758
759
UpdateOCF()760 void C4Object::UpdateOCF()
761 {
762 C4PropList* pActionDef = GetAction();
763 uint32_t dwOCFOld = OCF;
764 // Update the object character flag according to the object's current situation
765 C4Real cspeed=GetSpeed();
766 #ifdef _DEBUG
767 if (Contained && !C4PropListNumbered::CheckPropList(Contained))
768 { LogF("Warning: contained in wild object %p!", static_cast<void*>(Contained)); }
769 else if (Contained && !Contained->Status)
770 { LogF("Warning: contained in deleted object %p (%s)!", static_cast<void*>(Contained), Contained->GetName()); }
771 #endif
772 // Keep the bits that only have to be updated with SetOCF (def, category, con, alive, onfire)
773 OCF=OCF & (OCF_Normal | OCF_Exclusive | OCF_FullCon | OCF_Rotate | OCF_OnFire
774 | OCF_Alive | OCF_CrewMember);
775 // OCF_inflammable: can catch fire and is not currently burning.
776 if (!OnFire && GetPropertyInt(P_ContactIncinerate) > 0)
777 OCF |= OCF_Inflammable;
778 // OCF_Carryable: Can be picked up
779 if (GetPropertyInt(P_Collectible))
780 OCF|=OCF_Carryable;
781 // OCF_Grab: Can be grabbed.
782 if (GetPropertyInt(P_Touchable))
783 OCF |= OCF_Grab;
784 // OCF_Construct: Can be built outside
785 if (Def->Constructable && (Con<FullCon)
786 && (fix_r == Fix0) && !OnFire)
787 OCF|=OCF_Construct;
788 // OCF_Entrance: Can currently be entered/activated
789 if ((Def->Entrance.Wdt>0) && (Def->Entrance.Hgt>0))
790 if ((OCF & OCF_FullCon) && ((Def->RotatedEntrance == 1) || (GetR() <= Def->RotatedEntrance)))
791 OCF|=OCF_Entrance;
792 // HitSpeeds
793 if (cspeed>=HitSpeed1) OCF|=OCF_HitSpeed1;
794 if (cspeed>=HitSpeed2) OCF|=OCF_HitSpeed2;
795 if (cspeed>=HitSpeed3) OCF|=OCF_HitSpeed3;
796 if (cspeed>=HitSpeed4) OCF|=OCF_HitSpeed4;
797 // OCF_Collection
798 if ((OCF & OCF_FullCon) || Def->IncompleteActivity)
799 if ((Def->Collection.Wdt>0) && (Def->Collection.Hgt>0))
800 if (!pActionDef || (!pActionDef->GetPropertyInt(P_ObjectDisabled)))
801 OCF|=OCF_Collection;
802 // OCF_NotContained
803 if (!Contained)
804 OCF|=OCF_NotContained;
805 // OCF_InLiquid
806 if (InLiquid)
807 if (!Contained)
808 OCF|=OCF_InLiquid;
809 // OCF_InSolid
810 if (!Contained)
811 if (GBackSolid(GetX(), GetY()))
812 OCF|=OCF_InSolid;
813 // OCF_InFree
814 if (!Contained)
815 if (!GBackSemiSolid(GetX(), GetY()-1))
816 OCF|=OCF_InFree;
817 // OCF_Available
818 if (!Contained || (Contained->Def->GrabPutGet & C4D_Grab_Get) || (Contained->OCF & OCF_Entrance))
819 if (!GBackSemiSolid(GetX(), GetY()-1) || (!GBackSolid(GetX(), GetY()-1) && !GBackSemiSolid(GetX(), GetY()-8)))
820 OCF|=OCF_Available;
821 // OCF_Container
822 if ((Def->GrabPutGet & C4D_Grab_Put) || (Def->GrabPutGet & C4D_Grab_Get) || (OCF & OCF_Entrance))
823 OCF|=OCF_Container;
824 if (DEBUGREC_OCF && Config.General.DebugRec)
825 {
826 C4RCOCF rc = { dwOCFOld, OCF, true };
827 AddDbgRec(RCT_OCF, &rc, sizeof(rc));
828 }
829 #ifdef _DEBUG
830 DEBUGREC_OFF
831 uint32_t updateOCF = OCF;
832 SetOCF();
833 assert (updateOCF == OCF);
834 DEBUGREC_ON
835 #endif
836 }
837
838
ExecLife()839 bool C4Object::ExecLife()
840 {
841 // Breathing
842 if (!::Game.iTick5)
843 if (Alive && !Def->NoBreath)
844 {
845 // Supply check
846 bool Breathe=false;
847 // Forcefields are breathable.
848 if (GBackMat(GetX(), GetY()+Shape.GetY()/2)==MVehic)
849 { Breathe=true; }
850 else if (GetPropertyInt(P_BreatheWater))
851 { if (GBackMat(GetX(), GetY())==MWater) Breathe=true; }
852 else
853 { if (!GBackSemiSolid(GetX(), GetY()+Shape.GetY()/2)) Breathe=true; }
854 if (Contained) Breathe=true;
855 // No supply
856 if (!Breathe)
857 {
858 // Reduce breath, then energy, bubble
859 if (Breath > 0) DoBreath(-5);
860 else DoEnergy(-1,false,C4FxCall_EngAsphyxiation, NO_OWNER);
861 }
862 // Supply
863 else
864 {
865 // Take breath
866 int32_t takebreath = GetPropertyInt(P_MaxBreath) - Breath;
867 if (takebreath > 0) DoBreath(takebreath);
868 }
869 }
870
871 // Corrosion energy loss
872 if (!::Game.iTick10)
873 if (Alive)
874 if (InMat!=MNone)
875 if (::MaterialMap.Map[InMat].Corrosive)
876 if (!GetPropertyInt(P_CorrosionResist))
877 DoEnergy(-::MaterialMap.Map[InMat].Corrosive/15,false,C4FxCall_EngCorrosion, NO_OWNER);
878
879 // InMat incineration
880 if (!::Game.iTick10)
881 if (InMat!=MNone)
882 if (::MaterialMap.Map[InMat].Incendiary)
883 if (GetPropertyInt(P_ContactIncinerate) > 0 || GetPropertyBool(P_MaterialIncinerate) > 0)
884 {
885 Call(PSF_OnInIncendiaryMaterial, &C4AulParSet());
886 }
887
888 // birthday
889 if (!::Game.iTick255)
890 if (Alive)
891 if (Info)
892 {
893 int32_t iPlayingTime = Info->TotalPlayingTime + (Game.Time - Info->InActionTime);
894
895 int32_t iNewAge = iPlayingTime / 3600 / 5;
896
897 if (Info->Age != iNewAge && Info->Age)
898 {
899 // message
900 GameMsgObject(FormatString(LoadResStr("IDS_OBJ_BIRTHDAY"),GetName (), Info->TotalPlayingTime / 3600 / 5).getData(),this);
901 StartSoundEffect("UI::Trumpet",false,100,this);
902 }
903
904 Info->Age = iNewAge;
905
906
907 }
908
909 return true;
910 }
911
Execute()912 void C4Object::Execute()
913 {
914 if (Config.General.DebugRec)
915 {
916 // record debug
917 C4RCExecObj rc;
918 rc.Number=Number;
919 rc.fx=fix_x;
920 rc.fy=fix_y;
921 rc.fr=fix_r;
922 AddDbgRec(RCT_ExecObj, &rc, sizeof(rc));
923 }
924 // OCF
925 UpdateOCF();
926 // Command
927 ExecuteCommand();
928 // Action
929 // need not check status, because dead objects have lost their action
930 ExecAction();
931 // commands and actions are likely to have removed the object, and movement
932 // *must not* be executed for dead objects (SolidMask-errors)
933 if (!Status) return;
934 // Movement
935 ExecMovement();
936 if (!Status) return;
937 // effects
938 if (pEffects)
939 {
940 C4Effect::Execute(&pEffects);
941 if (!Status) return;
942 }
943 // Life
944 ExecLife();
945 // Animation. If the mesh is attached, then don't execute animation here but let the parent object do it to make sure it is only executed once a frame.
946 if (pMeshInstance && !pMeshInstance->GetAttachParent())
947 pMeshInstance->ExecuteAnimation(1.0f/37.0f /* play smoothly at 37 FPS */);
948 // Menu
949 if (Menu) Menu->Execute();
950 }
951
At(int32_t ctx,int32_t cty) const952 bool C4Object::At(int32_t ctx, int32_t cty) const
953 {
954 if (Status) if (!Contained) if (Def)
955 if (Inside<int32_t>(cty - (GetY() + Shape.GetY() - addtop()), 0, Shape.Hgt - 1 + addtop()))
956 if (Inside<int32_t>(ctx - (GetX() + Shape.GetX()), 0, Shape.Wdt - 1))
957 return true;
958 return false;
959 }
960
At(int32_t ctx,int32_t cty,DWORD & ocf) const961 bool C4Object::At(int32_t ctx, int32_t cty, DWORD &ocf) const
962 {
963 if (Status) if (!Contained) if (Def)
964 if (OCF & ocf)
965 if (Inside<int32_t>(cty - (GetY() + Shape.GetY() - addtop()), 0, Shape.Hgt - 1 + addtop()))
966 if (Inside<int32_t>(ctx - (GetX() + Shape.GetX()), 0, Shape.Wdt - 1))
967 {
968 // Set ocf return value
969 GetOCFForPos(ctx, cty, ocf);
970 return true;
971 }
972 return false;
973 }
974
GetOCFForPos(int32_t ctx,int32_t cty,DWORD & ocf) const975 void C4Object::GetOCFForPos(int32_t ctx, int32_t cty, DWORD &ocf) const
976 {
977 DWORD rocf=OCF;
978 // Verify entrance area OCF return
979 if (rocf & OCF_Entrance)
980 if (!Inside<int32_t>(cty - (GetY() + Def->Entrance.y), 0, Def->Entrance.Hgt - 1)
981 || !Inside<int32_t>(ctx - (GetX() + Def->Entrance.x), 0, Def->Entrance.Wdt - 1))
982 rocf &= (~OCF_Entrance);
983 // Verify collection area OCF return
984 if (rocf & OCF_Collection)
985 if (!Inside<int32_t>(cty - (GetY() + Def->Collection.y), 0, Def->Collection.Hgt - 1)
986 || !Inside<int32_t>(ctx - (GetX() + Def->Collection.x), 0, Def->Collection.Wdt - 1))
987 rocf &= (~OCF_Collection);
988 ocf=rocf;
989 }
990
AssignDeath(bool fForced)991 void C4Object::AssignDeath(bool fForced)
992 {
993 C4Object *thing;
994 // Alive objects only
995 if (!Alive) return;
996 // clear all effects
997 // do not delete effects afterwards, because they might have denied removal
998 // set alive-flag before, so objects know what's up
999 // and prevent recursive death-calls this way
1000 // get death causing player before doing effect calls, because those might meddle around with the flags
1001 int32_t iDeathCausingPlayer = LastEnergyLossCausePlayer;
1002 Alive=false;
1003 if (pEffects) pEffects->ClearAll(C4FxCall_RemoveDeath);
1004 // if the object is alive again, abort here if the kill is not forced
1005 if (Alive && !fForced) return;
1006 // Action
1007 SetActionByName("Dead");
1008 // Values
1009 Alive=false;
1010 ClearCommands();
1011 C4ObjectInfo * pInfo = Info;
1012 if (Info)
1013 {
1014 Info->HasDied=true;
1015 ++Info->DeathCount;
1016 Info->Retire();
1017 }
1018 // Remove from crew/cursor/view
1019 C4Player *pPlr = ::Players.Get(Owner);
1020 if (pPlr) pPlr->ClearPointers(this, true);
1021 // Remove from light sources
1022 SetLightRange(0,0);
1023 // Engine script call
1024 C4AulParSet pars(iDeathCausingPlayer);
1025 Call(PSF_Death, &pars);
1026 // Lose contents
1027 while ((thing=Contents.GetObject())) thing->Exit(thing->GetX(),thing->GetY());
1028 // Update OCF. Done here because previously it would have been done in the next frame
1029 // Whats worse: Having the OCF change because of some unrelated script-call like
1030 // SetCategory, or slightly breaking compatibility?
1031 SetOCF();
1032 // Engine broadcast: relaunch player (in CR, this was called from clonk script.
1033 // Now, it is done for every crew member)
1034 if(pPlr)
1035 if(!pPlr->Crew.ObjectCount())
1036 ::Game.GRBroadcast(PSF_RelaunchPlayer,
1037 &C4AulParSet(Owner, iDeathCausingPlayer, Status ? this : nullptr));
1038 if (pInfo)
1039 pInfo->HasDied = false;
1040 }
1041
ChangeDef(C4ID idNew)1042 bool C4Object::ChangeDef(C4ID idNew)
1043 {
1044 // Get new definition
1045 C4Def *pDef=C4Id2Def(idNew);
1046 if (!pDef) return false;
1047 // Containment storage
1048 C4Object *pContainer=Contained;
1049 // Exit container (no Ejection/Departure)
1050 if (Contained) Exit(0,0,0,Fix0,Fix0,Fix0,false);
1051 // Pre change resets
1052 SetAction(nullptr);
1053 ResetProperty(&Strings.P[P_Action]); // Enforce ActIdle because SetAction may have failed due to NoOtherAction
1054 SetDir(0); // will drop any outdated flipdir
1055 if (pSolidMaskData) { delete pSolidMaskData; pSolidMaskData=nullptr; }
1056 Def->Count--;
1057 // Def change
1058 Def=pDef;
1059 SetProperty(P_Prototype, C4VPropList(pDef));
1060 id=pDef->id;
1061 Def->Count++;
1062 // new def: Needs to be resorted
1063 Unsorted=true;
1064 // graphics change
1065 pGraphics = &pDef->Graphics;
1066 // blit mode adjustment
1067 if (!(BlitMode & C4GFXBLIT_CUSTOM)) BlitMode = Def->BlitMode;
1068 // an object may have newly become an ColorByOwner-object
1069 // if it had been ColorByOwner, but is not now, this will be caught in UpdateGraphics()
1070 if (!Color && ValidPlr(Owner))
1071 Color=::Players.Get(Owner)->ColorDw;
1072 if (!Def->Rotateable) { fix_r=rdir=Fix0; }
1073 // Reset solid mask
1074 SolidMask=Def->SolidMask;
1075 HalfVehicleSolidMask=false;
1076 // Post change updates
1077 UpdateGraphics(true);
1078 UpdateMass();
1079 UpdateFace(true);
1080 SetOCF();
1081 // Any effect callbacks to this object might need to reinitialize their target functions
1082 // This is ugly, because every effect there is must be updated...
1083 if (::ScriptEngine.pGlobalEffects)
1084 ::ScriptEngine.pGlobalEffects->OnObjectChangedDef(this);
1085 if (::GameScript.pScenarioEffects)
1086 ::GameScript.pScenarioEffects->OnObjectChangedDef(this);
1087 for (C4Object *obj : Objects)
1088 if (obj->pEffects) obj->pEffects->OnObjectChangedDef(this);
1089 // Containment (no Entrance)
1090 if (pContainer) Enter(pContainer,false);
1091 // Done
1092 return true;
1093 }
1094
DoDamage(int32_t iChange,int32_t iCausedBy,int32_t iCause)1095 void C4Object::DoDamage(int32_t iChange, int32_t iCausedBy, int32_t iCause)
1096 {
1097 // non-living: ask effects first
1098 if (pEffects && !Alive)
1099 {
1100 pEffects->DoDamage(iChange, iCause, iCausedBy);
1101 if (!iChange) return;
1102 }
1103 // Change value
1104 Damage = std::max<int32_t>( Damage+iChange, 0 );
1105 // Engine script call
1106 Call(PSF_Damage,&C4AulParSet(iChange, iCause, iCausedBy));
1107 }
1108
DoEnergy(int32_t iChange,bool fExact,int32_t iCause,int32_t iCausedByPlr)1109 void C4Object::DoEnergy(int32_t iChange, bool fExact, int32_t iCause, int32_t iCausedByPlr)
1110 {
1111 if (!fExact)
1112 {
1113 // Clamp range of change to prevent integer overflow errors
1114 // Do not clamp directly to (0...MaxEnergy)-current_energy, because
1115 // the change value calculated here may be reduced by effect callbacks
1116 int32_t scale = C4MaxPhysical / 100; // iChange 100% = Physical 100000
1117 iChange = Clamp<int32_t>(iChange, std::numeric_limits<int32_t>::min()/scale, std::numeric_limits<int32_t>::max()/scale)*scale;
1118 }
1119 // Was zero?
1120 bool fWasZero=(Energy==0);
1121 // Mark last damage causing player to trace kills
1122 if (iChange < 0) UpdatLastEnergyLossCause(iCausedByPlr);
1123 // Living things: ask effects for change first
1124 if (pEffects && Alive)
1125 pEffects->DoDamage(iChange, iCause, iCausedByPlr);
1126 // Do change
1127 iChange = Clamp<int32_t>(iChange, -Energy, GetPropertyInt(P_MaxEnergy) - Energy);
1128 Energy += iChange;
1129 // call to object
1130 Call(PSF_EnergyChange,&C4AulParSet(iChange, iCause, iCausedByPlr));
1131 // Alive and energy reduced to zero: death
1132 if (Alive) if (Energy==0) if (!fWasZero) AssignDeath(false);
1133 }
1134
UpdatLastEnergyLossCause(int32_t iNewCausePlr)1135 void C4Object::UpdatLastEnergyLossCause(int32_t iNewCausePlr)
1136 {
1137 // Mark last damage causing player to trace kills
1138 // do not regard self-administered damage if there was a previous damage causing player, because that would steal kills
1139 // if people tumble themselves via stop-stop-(left/right)-throw while falling into teh abyss
1140 if (iNewCausePlr != Controller || LastEnergyLossCausePlayer < 0)
1141 {
1142 LastEnergyLossCausePlayer = iNewCausePlr;
1143 }
1144 }
1145
DoBreath(int32_t iChange)1146 void C4Object::DoBreath(int32_t iChange)
1147 {
1148 // Do change
1149 iChange = Clamp<int32_t>(iChange, -Breath, GetPropertyInt(P_MaxBreath) - Breath);
1150 Breath += iChange;
1151 // call to object
1152 Call(PSF_BreathChange,&C4AulParSet(iChange));
1153 }
1154
DoCon(int32_t iChange,bool grow_from_center)1155 void C4Object::DoCon(int32_t iChange, bool grow_from_center)
1156 {
1157 C4Real strgt_con_b = fix_y + Shape.GetBottom();
1158 bool fWasFull = (Con>=FullCon);
1159 int32_t old_con = Con;
1160
1161 // Change con
1162 if (Def->Oversize)
1163 Con=std::max<int32_t>(Con+iChange,0);
1164 else
1165 Con=Clamp<int32_t>(Con+iChange,0,FullCon);
1166
1167 // Update OCF
1168 SetOCF();
1169
1170 // Mass
1171 UpdateMass();
1172
1173 // shape and position
1174 UpdateShape();
1175 // make the bottom-most vertex stay in place
1176 if (!grow_from_center)
1177 {
1178 fix_y = strgt_con_b - Shape.GetBottom();
1179 }
1180 // Face (except for the shape)
1181 UpdateFace(false);
1182
1183 // Do a callback on completion change.
1184 if (iChange != 0)
1185 Call(PSF_OnCompletionChange, &C4AulParSet(old_con, Con));
1186
1187 // Unfullcon
1188 if (fWasFull && (Con<FullCon))
1189 {
1190 // Lose contents
1191 if (!Def->IncompleteActivity)
1192 {
1193 C4Object *cobj;
1194 while ((cobj=Contents.GetObject()))
1195 if (Contained) cobj->Enter(Contained);
1196 else cobj->Exit(cobj->GetX(),cobj->GetY());
1197 SetAction(nullptr);
1198 }
1199 }
1200
1201 // Completion
1202 if (!fWasFull && (Con>=FullCon))
1203 Call(PSF_Initialize);
1204
1205 // Con Zero Removal
1206 if (Con<=0)
1207 AssignRemoval();
1208 // Mesh Graphics Update
1209 else if(pMeshInstance)
1210 pMeshInstance->SetCompletion(Def->GrowthType ? 1.0f : static_cast<float>(Con)/static_cast<float>(FullCon));
1211 }
1212
DoExperience(int32_t change)1213 void C4Object::DoExperience(int32_t change)
1214 {
1215 const int32_t MaxExperience = 100000000;
1216
1217 if (!Info) return;
1218
1219 Info->Experience=Clamp<int32_t>(Info->Experience+change,0,MaxExperience);
1220
1221 // Promotion check
1222 if (Info->Experience<MaxExperience)
1223 if (Info->Experience>=::DefaultRanks.Experience(Info->Rank+1))
1224 Promote(Info->Rank+1, false, false);
1225 }
1226
Exit(int32_t iX,int32_t iY,int32_t iR,C4Real iXDir,C4Real iYDir,C4Real iRDir,bool fCalls)1227 bool C4Object::Exit(int32_t iX, int32_t iY, int32_t iR, C4Real iXDir, C4Real iYDir, C4Real iRDir, bool fCalls)
1228 {
1229 // 1. Exit the current container.
1230 // 2. Update Contents of container object and set Contained to nullptr.
1231 // 3. Set offset position/motion if desired.
1232 // 4. Call Ejection for container and Departure for object.
1233
1234 // Not contained
1235 C4Object *pContainer=Contained;
1236 if (!pContainer) return false;
1237 // Remove object from container
1238 pContainer->Contents.Remove(this);
1239 pContainer->UpdateMass();
1240 pContainer->SetOCF();
1241 // No container
1242 Contained=nullptr;
1243 // Position/motion
1244 fix_x=itofix(iX); fix_y=itofix(iY);
1245 fix_r=itofix(iR);
1246 BoundsCheck(fix_x, fix_y);
1247 xdir=iXDir; ydir=iYDir; rdir=iRDir;
1248 // Misc updates
1249 Mobile=true;
1250 InLiquid=false;
1251 CloseMenu(true);
1252 UpdateFace(true);
1253 SetOCF();
1254 // Object list callback (before script callbacks, because script callbacks may enter again)
1255 ObjectListChangeListener.OnObjectContainerChanged(this, pContainer, nullptr);
1256 // Engine calls
1257 if (fCalls) pContainer->Call(PSF_Ejection,&C4AulParSet(this));
1258 if (fCalls) Call(PSF_Departure,&C4AulParSet(pContainer));
1259 // Success (if the obj wasn't "re-entered" by script)
1260 return !Contained;
1261 }
1262
Enter(C4Object * pTarget,bool fCalls,bool fCopyMotion,bool * pfRejectCollect)1263 bool C4Object::Enter(C4Object *pTarget, bool fCalls, bool fCopyMotion, bool *pfRejectCollect)
1264 {
1265 // 0. Query entrance and collection
1266 // 1. Exit if contained.
1267 // 2. Set new container.
1268 // 3. Update Contents and mass of the new container.
1269 // 4. Call collection for container
1270 // 5. Call entrance for object.
1271
1272 // No valid target or target is self
1273 if (!pTarget || (pTarget==this)) return false;
1274 // check if entrance is allowed
1275 if (!! Call(PSF_RejectEntrance, &C4AulParSet(pTarget))) return false;
1276 // check if we end up in an endless container-recursion
1277 for (C4Object *pCnt=pTarget->Contained; pCnt; pCnt=pCnt->Contained)
1278 if (pCnt==this) return false;
1279 // Check RejectCollect, if desired
1280 if (pfRejectCollect)
1281 {
1282 if (!!pTarget->Call(PSF_RejectCollection,&C4AulParSet(Def, this)))
1283 {
1284 *pfRejectCollect = true;
1285 return false;
1286 }
1287 *pfRejectCollect = false;
1288 }
1289 // Exit if contained
1290 if (Contained) if (!Exit(GetX(),GetY())) return false;
1291 if (Contained || !Status || !pTarget->Status) return false;
1292 // Failsafe updates
1293 if (Menu)
1294 {
1295 CloseMenu(true);
1296 // CloseMenu might do bad stuff
1297 if (Contained || !Status || !pTarget->Status) return false;
1298 }
1299 SetOCF();
1300 // Set container
1301 Contained=pTarget;
1302 // Enter
1303 if (!Contained->Contents.Add(this, C4ObjectList::stContents))
1304 {
1305 Contained=nullptr;
1306 return false;
1307 }
1308 // Assume that the new container controls this object, if it cannot control itself (i.e.: Alive)
1309 // So it can be traced back who caused the damage, if a projectile hits its target
1310 if (!Alive)
1311 Controller = pTarget->Controller;
1312 // Misc updates
1313 // motion must be copied immediately, so the position will be correct when OCF is set, and
1314 // OCF_Available will be set for newly bought items, even if 50/50 is solid in the landscape
1315 // however, the motion must be preserved sometimes to keep flags like OCF_HitSpeed upon collection
1316 if (fCopyMotion)
1317 {
1318 // remove any solidmask before copying the motion...
1319 UpdateSolidMask(false);
1320 CopyMotion(Contained);
1321 }
1322 SetOCF();
1323 UpdateFace(true);
1324 // Update container
1325 Contained->UpdateMass();
1326 Contained->SetOCF();
1327 // Object list callback (before script callbacks, because script callbacks may exit again)
1328 ObjectListChangeListener.OnObjectContainerChanged(this, nullptr, Contained);
1329 // Collection call
1330 if (fCalls) pTarget->Call(PSF_Collection2,&C4AulParSet(this));
1331 if (!Contained || !Contained->Status || !pTarget->Status) return true;
1332 // Entrance call
1333 if (fCalls) Call(PSF_Entrance,&C4AulParSet(Contained));
1334 if (!Contained || !Contained->Status || !pTarget->Status) return true;
1335 // Success
1336 return true;
1337 }
1338
Fling(C4Real txdir,C4Real tydir,bool fAddSpeed)1339 void C4Object::Fling(C4Real txdir, C4Real tydir, bool fAddSpeed)
1340 {
1341 if (fAddSpeed) { txdir+=xdir/2; tydir+=ydir/2; }
1342 if (!ObjectActionTumble(this,(txdir<0),txdir,tydir))
1343 if (!ObjectActionJump(this,txdir,tydir,false))
1344 {
1345 xdir=txdir; ydir=tydir;
1346 Mobile=true;
1347 Action.t_attach&=~CNAT_Bottom;
1348 }
1349 }
1350
ActivateEntrance(int32_t by_plr,C4Object * by_obj)1351 bool C4Object::ActivateEntrance(int32_t by_plr, C4Object *by_obj)
1352 {
1353
1354 // Try entrance activation
1355 if (OCF & OCF_Entrance)
1356 if (!! Call(PSF_ActivateEntrance,&C4AulParSet(by_obj)))
1357 return true;
1358 // Failure
1359 return false;
1360 }
1361
Push(C4Real txdir,C4Real dforce,bool fStraighten)1362 bool C4Object::Push(C4Real txdir, C4Real dforce, bool fStraighten)
1363 {
1364 // Valid check
1365 if (!Status || !Def || Contained || !(OCF & OCF_Grab)) return false;
1366 // Grabbing okay, no pushing
1367 if (GetPropertyInt(P_Touchable)==2) return true;
1368 // Mobilization check (pre-mobilization zero)
1369 if (!Mobile)
1370 { xdir=ydir=Fix0; }
1371 // General pushing force vs. object mass
1372 dforce=dforce*100/Mass;
1373 // Set dir
1374 if (xdir<0) SetDir(DIR_Left);
1375 if (xdir>0) SetDir(DIR_Right);
1376 // Work towards txdir
1377 if (Abs(xdir-txdir)<=dforce) // Close-enough-set
1378 { xdir=txdir; }
1379 else // Work towards
1380 {
1381 if (xdir<txdir) xdir+=dforce;
1382 if (xdir>txdir) xdir-=dforce;
1383 }
1384 // Straighten
1385 if (fStraighten)
1386 {
1387 if (Inside<int32_t>(GetR(),-StableRange,+StableRange))
1388 {
1389 rdir=0; // cheap way out
1390 }
1391 else
1392 {
1393 if (fix_r > Fix0) { if (rdir>-RotateAccel) rdir-=dforce; }
1394 else { if (rdir<+RotateAccel) rdir+=dforce; }
1395 }
1396 }
1397
1398 // Mobilization check
1399 if (!!xdir || !!ydir || !!rdir) Mobile=true;
1400
1401 // Stuck check
1402 if (!::Game.iTick35) if (txdir) if (!Def->NoHorizontalMove)
1403 if (ContactCheck(GetX(), GetY())) // Resets t_contact
1404 {
1405 GameMsgObjectError(FormatString(LoadResStr("IDS_OBJ_STUCK"),GetName()).getData(),this);
1406 Call(PSF_Stuck);
1407 }
1408
1409 return true;
1410 }
1411
Lift(C4Real tydir,C4Real dforce)1412 bool C4Object::Lift(C4Real tydir, C4Real dforce)
1413 {
1414 // Valid check
1415 if (!Status || !Def || Contained) return false;
1416 // Mobilization check
1417 if (!Mobile)
1418 { xdir=ydir=Fix0; Mobile=true; }
1419 // General pushing force vs. object mass
1420 dforce=dforce*100/Mass;
1421 // If close enough, set tydir
1422 if (Abs(tydir-ydir)<=Abs(dforce))
1423 ydir=tydir;
1424 else // Work towards tydir
1425 {
1426 if (ydir<tydir) ydir+=dforce;
1427 if (ydir>tydir) ydir-=dforce;
1428 }
1429 // Stuck check
1430 if (tydir != -GravAccel)
1431 if (ContactCheck(GetX(), GetY())) // Resets t_contact
1432 {
1433 GameMsgObjectError(FormatString(LoadResStr("IDS_OBJ_STUCK"),GetName()).getData(),this);
1434 Call(PSF_Stuck);
1435 }
1436 return true;
1437 }
1438
CreateContents(C4PropList * PropList)1439 C4Object* C4Object::CreateContents(C4PropList * PropList)
1440 {
1441 C4Object *nobj;
1442 if (!(nobj=Game.CreateObject(PropList,this,Owner))) return nullptr;
1443 if (!nobj->Enter(this)) { nobj->AssignRemoval(); return nullptr; }
1444 return nobj;
1445 }
1446
CreateContentsByList(C4IDList & idlist)1447 bool C4Object::CreateContentsByList(C4IDList &idlist)
1448 {
1449 int32_t cnt,cnt2;
1450 for (cnt=0; idlist.GetID(cnt); cnt++)
1451 for (cnt2=0; cnt2<idlist.GetCount(cnt); cnt2++)
1452 if (!CreateContents(C4Id2Def(idlist.GetID(cnt))))
1453 return false;
1454 return true;
1455 }
1456
DrawMenuSymbol(int32_t iMenu,C4Facet & cgo,int32_t iOwner)1457 static void DrawMenuSymbol(int32_t iMenu, C4Facet &cgo, int32_t iOwner)
1458 {
1459 C4Facet ccgo;
1460
1461 DWORD dwColor=0;
1462 if (ValidPlr(iOwner)) dwColor=::Players.Get(iOwner)->ColorDw;
1463
1464 switch (iMenu)
1465 {
1466 case C4MN_Buy:
1467 ::GraphicsResource.fctFlagClr.DrawClr(ccgo = cgo.GetFraction(75, 75), true, dwColor);
1468 ::GraphicsResource.fctWealth.Draw(ccgo = cgo.GetFraction(100, 50, C4FCT_Left, C4FCT_Bottom));
1469 ::GraphicsResource.fctArrow.Draw(ccgo = cgo.GetFraction(70, 70, C4FCT_Right, C4FCT_Center), false, 0);
1470 break;
1471 case C4MN_Sell:
1472 ::GraphicsResource.fctFlagClr.DrawClr(ccgo = cgo.GetFraction(75, 75), true, dwColor);
1473 ::GraphicsResource.fctWealth.Draw(ccgo = cgo.GetFraction(100, 50, C4FCT_Left, C4FCT_Bottom));
1474 ::GraphicsResource.fctArrow.Draw(ccgo = cgo.GetFraction(70, 70, C4FCT_Right, C4FCT_Center), false, 1);
1475 break;
1476 }
1477 }
1478
ActivateMenu(int32_t iMenu,int32_t iMenuSelect,int32_t iMenuData,int32_t iMenuPosition,C4Object * pTarget)1479 bool C4Object::ActivateMenu(int32_t iMenu, int32_t iMenuSelect,
1480 int32_t iMenuData, int32_t iMenuPosition,
1481 C4Object *pTarget)
1482 {
1483 // Variables
1484 C4FacetSurface fctSymbol;
1485 C4IDList ListItems;
1486 // Close any other menu
1487 if (Menu && Menu->IsActive()) if (!Menu->TryClose(true, false)) return false;
1488 // Create menu
1489 if (!Menu) Menu = new C4ObjectMenu; else Menu->ClearItems();
1490 // Open menu
1491 switch (iMenu)
1492 {
1493 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1494 case C4MN_Activate:
1495 // No target specified: use own container as target
1496 if (!pTarget) if (!(pTarget=Contained)) break;
1497 // Opening contents menu blocked by RejectContents
1498 if (!!pTarget->Call(PSF_RejectContents)) return false;
1499 // Create symbol
1500 fctSymbol.Create(C4SymbolSize,C4SymbolSize);
1501 pTarget->Def->Draw(fctSymbol,false,pTarget->Color,pTarget);
1502 // Init
1503 Menu->Init(fctSymbol,FormatString(LoadResStr("IDS_OBJ_EMPTY"),pTarget->GetName()).getData(),this,C4MN_Extra_None,0,iMenu);
1504 Menu->SetPermanent(true);
1505 Menu->SetRefillObject(pTarget);
1506 // Success
1507 return true;
1508 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1509 case C4MN_Buy:
1510 // No target specified: container is base
1511 if (!pTarget) if (!(pTarget=Contained)) break;
1512 // Create symbol
1513 fctSymbol.Create(C4SymbolSize,C4SymbolSize);
1514 DrawMenuSymbol(C4MN_Buy, fctSymbol, pTarget->Owner);
1515 // Init menu
1516 Menu->Init(fctSymbol,LoadResStr("IDS_PLR_NOBUY"),this,C4MN_Extra_Value,0,iMenu);
1517 Menu->SetPermanent(true);
1518 Menu->SetRefillObject(pTarget);
1519 // Success
1520 return true;
1521 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1522 case C4MN_Sell:
1523 // No target specified: container is base
1524 if (!pTarget) if (!(pTarget=Contained)) break;
1525 // Create symbol & init
1526 fctSymbol.Create(C4SymbolSize,C4SymbolSize);
1527 DrawMenuSymbol(C4MN_Sell, fctSymbol, pTarget->Owner);
1528 Menu->Init(fctSymbol,FormatString(LoadResStr("IDS_OBJ_EMPTY"),pTarget->GetName()).getData(),this,C4MN_Extra_Value,0,iMenu);
1529 Menu->SetPermanent(true);
1530 Menu->SetRefillObject(pTarget);
1531 // Success
1532 return true;
1533 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1534 case C4MN_Get:
1535 case C4MN_Contents:
1536 // No target specified
1537 if (!pTarget) break;
1538 // Opening contents menu blocked by RejectContents
1539 if (!!pTarget->Call(PSF_RejectContents)) return false;
1540 // Create symbol & init
1541 fctSymbol.Create(C4SymbolSize,C4SymbolSize);
1542 pTarget->Def->Draw(fctSymbol,false,pTarget->Color,pTarget);
1543 Menu->Init(fctSymbol,FormatString(LoadResStr("IDS_OBJ_EMPTY"),pTarget->GetName()).getData(),this,C4MN_Extra_None,0,iMenu);
1544 Menu->SetPermanent(true);
1545 Menu->SetRefillObject(pTarget);
1546 // Success
1547 return true;
1548 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1549 case C4MN_Info:
1550 // Target by parameter
1551 if (!pTarget) break;
1552 // Create symbol & init menu
1553 fctSymbol.Create(C4SymbolSize, C4SymbolSize); GfxR->fctOKCancel.Draw(fctSymbol,true,0,1);
1554 Menu->Init(fctSymbol, pTarget->GetName(), this, C4MN_Extra_None, 0, iMenu, C4MN_Style_Info);
1555 Menu->SetPermanent(true);
1556 Menu->SetAlignment(C4MN_Align_Free);
1557 C4Viewport *pViewport = ::Viewports.GetViewport(Controller); // Hackhackhack!!!
1558 if (pViewport) Menu->SetLocation((pTarget->GetX() + pTarget->Shape.GetX() + pTarget->Shape.Wdt + 10 - pViewport->GetViewX()) * pViewport->GetZoom(),
1559 (pTarget->GetY() + pTarget->Shape.GetY() - pViewport->GetViewY()) * pViewport->GetZoom());
1560 // Add info item
1561 fctSymbol.Create(C4PictureSize, C4PictureSize); pTarget->Def->Draw(fctSymbol, false, pTarget->Color, pTarget);
1562 Menu->Add(pTarget->GetName(), fctSymbol, "", C4MN_Item_NoCount, nullptr, pTarget->GetInfoString().getData());
1563 fctSymbol.Default();
1564 // Success
1565 return true;
1566 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1567 }
1568 // Invalid menu identification
1569 CloseMenu(true);
1570 return false;
1571 }
1572
CloseMenu(bool fForce)1573 bool C4Object::CloseMenu(bool fForce)
1574 {
1575 if (Menu)
1576 {
1577 if (Menu->IsActive()) if (!Menu->TryClose(fForce, false)) return false;
1578 if (!Menu->IsCloseQuerying()) { delete Menu; Menu=nullptr; } // protect menu deletion from recursive menu operation calls
1579 }
1580 return true;
1581 }
1582
GetArea(int32_t & aX,int32_t & aY,int32_t & aWdt,int32_t & aHgt) const1583 BYTE C4Object::GetArea(int32_t &aX, int32_t &aY, int32_t &aWdt, int32_t &aHgt) const
1584 {
1585 if (!Status || !Def) return 0;
1586 aX = GetX() + Shape.GetX(); aY = GetY() + Shape.GetY();
1587 aWdt=Shape.Wdt; aHgt=Shape.Hgt;
1588 return 1;
1589 }
1590
GetEntranceArea(int32_t & aX,int32_t & aY,int32_t & aWdt,int32_t & aHgt) const1591 BYTE C4Object::GetEntranceArea(int32_t &aX, int32_t &aY, int32_t &aWdt, int32_t &aHgt) const
1592 {
1593 if (!Status || !Def) return 0;
1594 // Return actual entrance
1595 if (OCF & OCF_Entrance)
1596 {
1597 aX=GetX() + Def->Entrance.x;
1598 aY=GetY() + Def->Entrance.y;
1599 aWdt=Def->Entrance.Wdt;
1600 aHgt=Def->Entrance.Hgt;
1601 }
1602 // Return object center
1603 else
1604 {
1605 aX=GetX(); aY=GetY();
1606 aWdt=0; aHgt=0;
1607 }
1608 // Done
1609 return 1;
1610 }
1611
GetMomentum(C4Real & rxdir,C4Real & rydir) const1612 BYTE C4Object::GetMomentum(C4Real &rxdir, C4Real &rydir) const
1613 {
1614 rxdir=rydir=0;
1615 if (!Status || !Def) return 0;
1616 rxdir=xdir; rydir=ydir;
1617 return 1;
1618 }
1619
GetSpeed() const1620 C4Real C4Object::GetSpeed() const
1621 {
1622 C4Real cobjspd=Fix0;
1623 if (xdir<0) cobjspd-=xdir; else cobjspd+=xdir;
1624 if (ydir<0) cobjspd-=ydir; else cobjspd+=ydir;
1625 return cobjspd;
1626 }
1627
GetDataString()1628 StdStrBuf C4Object::GetDataString()
1629 {
1630 StdStrBuf Output;
1631 // Type
1632 Output.AppendFormat(LoadResStr("IDS_CNS_TYPE"),GetName(),Def->id.ToString());
1633 // Owner
1634 if (ValidPlr(Owner))
1635 {
1636 Output.Append(LineFeed);
1637 Output.AppendFormat(LoadResStr("IDS_CNS_OWNER"),::Players.Get(Owner)->GetName());
1638 }
1639 // Contents
1640 if (Contents.ObjectCount())
1641 {
1642 Output.Append(LineFeed);
1643 Output.Append(LoadResStr("IDS_CNS_CONTENTS"));
1644 Output.Append(Contents.GetNameList(::Definitions));
1645 }
1646 // Action
1647 if (GetAction())
1648 {
1649 Output.Append(LineFeed);
1650 Output.Append(LoadResStr("IDS_CNS_ACTION"));
1651 Output.Append(GetAction()->GetName());
1652 }
1653 // Properties
1654 Output.Append(LineFeed);
1655 Output.Append(LoadResStr("IDS_CNS_PROPERTIES"));
1656 Output.Append(LineFeed " ");
1657 AppendDataString(&Output, LineFeed " ");
1658 // Effects
1659 if (pEffects)
1660 {
1661 Output.Append(LineFeed);
1662 Output.Append(LoadResStr("IDS_CNS_EFFECTS"));
1663 Output.Append(": ");
1664 }
1665 for (C4Effect *pEffect = pEffects; pEffect; pEffect = pEffect->pNext)
1666 {
1667 Output.Append(LineFeed);
1668 // Effect name
1669 Output.AppendFormat(" %s: Priority %d, Interval %d", pEffect->GetName(), pEffect->iPriority, pEffect->iInterval);
1670 }
1671
1672 StdStrBuf Output2;
1673 C4ValueNumbers numbers;
1674 DecompileToBuf_Log<StdCompilerINIWrite>(mkNamingAdapt(mkInsertAdapt(mkParAdapt(*this, &numbers),
1675 mkNamingAdapt(numbers, "Values"), false),
1676 "Object"), &Output2, "C4Object::GetDataString");
1677 Output.Append(LineFeed);
1678 Output.Append(Output2);
1679 return Output;
1680 }
1681
SetName(const char * NewName)1682 void C4Object::SetName(const char * NewName)
1683 {
1684 if (!NewName && Info)
1685 C4PropList::SetName(Info->Name);
1686 else
1687 C4PropList::SetName(NewName);
1688 }
1689
GetValue(C4Object * pInBase,int32_t iForPlayer)1690 int32_t C4Object::GetValue(C4Object *pInBase, int32_t iForPlayer)
1691 {
1692 C4Value r = Call(PSF_CalcValue, &C4AulParSet(pInBase, iForPlayer));
1693 int32_t iValue;
1694 if (r != C4VNull)
1695 iValue = r.getInt();
1696 else
1697 {
1698 // get value of def
1699 // Caution: Do not pass pInBase here, because the def base value is to be queried
1700 // - and not the value if you had to buy the object in this particular base
1701 iValue = Def->GetValue(nullptr, iForPlayer);
1702 }
1703 // Con percentage
1704 iValue = iValue * Con / FullCon;
1705 // do any adjustments based on where the item is bought
1706 if (pInBase)
1707 {
1708 r = pInBase->Call(PSF_CalcSellValue, &C4AulParSet(this, iValue));
1709 if (r != C4VNull)
1710 iValue = r.getInt();
1711 }
1712 return iValue;
1713 }
1714
Promote(int32_t torank,bool exception,bool fForceRankName)1715 bool C4Object::Promote(int32_t torank, bool exception, bool fForceRankName)
1716 {
1717 if (!Info) return false;
1718 // get rank system
1719 C4Def *pUseDef = C4Id2Def(Info->id);
1720 C4RankSystem *pRankSys;
1721 if (pUseDef && pUseDef->pRankNames)
1722 pRankSys = pUseDef->pRankNames;
1723 else
1724 pRankSys = &::DefaultRanks;
1725 // always promote info
1726 Info->Promote(torank,*pRankSys, fForceRankName);
1727 // silent update?
1728 if (!pRankSys->GetRankName(torank,false)) return false;
1729 GameMsgObject(FormatString(LoadResStr("IDS_OBJ_PROMOTION"),GetName (),Info->sRankName.getData()).getData(),this);
1730
1731 // call to object
1732 Call(PSF_Promotion);
1733
1734 StartSoundEffect("UI::Trumpet",false,100,this);
1735 return true;
1736 }
1737
ClearPointers(C4Object * pObj)1738 void C4Object::ClearPointers(C4Object *pObj)
1739 {
1740 // mesh attachments and animation nodes
1741 if(pMeshInstance) pMeshInstance->ClearPointers(pObj);
1742 // effects
1743 if (pEffects) pEffects->ClearPointers(pObj);
1744 // contents/contained: although normally not necessery because it's done in AssignRemoval and StatusDeactivate,
1745 // it is also required during game destruction (because ClearPointers might do script callbacks)
1746 // Perform silent exit to avoid additional callbacks
1747 if (Contained == pObj)
1748 {
1749 Contained->Contents.Remove(this);
1750 Contained = nullptr;
1751 }
1752 Contents.Remove(pObj);
1753 // Action targets
1754 if (Action.Target==pObj) Action.Target=nullptr;
1755 if (Action.Target2==pObj) Action.Target2=nullptr;
1756 // Commands
1757 C4Command *cCom;
1758 for (cCom=Command; cCom; cCom=cCom->Next)
1759 cCom->ClearPointers(pObj);
1760 // Menu
1761 if (Menu) Menu->ClearPointers(pObj);
1762 // Layer
1763 if (Layer==pObj) Layer=nullptr;
1764 // gfx overlays
1765 if (pGfxOverlay)
1766 {
1767 C4GraphicsOverlay *pNextGfxOvrl = pGfxOverlay, *pGfxOvrl;
1768 while ((pGfxOvrl = pNextGfxOvrl))
1769 {
1770 pNextGfxOvrl = pGfxOvrl->GetNext();
1771 if (pGfxOvrl->GetOverlayObject() == pObj)
1772 // overlay relying on deleted object: Delete!
1773 RemoveGraphicsOverlay(pGfxOvrl->GetID());
1774 }
1775 }
1776 }
1777
SetPhase(int32_t iPhase)1778 bool C4Object::SetPhase(int32_t iPhase)
1779 {
1780 C4PropList* pActionDef = GetAction();
1781 if (!pActionDef) return false;
1782 const int32_t length = pActionDef->GetPropertyInt(P_Length);
1783 Action.Phase=Clamp<int32_t>(iPhase,0,length);
1784 Action.PhaseDelay = 0;
1785 return true;
1786 }
1787
Draw(C4TargetFacet & cgo,int32_t iByPlayer,DrawMode eDrawMode,float offX,float offY)1788 void C4Object::Draw(C4TargetFacet &cgo, int32_t iByPlayer, DrawMode eDrawMode, float offX, float offY)
1789 {
1790 #ifndef USE_CONSOLE
1791 C4Facet ccgo;
1792
1793 // Status
1794 if (!Status || !Def) return;
1795
1796 // visible?
1797 if (!IsVisible(iByPlayer, !!eDrawMode)) return;
1798
1799 // Set up custom uniforms.
1800 auto uniform_popper = pDraw->scriptUniform.Push(this);
1801
1802 // Line
1803 if (Def->Line) { DrawLine(cgo, iByPlayer); return; }
1804
1805 // background particles (bounds not checked)
1806 if (BackParticles) BackParticles->Draw(cgo, this);
1807
1808 // Object output position
1809 float newzoom = cgo.Zoom;
1810 if (eDrawMode!=ODM_Overlay)
1811 {
1812 if (!GetDrawPosition(cgo, offX, offY, newzoom)) return;
1813 }
1814 ZoomDataStackItem zdsi(newzoom);
1815
1816 bool fYStretchObject=false;
1817 C4PropList* pActionDef = GetAction();
1818 if (pActionDef)
1819 if (pActionDef->GetPropertyInt(P_FacetTargetStretch))
1820 fYStretchObject=true;
1821
1822 // Set audibility
1823 if (!eDrawMode) SetAudibilityAt(cgo, GetX(), GetY(), iByPlayer);
1824
1825 // Output boundary
1826 if (!fYStretchObject && !eDrawMode && !(Category & C4D_Parallax))
1827 {
1828 // For actions with a custom facet set, check against that action facet. Otherwise (or with oversize objects), just check against shape.
1829 if (pActionDef && fix_r == Fix0 && !pActionDef->GetPropertyInt(P_FacetBase) && Con <= FullCon && Action.Facet.Wdt)
1830 {
1831 // active
1832 if ( !Inside<float>(offX+Shape.GetX()+Action.FacetX,cgo.X-Action.Facet.Wdt,cgo.X+cgo.Wdt)
1833 || (!Inside<float>(offY+Shape.GetY()+Action.FacetY,cgo.Y-Action.Facet.Hgt,cgo.Y+cgo.Hgt)) )
1834 {
1835 if (FrontParticles && !Contained) FrontParticles->Draw(cgo, this);
1836 return;
1837 }
1838 }
1839 else
1840 // idle
1841 if ( !Inside<float>(offX+Shape.GetX(),cgo.X-Shape.Wdt,cgo.X+cgo.Wdt)
1842 || (!Inside<float>(offY+Shape.GetY(),cgo.Y-Shape.Hgt,cgo.Y+cgo.Hgt)) )
1843 {
1844 if (FrontParticles && !Contained) FrontParticles->Draw(cgo, this);
1845 return;
1846 }
1847 }
1848
1849 // ensure correct color is set
1850 if (GetGraphics()->Type == C4DefGraphics::TYPE_Bitmap)
1851 if (GetGraphics()->Bmp.BitmapClr) GetGraphics()->Bmp.BitmapClr->SetClr(Color);
1852
1853 // Debug Display //////////////////////////////////////////////////////////////////////
1854 if (::GraphicsSystem.ShowCommand && !eDrawMode)
1855 {
1856 C4Command *pCom;
1857 int32_t ccx=GetX(),ccy=GetY();
1858 float offX1, offY1, offX2, offY2, newzoom;
1859 char szCommand[200];
1860 StdStrBuf Cmds;
1861 int32_t iMoveTos=0;
1862 for (pCom=Command; pCom; pCom=pCom->Next)
1863 {
1864 switch (pCom->Command)
1865 {
1866 case C4CMD_MoveTo:
1867 // Angle
1868 int32_t iAngle; iAngle=Angle(ccx,ccy,pCom->Tx._getInt(),pCom->Ty); while (iAngle>180) iAngle-=360;
1869 // Path
1870 if(GetDrawPosition(cgo, ccx, ccy, cgo.Zoom, offX1, offY1, newzoom) &&
1871 GetDrawPosition(cgo, pCom->Tx._getInt(), pCom->Ty, cgo.Zoom, offX2, offY2, newzoom))
1872 {
1873 ZoomDataStackItem zdsi(newzoom);
1874 pDraw->DrawLineDw(cgo.Surface,offX1,offY1,offX2,offY2,C4RGB(0xca,0,0));
1875 pDraw->DrawFrameDw(cgo.Surface,offX2-1,offY2-1,offX2+1,offY2+1,C4RGB(0xca,0,0));
1876 }
1877
1878 ccx=pCom->Tx._getInt(); ccy=pCom->Ty;
1879 // Message
1880 iMoveTos++; szCommand[0]=0;
1881 break;
1882 case C4CMD_Put:
1883 sprintf(szCommand,"%s %s to %s",CommandName(pCom->Command),pCom->Target2 ? pCom->Target2->GetName() : pCom->Data ? pCom->Data.GetDataString().getData() : "Content",pCom->Target ? pCom->Target->GetName() : "");
1884 break;
1885 case C4CMD_Buy: case C4CMD_Sell:
1886 sprintf(szCommand,"%s %s at %s",CommandName(pCom->Command),pCom->Data.GetDataString().getData(),pCom->Target ? pCom->Target->GetName() : "closest base");
1887 break;
1888 case C4CMD_Acquire:
1889 sprintf(szCommand,"%s %s",CommandName(pCom->Command),pCom->Data.GetDataString().getData());
1890 break;
1891 case C4CMD_Call:
1892 sprintf(szCommand,"%s %s in %s",CommandName(pCom->Command),pCom->Text->GetCStr(),pCom->Target ? pCom->Target->GetName() : "(null)");
1893 break;
1894 case C4CMD_None:
1895 szCommand[0]=0;
1896 break;
1897 case C4CMD_Transfer:
1898 // Path
1899 if(GetDrawPosition(cgo, ccx, ccy, cgo.Zoom, offX1, offY1, newzoom) &&
1900 GetDrawPosition(cgo, pCom->Tx._getInt(), pCom->Ty, cgo.Zoom, offX2, offY2, newzoom))
1901 {
1902 ZoomDataStackItem zdsi(newzoom);
1903 pDraw->DrawLineDw(cgo.Surface,offX1,offY1,offX2,offY2,C4RGB(0,0xca,0));
1904 pDraw->DrawFrameDw(cgo.Surface,offX2-1,offY2-1,offX2+1,offY2+1,C4RGB(0,0xca,0));
1905 }
1906
1907 ccx=pCom->Tx._getInt(); ccy=pCom->Ty;
1908 // Message
1909 sprintf(szCommand,"%s %s",CommandName(pCom->Command),pCom->Target ? pCom->Target->GetName() : "");
1910 break;
1911 default:
1912 sprintf(szCommand,"%s %s",CommandName(pCom->Command),pCom->Target ? pCom->Target->GetName() : "");
1913 break;
1914 }
1915 // Compose command stack message
1916 if (szCommand[0])
1917 {
1918 // End MoveTo stack first
1919 if (iMoveTos) { Cmds.AppendChar('|'); Cmds.AppendFormat("%dx MoveTo",iMoveTos); iMoveTos=0; }
1920 // Current message
1921 Cmds.AppendChar('|');
1922 if (pCom->Finished) Cmds.Append("<i>");
1923 Cmds.Append(szCommand);
1924 if (pCom->Finished) Cmds.Append("</i>");
1925 }
1926 }
1927 // Open MoveTo stack
1928 if (iMoveTos) { Cmds.AppendChar('|'); Cmds.AppendFormat("%dx MoveTo",iMoveTos); iMoveTos=0; }
1929 // Draw message
1930 int32_t cmwdt,cmhgt; ::GraphicsResource.FontRegular.GetTextExtent(Cmds.getData(),cmwdt,cmhgt,true);
1931 pDraw->TextOut(Cmds.getData(), ::GraphicsResource.FontRegular, 1.0, cgo.Surface,offX,offY+Shape.GetY()-10-cmhgt,C4Draw::DEFAULT_MESSAGE_COLOR,ACenter);
1932 }
1933 // Debug Display ///////////////////////////////////////////////////////////////////////////////
1934
1935 // Don't draw (show solidmask)
1936 if (::GraphicsSystem.Show8BitSurface != 0)
1937 if (SolidMask.Wdt)
1938 {
1939 // DrawSolidMask(cgo); - no need to draw it, because the 8bit-surface will be shown
1940 return;
1941 }
1942
1943 // Contained check
1944 if (Contained && !eDrawMode) return;
1945
1946 // Visibility inside FoW
1947 const C4FoWRegion* pOldFoW = pDraw->GetFoW();
1948 if(pOldFoW && (Category & C4D_IgnoreFoW))
1949 pDraw->SetFoW(nullptr);
1950
1951 // color modulation (including construction sign...)
1952 if (ColorMod != 0xffffffff || BlitMode) if (!eDrawMode) PrepareDrawing();
1953
1954 // Not active or rotated: BaseFace only
1955 if (!pActionDef)
1956 {
1957 DrawFace(cgo, offX, offY);
1958 }
1959
1960 // Active
1961 else
1962 {
1963 // FacetBase
1964 if (pActionDef->GetPropertyInt(P_FacetBase) || GetGraphics()->Type != C4DefGraphics::TYPE_Bitmap)
1965 DrawFace(cgo, offX, offY, 0, Action.DrawDir);
1966
1967 // Special: stretched action facet
1968 if (Action.Facet.Surface && pActionDef->GetPropertyInt(P_FacetTargetStretch))
1969 {
1970 if (Action.Target)
1971 pDraw->Blit(Action.Facet.Surface,
1972 float(Action.Facet.X),float(Action.Facet.Y),float(Action.Facet.Wdt),float(Action.Facet.Hgt),
1973 cgo.Surface,
1974 offX + Shape.GetX() + Action.FacetX, offY + Shape.GetY() + Action.FacetY,Action.Facet.Wdt,
1975 (fixtof(Action.Target->fix_y) + Action.Target->Shape.GetY()) - (fixtof(fix_y) + Shape.GetY() + Action.FacetY),
1976 true);
1977 }
1978 else if (Action.Facet.Surface)
1979 DrawActionFace(cgo, offX, offY);
1980 }
1981
1982 // end of color modulation
1983 if (ColorMod != 0xffffffff || BlitMode) if (!eDrawMode) FinishedDrawing();
1984
1985 // draw overlays - after blit mode changes, because overlay gfx set their own
1986 if (pGfxOverlay) if (eDrawMode!=ODM_BaseOnly)
1987 for (C4GraphicsOverlay *pGfxOvrl = pGfxOverlay; pGfxOvrl; pGfxOvrl = pGfxOvrl->GetNext())
1988 if (!pGfxOvrl->IsPicture())
1989 pGfxOvrl->Draw(cgo, this, iByPlayer);
1990
1991 // local particles in front of the object
1992 if (eDrawMode!=ODM_BaseOnly)
1993 {
1994 if (FrontParticles)
1995 FrontParticles->Draw(cgo, this);
1996 }
1997
1998 // Debug Display ////////////////////////////////////////////////////////////////////////
1999 if (::GraphicsSystem.ShowVertices) if (eDrawMode!=ODM_BaseOnly)
2000 {
2001 int32_t cnt;
2002 if (Shape.VtxNum>1)
2003 for (cnt=0; cnt<Shape.VtxNum; cnt++)
2004 {
2005 DrawVertex(cgo,
2006 offX+Shape.VtxX[cnt],
2007 offY+Shape.VtxY[cnt],
2008 (Shape.VtxCNAT[cnt] & CNAT_NoCollision) ? C4RGB(0, 0, 0xff) : (Mobile ? C4RGB(0xff, 0, 0) : C4RGB(0xef, 0xef, 0)),
2009 Shape.VtxContactCNAT[cnt]);
2010 }
2011 }
2012
2013 if (::GraphicsSystem.ShowEntrance) if (eDrawMode!=ODM_BaseOnly)
2014 {
2015 if (OCF & OCF_Entrance)
2016 pDraw->DrawFrameDw(cgo.Surface,offX+Def->Entrance.x,
2017 offY+Def->Entrance.y,
2018 offX+Def->Entrance.x+Def->Entrance.Wdt-1,
2019 offY+Def->Entrance.y+Def->Entrance.Hgt-1,
2020 C4RGB(0, 0, 0xff));
2021 if (OCF & OCF_Collection)
2022 pDraw->DrawFrameDw(cgo.Surface,offX+Def->Collection.x,
2023 offY+Def->Collection.y,
2024 offX+Def->Collection.x+Def->Collection.Wdt-1,
2025 offY+Def->Collection.y+Def->Collection.Hgt-1,
2026 C4RGB(0xca, 0, 0));
2027 }
2028
2029 if (::GraphicsSystem.ShowAction) if (eDrawMode!=ODM_BaseOnly)
2030 {
2031 if (pActionDef)
2032 {
2033 StdStrBuf str;
2034 str.Format("%s (%d)",pActionDef->GetName(),Action.Phase);
2035 int32_t cmwdt,cmhgt; ::GraphicsResource.FontRegular.GetTextExtent(str.getData(),cmwdt,cmhgt,true);
2036 pDraw->TextOut(str.getData(), ::GraphicsResource.FontRegular,
2037 1.0, cgo.Surface, offX, offY + Shape.GetY() - cmhgt,
2038 InLiquid ? 0xfa0000FF : C4Draw::DEFAULT_MESSAGE_COLOR, ACenter);
2039 }
2040 }
2041 // Debug Display ///////////////////////////////////////////////////////////////////////
2042
2043 // Restore visibility inside FoW
2044 if (pOldFoW) pDraw->SetFoW(pOldFoW);
2045 #endif
2046 }
2047
DrawTopFace(C4TargetFacet & cgo,int32_t iByPlayer,DrawMode eDrawMode,float offX,float offY)2048 void C4Object::DrawTopFace(C4TargetFacet &cgo, int32_t iByPlayer, DrawMode eDrawMode, float offX, float offY)
2049 {
2050 #ifndef USE_CONSOLE
2051 // Status
2052 if (!Status || !Def) return;
2053 // visible?
2054 if (!IsVisible(iByPlayer, eDrawMode==ODM_Overlay)) return;
2055 // target pos (parallax)
2056 float newzoom = cgo.Zoom;
2057 if (eDrawMode!=ODM_Overlay) GetDrawPosition(cgo, offX, offY, newzoom);
2058 ZoomDataStackItem zdsi(newzoom);
2059 // TopFace
2060 if (!(TopFace.Surface || (OCF & OCF_Construct))) return;
2061 // Output bounds check
2062 if (!Inside<float>(offX, cgo.X - Shape.Wdt, cgo.X + cgo.Wdt)
2063 || !Inside<float>(offY, cgo.Y - Shape.Hgt, cgo.Y + cgo.Hgt))
2064 return;
2065 // Don't draw (show solidmask)
2066 if (::GraphicsSystem.Show8BitSurface != 0 && SolidMask.Wdt) return;
2067 // Contained
2068 if (Contained) if (eDrawMode!=ODM_Overlay) return;
2069 // Construction sign
2070 if (OCF & OCF_Construct && fix_r == Fix0)
2071 if (eDrawMode!=ODM_BaseOnly)
2072 {
2073 C4Facet &fctConSign = ::GraphicsResource.fctConstruction;
2074 pDraw->Blit(fctConSign.Surface,
2075 fctConSign.X, fctConSign.Y,
2076 fctConSign.Wdt, fctConSign.Hgt,
2077 cgo.Surface,
2078 offX + Shape.GetX(), offY + Shape.GetY() + Shape.Hgt - fctConSign.Hgt,
2079 fctConSign.Wdt, fctConSign.Hgt, true);
2080 }
2081 if(TopFace.Surface)
2082 {
2083 // FacetTopFace: Override TopFace.GetX()/GetY()
2084 C4PropList* pActionDef = GetAction();
2085 if (pActionDef && pActionDef->GetPropertyInt(P_FacetTopFace))
2086 {
2087 int32_t iPhase = Action.Phase;
2088 if (pActionDef->GetPropertyInt(P_Reverse)) iPhase = pActionDef->GetPropertyInt(P_Length) - 1 - Action.Phase;
2089 TopFace.X = pActionDef->GetPropertyInt(P_X) + Def->TopFace.x + pActionDef->GetPropertyInt(P_Wdt) * iPhase;
2090 TopFace.Y = pActionDef->GetPropertyInt(P_Y) + Def->TopFace.y + pActionDef->GetPropertyInt(P_Hgt) * Action.DrawDir;
2091 }
2092 // ensure correct color is set
2093 if (GetGraphics()->Bmp.BitmapClr) GetGraphics()->Bmp.BitmapClr->SetClr(Color);
2094 // color modulation
2095 if (!eDrawMode) PrepareDrawing();
2096 // Draw top face bitmap
2097 if (Con!=FullCon && Def->GrowthType)
2098 // stretched
2099 pDraw->Blit(TopFace.Surface,
2100 TopFace.X, TopFace.Y, TopFace.Wdt, TopFace.Hgt,
2101 cgo.Surface,
2102 offX + Shape.GetX() + float(Def->TopFace.tx * Con) / FullCon, offY + Shape.GetY() + float(Def->TopFace.ty * Con) / FullCon,
2103 float(TopFace.Wdt * Con) / FullCon, float(TopFace.Hgt * Con) / FullCon,
2104 true, pDrawTransform ? &C4DrawTransform(*pDrawTransform, offX, offY) : nullptr);
2105 else
2106 // normal
2107 pDraw->Blit(TopFace.Surface,
2108 TopFace.X,TopFace.Y,
2109 TopFace.Wdt,TopFace.Hgt,
2110 cgo.Surface,
2111 offX + Shape.GetX() + Def->TopFace.tx, offY + Shape.GetY() + Def->TopFace.ty,
2112 TopFace.Wdt, TopFace.Hgt,
2113 true, pDrawTransform ? &C4DrawTransform(*pDrawTransform, offX, offY) : nullptr);
2114 }
2115 // end of color modulation
2116 if (!eDrawMode) FinishedDrawing();
2117 #endif
2118 }
2119
DrawLine(C4TargetFacet & cgo,int32_t at_player)2120 void C4Object::DrawLine(C4TargetFacet &cgo, int32_t at_player)
2121 {
2122 // Nothing to draw if the object has less than two vertices
2123 if (Shape.VtxNum < 2)
2124 return;
2125 #ifndef USE_CONSOLE
2126 // Audibility
2127 SetAudibilityAt(cgo, Shape.VtxX[0], Shape.VtxY[0], at_player);
2128 SetAudibilityAt(cgo, Shape.VtxX[Shape.VtxNum - 1], Shape.VtxY[Shape.VtxNum - 1], at_player);
2129 // additive mode?
2130 PrepareDrawing();
2131 // Draw line segments
2132 C4Value colorsV; GetProperty(P_LineColors, &colorsV);
2133 C4ValueArray *colors = colorsV.getArray();
2134 // TODO: Edge color (color1) is currently ignored.
2135 int32_t color0 = 0xFFFF00FF;// , color1 = 0xFFFF00FF; // use bright colors so author notices
2136 if (colors)
2137 {
2138 color0 = colors->GetItem(0).getInt();
2139 }
2140
2141 std::vector<C4BltVertex> vertices;
2142 vertices.resize( (Shape.VtxNum - 1) * 2);
2143 for (int32_t vtx=0; vtx+1<Shape.VtxNum; vtx++)
2144 {
2145 DwTo4UB(color0, vertices[2*vtx].color);
2146 DwTo4UB(color0, vertices[2*vtx+1].color);
2147
2148 vertices[2*vtx].ftx = Shape.VtxX[vtx] + cgo.X - cgo.TargetX;
2149 vertices[2*vtx].fty = Shape.VtxY[vtx] + cgo.Y - cgo.TargetY;
2150 vertices[2*vtx+1].ftx = Shape.VtxX[vtx+1] + cgo.X - cgo.TargetX;
2151 vertices[2*vtx+1].fty = Shape.VtxY[vtx+1] + cgo.Y - cgo.TargetY;
2152 }
2153
2154 pDraw->PerformMultiLines(cgo.Surface, &vertices[0], vertices.size(), 1.0f, nullptr);
2155
2156 // reset blit mode
2157 FinishedDrawing();
2158 #endif
2159 }
2160
CompileFunc(StdCompiler * pComp,C4ValueNumbers * numbers)2161 void C4Object::CompileFunc(StdCompiler *pComp, C4ValueNumbers * numbers)
2162 {
2163 bool deserializing = pComp->isDeserializer();
2164 if (deserializing)
2165 Clear();
2166
2167 // Compile ID, search definition
2168 pComp->Value(mkNamingAdapt(id, "id", C4ID::None ));
2169 if (deserializing)
2170 {
2171 Def = ::Definitions.ID2Def(id);
2172 if (!Def)
2173 { pComp->excNotFound(LoadResStr("IDS_PRC_UNDEFINEDOBJECT"),id.ToString()); return; }
2174 }
2175
2176 pComp->Value(mkNamingAdapt( mkParAdapt(static_cast<C4PropListNumbered&>(*this), numbers), "Properties"));
2177 pComp->Value(mkNamingAdapt( Status, "Status", 1 ));
2178 if (Info) nInfo = Info->Name; else nInfo.Clear();
2179 pComp->Value(mkNamingAdapt( toC4CStrBuf(nInfo), "Info", "" ));
2180 pComp->Value(mkNamingAdapt( Owner, "Owner", NO_OWNER ));
2181 pComp->Value(mkNamingAdapt( Controller, "Controller", NO_OWNER ));
2182 pComp->Value(mkNamingAdapt( LastEnergyLossCausePlayer, "LastEngLossPlr", NO_OWNER ));
2183 pComp->Value(mkNamingAdapt( Category, "Category", 0 ));
2184 pComp->Value(mkNamingAdapt( Plane, "Plane", 0 ));
2185
2186 pComp->Value(mkNamingAdapt( iLastAttachMovementFrame, "LastSolidAtchFrame", -1 ));
2187 pComp->Value(mkNamingAdapt( Con, "Size", 0 ));
2188 pComp->Value(mkNamingAdapt( OwnMass, "OwnMass", 0 ));
2189 pComp->Value(mkNamingAdapt( Mass, "Mass", 0 ));
2190 pComp->Value(mkNamingAdapt( Damage, "Damage", 0 ));
2191 pComp->Value(mkNamingAdapt( Energy, "Energy", 0 ));
2192 pComp->Value(mkNamingAdapt( Alive, "Alive", false ));
2193 pComp->Value(mkNamingAdapt( Breath, "Breath", 0 ));
2194 pComp->Value(mkNamingAdapt( Color, "Color", 0u ));
2195 pComp->Value(mkNamingAdapt( fix_x, "X", Fix0 ));
2196 pComp->Value(mkNamingAdapt( fix_y, "Y", Fix0 ));
2197 pComp->Value(mkNamingAdapt( fix_r, "R", Fix0 ));
2198 pComp->Value(mkNamingAdapt( xdir, "XDir", 0 ));
2199 pComp->Value(mkNamingAdapt( ydir, "YDir", 0 ));
2200 pComp->Value(mkNamingAdapt( rdir, "RDir", 0 ));
2201 pComp->Value(mkParAdapt(Shape, &Def->Shape));
2202 pComp->Value(mkNamingAdapt( fOwnVertices, "OwnVertices", false ));
2203 pComp->Value(mkNamingAdapt( SolidMask, "SolidMask", Def->SolidMask ));
2204 pComp->Value(mkNamingAdapt( HalfVehicleSolidMask, "HalfVehicleSolidMask", false ));
2205 pComp->Value(mkNamingAdapt( PictureRect, "Picture" ));
2206 pComp->Value(mkNamingAdapt( Mobile, "Mobile", false ));
2207 pComp->Value(mkNamingAdapt( OnFire, "OnFire", false ));
2208 pComp->Value(mkNamingAdapt( InLiquid, "InLiquid", false ));
2209 pComp->Value(mkNamingAdapt( EntranceStatus, "EntranceStatus", false ));
2210 pComp->Value(mkNamingAdapt( OCF, "OCF", 0u ));
2211 pComp->Value(Action);
2212 pComp->Value(mkNamingAdapt( Contained, "Contained", C4ObjectPtr::Null ));
2213 pComp->Value(mkNamingAdapt( Action.Target, "ActionTarget1", C4ObjectPtr::Null ));
2214 pComp->Value(mkNamingAdapt( Action.Target2, "ActionTarget2", C4ObjectPtr::Null ));
2215 pComp->Value(mkNamingAdapt( mkParAdapt(Contents, numbers), "Contents" ));
2216 pComp->Value(mkNamingAdapt( lightRange, "LightRange", 0 ));
2217 pComp->Value(mkNamingAdapt( lightFadeoutRange, "LightFadeoutRange", 0 ));
2218 pComp->Value(mkNamingAdapt( lightColor, "lightColor", 0xffffffffu ));
2219 pComp->Value(mkNamingAdapt( ColorMod, "ColorMod", 0xffffffffu ));
2220 pComp->Value(mkNamingAdapt( BlitMode, "BlitMode", 0u ));
2221 pComp->Value(mkNamingAdapt( CrewDisabled, "CrewDisabled", false ));
2222 pComp->Value(mkNamingAdapt( Layer, "Layer", C4ObjectPtr::Null ));
2223 pComp->Value(mkNamingAdapt( C4DefGraphicsAdapt(pGraphics), "Graphics", &Def->Graphics ));
2224 pComp->Value(mkNamingPtrAdapt( pDrawTransform, "DrawTransform" ));
2225 pComp->Value(mkParAdapt(mkNamingPtrAdapt( pEffects, "Effects" ), this, numbers));
2226 pComp->Value(mkNamingAdapt( C4GraphicsOverlayListAdapt(pGfxOverlay),"GfxOverlay", (C4GraphicsOverlay *)nullptr));
2227
2228 // Serialize mesh instance if we have a mesh graphics
2229 if(pGraphics->Type == C4DefGraphics::TYPE_Mesh)
2230 {
2231 if(pComp->isDeserializer())
2232 {
2233 assert(!pMeshInstance);
2234 pMeshInstance = new StdMeshInstance(*pGraphics->Mesh, Def->GrowthType ? 1.0f : static_cast<float>(Con)/static_cast<float>(FullCon));
2235 }
2236
2237 pComp->Value(mkNamingAdapt(mkParAdapt(*pMeshInstance, C4MeshDenumeratorFactory), "Mesh"));
2238
2239 // Does not work because unanimated meshes without attached meshes
2240 // do not even write a [Mesh] header so this does not create a mesh instance in that case
2241 /* pComp->Value(mkNamingContextPtrAdapt( pMeshInstance, *pGraphics->Mesh, "Mesh"));
2242 if(!pMeshInstance)
2243 pComp->excCorrupt("Mesh graphics without mesh instance");*/
2244 }
2245
2246 // TODO: Animations / attached meshes
2247
2248 // Commands
2249 if (pComp->FollowName("Commands"))
2250 {
2251 if (deserializing)
2252 {
2253 C4Command *pCmd = nullptr;
2254 for (int i = 1; ; i++)
2255 {
2256 // Every command has its own naming environment
2257 StdStrBuf Naming = FormatString("Command%d", i);
2258 pComp->Value(mkParAdapt(mkNamingPtrAdapt(pCmd ? pCmd->Next : Command, Naming.getData()), numbers));
2259 // Last command?
2260 pCmd = (pCmd ? pCmd->Next : Command);
2261 if (!pCmd)
2262 break;
2263 pCmd->cObj = this;
2264 }
2265 }
2266 else
2267 {
2268 C4Command *pCmd = Command;
2269 for (int i = 1; pCmd; i++, pCmd = pCmd->Next)
2270 {
2271 StdStrBuf Naming = FormatString("Command%d", i);
2272 pComp->Value(mkNamingAdapt(mkParAdapt(*pCmd, numbers), Naming.getData()));
2273 }
2274 }
2275 }
2276
2277 // Compiling? Do initialization.
2278 if (deserializing)
2279 {
2280 // add to def count
2281 Def->Count++;
2282
2283
2284 // Set action (override running data)
2285 /* FIXME
2286 int32_t iTime=Action.Time;
2287 int32_t iPhase=Action.Phase;
2288 int32_t iPhaseDelay=Action.PhaseDelay;
2289 if (SetActionByName(Action.pActionDef->GetName(),0,0,false))
2290 {
2291 Action.Time=iTime;
2292 Action.Phase=iPhase; // No checking for valid phase
2293 Action.PhaseDelay=iPhaseDelay;
2294 }*/
2295
2296 if (pMeshInstance)
2297 {
2298 // Set Action animation by slot 0
2299 Action.Animation = pMeshInstance->GetRootAnimationForSlot(0);
2300 pMeshInstance->SetFaceOrderingForClrModulation(ColorMod);
2301 }
2302
2303 // blit mode not assigned? use definition default then
2304 if (!BlitMode) BlitMode = Def->BlitMode;
2305
2306 // object needs to be resorted? May happen if there's unsorted objects in savegame
2307 if (Unsorted) Game.fResortAnyObject = true;
2308 }
2309
2310 }
2311
Denumerate(C4ValueNumbers * numbers)2312 void C4Object::Denumerate(C4ValueNumbers * numbers)
2313 {
2314 C4PropList::Denumerate(numbers);
2315 // Standard enumerated pointers
2316 Contained.DenumeratePointers();
2317 Action.Target.DenumeratePointers();
2318 Action.Target2.DenumeratePointers();
2319 Layer.DenumeratePointers();
2320
2321 // Post-compile object list
2322 Contents.DenumeratePointers();
2323
2324 // Commands
2325 for (C4Command *pCom=Command; pCom; pCom=pCom->Next)
2326 pCom->Denumerate(numbers);
2327
2328 // effects
2329 if (pEffects) pEffects->Denumerate(numbers);
2330
2331 // gfx overlays
2332 if (pGfxOverlay)
2333 for (C4GraphicsOverlay *pGfxOvrl = pGfxOverlay; pGfxOvrl; pGfxOvrl = pGfxOvrl->GetNext())
2334 pGfxOvrl->DenumeratePointers();
2335
2336 // mesh instance
2337 if (pMeshInstance) pMeshInstance->DenumeratePointers();
2338 }
2339
DrawPicture(C4Facet & cgo,bool fSelected,C4DrawTransform * transform)2340 void C4Object::DrawPicture(C4Facet &cgo, bool fSelected, C4DrawTransform* transform)
2341 {
2342 // Draw def picture with object color
2343 Def->Draw(cgo,fSelected,Color,this,0,0,transform);
2344 }
2345
Picture2Facet(C4FacetSurface & cgo)2346 void C4Object::Picture2Facet(C4FacetSurface &cgo)
2347 {
2348 // set picture rect to facet
2349 C4Rect fctPicRect = PictureRect;
2350 if (!fctPicRect.Wdt) fctPicRect = Def->PictureRect;
2351 C4Facet fctPicture;
2352 fctPicture.Set(GetGraphics()->GetBitmap(Color),fctPicRect.x,fctPicRect.y,fctPicRect.Wdt,fctPicRect.Hgt);
2353
2354 // use direct facet w/o own data if possible
2355 if (ColorMod == 0xffffffff && BlitMode == C4GFXBLIT_NORMAL && !pGfxOverlay)
2356 {
2357 cgo.Set(fctPicture);
2358 return;
2359 }
2360
2361 // otherwise, draw to picture facet
2362 if (!cgo.Create(cgo.Wdt, cgo.Hgt)) return;
2363
2364 // specific object color?
2365 PrepareDrawing();
2366
2367 // draw picture itself
2368 fctPicture.Draw(cgo,true);
2369
2370 // draw overlays
2371 if (pGfxOverlay)
2372 for (C4GraphicsOverlay *pGfxOvrl = pGfxOverlay; pGfxOvrl; pGfxOvrl = pGfxOvrl->GetNext())
2373 if (pGfxOvrl->IsPicture())
2374 pGfxOvrl->DrawPicture(cgo, this, nullptr);
2375
2376 // done; reset drawing states
2377 FinishedDrawing();
2378 }
2379
ValidateOwner()2380 bool C4Object::ValidateOwner()
2381 {
2382 // Check owner and controller
2383 if (!ValidPlr(Owner)) Owner=NO_OWNER;
2384 if (!ValidPlr(Controller)) Controller=NO_OWNER;
2385 // Color is not reset any more, because many scripts change colors to non-owner-colors these days
2386 // Additionally, player colors are now guarantueed to remain the same in savegame resumes
2387 return true;
2388 }
2389
AssignInfo()2390 bool C4Object::AssignInfo()
2391 {
2392 if (Info || !ValidPlr(Owner)) return false;
2393 // In crew list?
2394 C4Player *pPlr = ::Players.Get(Owner);
2395 if (pPlr->Crew.GetLink(this))
2396 {
2397 // Register with player
2398 if (!::Players.Get(Owner)->MakeCrewMember(this, true, false))
2399 pPlr->Crew.Remove(this);
2400 return true;
2401 }
2402 // Info set, but not in crew list, so
2403 // a) The savegame is old-style (without crew list)
2404 // or b) The clonk is dead
2405 // or c) The clonk belongs to a script player that's restored without Game.txt
2406 else if (nInfo.getLength())
2407 {
2408 if (!::Players.Get(Owner)->MakeCrewMember(this, true, false))
2409 return false;
2410 // Dead and gone (info flags, remove from crew/cursor)
2411 if (!Alive)
2412 {
2413 if (ValidPlr(Owner)) ::Players.Get(Owner)->ClearPointers(this, true);
2414 }
2415 return true;
2416 }
2417 return false;
2418 }
2419
AssignLightRange()2420 bool C4Object::AssignLightRange()
2421 {
2422 if (!lightRange && !lightFadeoutRange) return true;
2423
2424 UpdateLight();
2425 return true;
2426 }
2427
ClearInfo(C4ObjectInfo * pInfo)2428 void C4Object::ClearInfo(C4ObjectInfo *pInfo)
2429 {
2430 if (Info==pInfo)
2431 {
2432 Info=nullptr;
2433 }
2434 }
2435
Clear()2436 void C4Object::Clear()
2437 {
2438 ClearParticleLists();
2439
2440 if (pEffects) { delete pEffects; pEffects=nullptr; }
2441 if (pSolidMaskData) { delete pSolidMaskData; pSolidMaskData=nullptr; }
2442 if (Menu) delete Menu; Menu=nullptr;
2443 if (MaterialContents) delete MaterialContents; MaterialContents=nullptr;
2444 // clear commands!
2445 C4Command *pCom, *pNext;
2446 for (pCom=Command; pCom; pCom=pNext)
2447 {
2448 pNext=pCom->Next; delete pCom; pCom=pNext;
2449 }
2450 if (pDrawTransform) { delete pDrawTransform; pDrawTransform=nullptr; }
2451 if (pGfxOverlay) { delete pGfxOverlay; pGfxOverlay=nullptr; }
2452 if (pMeshInstance) { delete pMeshInstance; pMeshInstance = nullptr; }
2453 }
2454
MenuCommand(const char * szCommand)2455 bool C4Object::MenuCommand(const char *szCommand)
2456 {
2457 // Native script execution
2458 if (!Def || !Status) return false;
2459 return !! ::AulExec.DirectExec(this, szCommand, "MenuCommand");
2460 }
2461
SetSolidMask(int32_t iX,int32_t iY,int32_t iWdt,int32_t iHgt,int32_t iTX,int32_t iTY)2462 void C4Object::SetSolidMask(int32_t iX, int32_t iY, int32_t iWdt, int32_t iHgt, int32_t iTX, int32_t iTY)
2463 {
2464 // remove old
2465 if (pSolidMaskData) { delete pSolidMaskData; pSolidMaskData=nullptr; }
2466 // set new data
2467 SolidMask.Set(iX,iY,iWdt,iHgt,iTX,iTY);
2468 // re-put if valid
2469 if (CheckSolidMaskRect()) UpdateSolidMask(false);
2470 }
2471
SetHalfVehicleSolidMask(bool set)2472 void C4Object::SetHalfVehicleSolidMask(bool set)
2473 {
2474 if (!pSolidMaskData) return;
2475 HalfVehicleSolidMask = set;
2476 pSolidMaskData->SetHalfVehicle(set);
2477 }
2478
CheckSolidMaskRect()2479 bool C4Object::CheckSolidMaskRect()
2480 {
2481 // Ensure SolidMask rect lies within bounds of SolidMask bitmap in definition
2482 CSurface8 *sfcGraphics = Def->pSolidMask;
2483 if (!sfcGraphics)
2484 {
2485 // no graphics to set solid in
2486 SolidMask.Set(0,0,0,0,0,0);
2487 return false;
2488 }
2489 SolidMask.Set(std::max<int32_t>(SolidMask.x,0), std::max<int32_t>(SolidMask.y,0),
2490 std::min<int32_t>(SolidMask.Wdt,sfcGraphics->Wdt-SolidMask.x), std::min<int32_t>(SolidMask.Hgt, sfcGraphics->Hgt-SolidMask.y),
2491 SolidMask.tx, SolidMask.ty);
2492 if (SolidMask.Hgt<=0) SolidMask.Wdt=0;
2493 return SolidMask.Wdt>0;
2494 }
2495
SyncClearance()2496 void C4Object::SyncClearance()
2497 {
2498 // Misc. no-save safeties
2499 Action.t_attach = CNAT_None;
2500 InMat = MNone;
2501 t_contact = 0;
2502 // Update OCF
2503 SetOCF();
2504 // Menu
2505 CloseMenu(true);
2506 // Material contents
2507 if (MaterialContents) delete MaterialContents; MaterialContents=nullptr;
2508 // reset speed of staticback-objects
2509 if (Category & C4D_StaticBack)
2510 {
2511 xdir = ydir = 0;
2512 }
2513 }
2514
DrawSelectMark(C4TargetFacet & cgo) const2515 void C4Object::DrawSelectMark(C4TargetFacet &cgo) const
2516 {
2517 // Status
2518 if (!Status) return;
2519 // No select marks in film playback
2520 if (Game.C4S.Head.Film && Game.C4S.Head.Replay) return;
2521 // target pos (parallax)
2522 float offX, offY, newzoom;
2523 GetDrawPosition(cgo, offX, offY, newzoom);
2524 // Output boundary
2525 if (!Inside<float>(offX, cgo.X, cgo.X + cgo.Wdt)
2526 || !Inside<float>(offY, cgo.Y, cgo.Y + cgo.Hgt)) return;
2527 // Draw select marks
2528 float cox = offX + Shape.GetX() - cgo.X + cgo.X - 2;
2529 float coy = offY + Shape.GetY() - cgo.Y + cgo.Y - 2;
2530 GfxR->fctSelectMark.Draw(cgo.Surface,cox,coy,0);
2531 GfxR->fctSelectMark.Draw(cgo.Surface,cox+Shape.Wdt,coy,1);
2532 GfxR->fctSelectMark.Draw(cgo.Surface,cox,coy+Shape.Hgt,2);
2533 GfxR->fctSelectMark.Draw(cgo.Surface,cox+Shape.Wdt,coy+Shape.Hgt,3);
2534 }
2535
ClearCommands()2536 void C4Object::ClearCommands()
2537 {
2538 C4Command *pNext;
2539 while (Command)
2540 {
2541 pNext=Command->Next;
2542 if (!Command->iExec)
2543 delete Command;
2544 else
2545 Command->iExec = 2;
2546 Command=pNext;
2547 }
2548 }
2549
ClearCommand(C4Command * pUntil)2550 void C4Object::ClearCommand(C4Command *pUntil)
2551 {
2552 C4Command *pCom,*pNext;
2553 for (pCom=Command; pCom; pCom=pNext)
2554 {
2555 // Last one to clear
2556 if (pCom==pUntil) pNext=nullptr;
2557 // Next one to clear after this
2558 else pNext=pCom->Next;
2559 Command=pCom->Next;
2560 if (!pCom->iExec)
2561 delete pCom;
2562 else
2563 pCom->iExec = 2;
2564 }
2565 }
2566
AddCommand(int32_t iCommand,C4Object * pTarget,C4Value iTx,int32_t iTy,int32_t iUpdateInterval,C4Object * pTarget2,bool fInitEvaluation,C4Value iData,bool fAppend,int32_t iRetries,C4String * szText,int32_t iBaseMode)2567 bool C4Object::AddCommand(int32_t iCommand, C4Object *pTarget, C4Value iTx, int32_t iTy,
2568 int32_t iUpdateInterval, C4Object *pTarget2,
2569 bool fInitEvaluation, C4Value iData, bool fAppend,
2570 int32_t iRetries, C4String *szText, int32_t iBaseMode)
2571 {
2572 // Command stack size safety
2573 const int32_t MaxCommandStack = 35;
2574 C4Command *pCom,*pLast; int32_t iCommands;
2575 for (pCom=Command,iCommands=0; pCom; pCom=pCom->Next,iCommands++) {}
2576 if (iCommands>=MaxCommandStack) return false;
2577 // Valid command safety
2578 if (!Inside(iCommand,C4CMD_First,C4CMD_Last)) return false;
2579 // Allocate and set new command
2580 if (!(pCom=new C4Command)) return false;
2581 pCom->Set(iCommand,this,pTarget,iTx,iTy,pTarget2,iData,
2582 iUpdateInterval,!fInitEvaluation,iRetries,szText,iBaseMode);
2583 // Append to bottom of stack
2584 if (fAppend)
2585 {
2586 for (pLast=Command; pLast && pLast->Next; pLast=pLast->Next) {}
2587 if (pLast) pLast->Next=pCom;
2588 else Command=pCom;
2589 }
2590 // Add to top of command stack
2591 else
2592 {
2593 pCom->Next=Command;
2594 Command=pCom;
2595 }
2596 // Success
2597 return true;
2598 }
2599
SetCommand(int32_t iCommand,C4Object * pTarget,C4Value iTx,int32_t iTy,C4Object * pTarget2,bool fControl,C4Value iData,int32_t iRetries,C4String * szText)2600 void C4Object::SetCommand(int32_t iCommand, C4Object *pTarget, C4Value iTx, int32_t iTy,
2601 C4Object *pTarget2, bool fControl, C4Value iData,
2602 int32_t iRetries, C4String *szText)
2603 {
2604 // Clear stack
2605 ClearCommands();
2606 // Close menu
2607 if (fControl)
2608 if (!CloseMenu(false)) return;
2609 // Script overload
2610 if (fControl)
2611 if (!!Call(PSF_ControlCommand,&C4AulParSet(CommandName(iCommand),
2612 pTarget,
2613 iTx,
2614 iTy,
2615 pTarget2,
2616 iData)))
2617 return;
2618 // Inside vehicle control overload
2619 if (Contained)
2620 if (Contained->Def->VehicleControl & C4D_VehicleControl_Inside)
2621 {
2622 Contained->Controller=Controller;
2623 if (!!Contained->Call(PSF_ControlCommand,&C4AulParSet(CommandName(iCommand),
2624 pTarget,
2625 iTx,
2626 iTy,
2627 pTarget2,
2628 iData,
2629 this)))
2630 return;
2631 }
2632 // Outside vehicle control overload
2633 if (GetProcedure()==DFA_PUSH)
2634 if (Action.Target) if (Action.Target->Def->VehicleControl & C4D_VehicleControl_Outside)
2635 {
2636 Action.Target->Controller=Controller;
2637 if (!!Action.Target->Call(PSF_ControlCommand,&C4AulParSet(CommandName(iCommand),
2638 pTarget,
2639 iTx,
2640 iTy,
2641 pTarget2,
2642 iData)))
2643 return;
2644 }
2645 // Add new command
2646 AddCommand(iCommand,pTarget,iTx,iTy,0,pTarget2,true,iData,false,iRetries,szText,C4CMD_Mode_Base);
2647 }
2648
FindCommand(int32_t iCommandType) const2649 C4Command *C4Object::FindCommand(int32_t iCommandType) const
2650 {
2651 // seek all commands
2652 for (C4Command *pCom = Command; pCom; pCom=pCom->Next)
2653 if (pCom->Command == iCommandType) return pCom;
2654 // nothing found
2655 return nullptr;
2656 }
2657
ExecuteCommand()2658 bool C4Object::ExecuteCommand()
2659 {
2660 // Execute first command
2661 if (Command) Command->Execute();
2662 // Command finished: engine call
2663 if (Command && Command->Finished)
2664 Call(PSF_ControlCommandFinished,&C4AulParSet(CommandName(Command->Command), Command->Target, Command->Tx, Command->Ty, Command->Target2, Command->Data));
2665 // Clear finished commands
2666 while (Command && Command->Finished) ClearCommand(Command);
2667 // Done
2668 return true;
2669 }
2670
Resort()2671 void C4Object::Resort()
2672 {
2673 // Flag resort
2674 Unsorted=true;
2675 Game.fResortAnyObject = true;
2676 // Must not immediately resort - link change/removal would crash Game::ExecObjects
2677 }
2678
GetAction() const2679 C4PropList* C4Object::GetAction() const
2680 {
2681 C4Value value;
2682 GetProperty(P_Action, &value);
2683 return value.getPropList();
2684 }
2685
SetAction(C4PropList * Act,C4Object * pTarget,C4Object * pTarget2,int32_t iCalls,bool fForce)2686 bool C4Object::SetAction(C4PropList * Act, C4Object *pTarget, C4Object *pTarget2, int32_t iCalls, bool fForce)
2687 {
2688 C4Value vLastAction;
2689 GetProperty(P_Action, &vLastAction);
2690 C4PropList * LastAction = vLastAction.getPropList();
2691 int32_t iLastPhase=Action.Phase;
2692 C4Object *pLastTarget = Action.Target;
2693 C4Object *pLastTarget2 = Action.Target2;
2694 // No other action
2695 if (LastAction)
2696 if (LastAction->GetPropertyInt(P_NoOtherAction) && !fForce)
2697 if (Act != LastAction)
2698 return false;
2699 // Set animation on instance. Abort if the mesh does not have
2700 // such an animation.
2701 if (pMeshInstance)
2702 {
2703 if (Action.Animation) pMeshInstance->StopAnimation(Action.Animation);
2704 Action.Animation = nullptr;
2705
2706 C4String* Animation = Act ? Act->GetPropertyStr(P_Animation) : nullptr;
2707 if (Animation)
2708 {
2709 // note that weight is ignored
2710 Action.Animation = pMeshInstance->PlayAnimation(Animation->GetData(), 0, nullptr, new C4ValueProviderAction(this), new C4ValueProviderConst(itofix(1)), true);
2711 }
2712 }
2713 // Stop previous act sound
2714 if (LastAction)
2715 if (Act != LastAction)
2716 if (LastAction->GetPropertyStr(P_Sound))
2717 StopSoundEffect(LastAction->GetPropertyStr(P_Sound)->GetCStr(),this);
2718 // Unfullcon objects no action
2719 if (Con<FullCon)
2720 if (!Def->IncompleteActivity)
2721 Act = nullptr;
2722 // Reset action time on change
2723 if (Act!=LastAction)
2724 {
2725 Action.Time=0;
2726 // reset action data and targets if procedure is changed
2727 if ((Act ? Act->GetPropertyP(P_Procedure) : -1)
2728 != (LastAction ? LastAction->GetPropertyP(P_Procedure) : -1))
2729 {
2730 Action.Data = 0;
2731 Action.Target = nullptr;
2732 Action.Target2 = nullptr;
2733 }
2734 }
2735 // Set new action
2736 SetProperty(P_Action, C4VPropList(Act));
2737 Action.Phase=Action.PhaseDelay=0;
2738 // Set target if specified
2739 if (pTarget) Action.Target=pTarget;
2740 if (pTarget2) Action.Target2=pTarget2;
2741 // Set Action Facet
2742 UpdateActionFace();
2743 // update flipdir
2744 if ((LastAction ? LastAction->GetPropertyInt(P_FlipDir) : 0)
2745 != (Act ? Act->GetPropertyInt(P_FlipDir) : 0)) UpdateFlipDir();
2746 // Start act sound
2747 if (Act)
2748 if (Act != LastAction)
2749 if (Act->GetPropertyStr(P_Sound))
2750 StartSoundEffect(Act->GetPropertyStr(P_Sound)->GetCStr(),+1,100,this);
2751 // Reset OCF
2752 SetOCF();
2753 // issue calls
2754 // Execute EndCall for last action
2755 if (iCalls & SAC_EndCall && !fForce)
2756 if (LastAction)
2757 {
2758 if (LastAction->GetPropertyStr(P_EndCall))
2759 {
2760 C4Def *pOldDef = Def;
2761 Call(LastAction->GetPropertyStr(P_EndCall)->GetCStr());
2762 // abort exeution if def changed
2763 if (Def != pOldDef || !Status) return true;
2764 }
2765 }
2766 // Execute AbortCall for last action
2767 if (iCalls & SAC_AbortCall && !fForce)
2768 if (LastAction)
2769 {
2770 if (LastAction->GetPropertyStr(P_AbortCall))
2771 {
2772 C4Def *pOldDef = Def;
2773 if (pLastTarget && !pLastTarget->Status) pLastTarget = nullptr;
2774 if (pLastTarget2 && !pLastTarget2->Status) pLastTarget2 = nullptr;
2775 Call(LastAction->GetPropertyStr(P_AbortCall)->GetCStr(), &C4AulParSet(iLastPhase, pLastTarget, pLastTarget2));
2776 // abort exeution if def changed
2777 if (Def != pOldDef || !Status) return true;
2778 }
2779 }
2780 // Execute StartCall for new action
2781 if (iCalls & SAC_StartCall)
2782 if (Act)
2783 {
2784 if (Act->GetPropertyStr(P_StartCall))
2785 {
2786 C4Def *pOldDef = Def;
2787 Call(Act->GetPropertyStr(P_StartCall)->GetCStr());
2788 // abort exeution if def changed
2789 if (Def != pOldDef || !Status) return true;
2790 }
2791 }
2792
2793 C4Def *pOldDef = Def;
2794 Call(PSF_OnActionChanged, &C4AulParSet(LastAction ? LastAction->GetName() : "Idle"));
2795 if (Def != pOldDef || !Status) return true;
2796
2797 return true;
2798 }
2799
UpdateActionFace()2800 void C4Object::UpdateActionFace()
2801 {
2802 // Default: no action face
2803 Action.Facet.Default();
2804 // Active: get action facet from action definition
2805 C4PropList* pActionDef = GetAction();
2806 if (pActionDef)
2807 {
2808 if (pActionDef->GetPropertyInt(P_Wdt)>0)
2809 {
2810 Action.Facet.Set(GetGraphics()->GetBitmap(Color),
2811 pActionDef->GetPropertyInt(P_X),pActionDef->GetPropertyInt(P_Y),
2812 pActionDef->GetPropertyInt(P_Wdt),pActionDef->GetPropertyInt(P_Hgt));
2813 Action.FacetX=pActionDef->GetPropertyInt(P_OffX);
2814 Action.FacetY=pActionDef->GetPropertyInt(P_OffY);
2815 }
2816 }
2817 }
2818
SetActionByName(C4String * ActName,C4Object * pTarget,C4Object * pTarget2,int32_t iCalls,bool fForce)2819 bool C4Object::SetActionByName(C4String *ActName,
2820 C4Object *pTarget, C4Object *pTarget2,
2821 int32_t iCalls, bool fForce)
2822 {
2823 assert(ActName);
2824 // If we get the null string or ActIdle by name, set ActIdle
2825 if (!ActName || ActName == &Strings.P[P_Idle])
2826 return SetAction(nullptr,nullptr,nullptr,iCalls,fForce);
2827 C4Value ActMap; GetProperty(P_ActMap, &ActMap);
2828 if (!ActMap.getPropList()) return false;
2829 C4Value Action; ActMap.getPropList()->GetPropertyByS(ActName, &Action);
2830 if (!Action.getPropList()) return false;
2831 return SetAction(Action.getPropList(),pTarget,pTarget2,iCalls,fForce);
2832 }
2833
SetActionByName(const char * szActName,C4Object * pTarget,C4Object * pTarget2,int32_t iCalls,bool fForce)2834 bool C4Object::SetActionByName(const char * szActName,
2835 C4Object *pTarget, C4Object *pTarget2,
2836 int32_t iCalls, bool fForce)
2837 {
2838 C4String * ActName = Strings.RegString(szActName);
2839 ActName->IncRef();
2840 bool r = SetActionByName(ActName, pTarget, pTarget2, iCalls, fForce);
2841 ActName->DecRef();
2842 return r;
2843 }
2844
SetDir(int32_t iDir)2845 void C4Object::SetDir(int32_t iDir)
2846 {
2847 // Not active
2848 C4PropList* pActionDef = GetAction();
2849 if (!pActionDef) return;
2850 // Invalid direction
2851 if (!Inside<int32_t>(iDir,0,pActionDef->GetPropertyInt(P_Directions)-1)) return;
2852 // Execute turn action
2853 if (iDir != Action.Dir)
2854 if (pActionDef->GetPropertyStr(P_TurnAction))
2855 { SetActionByName(pActionDef->GetPropertyStr(P_TurnAction)); }
2856 // Set dir
2857 Action.Dir=iDir;
2858 // update by flipdir?
2859 if (pActionDef->GetPropertyInt(P_FlipDir))
2860 UpdateFlipDir();
2861 else
2862 Action.DrawDir=iDir;
2863 }
2864
GetProcedure() const2865 int32_t C4Object::GetProcedure() const
2866 {
2867 C4PropList* pActionDef = GetAction();
2868 if (!pActionDef) return -1;
2869 return pActionDef->GetPropertyP(P_Procedure);
2870 }
2871
GrabLost(C4Object * cObj,C4Object * prev_target)2872 void GrabLost(C4Object *cObj, C4Object *prev_target)
2873 {
2874 // Grab lost script call on target (quite hacky stuff...)
2875 if (prev_target && prev_target->Status) prev_target->Call(PSF_GrabLost);
2876 // Clear commands down to first PushTo (if any) in command stack
2877 for (C4Command *pCom=cObj->Command; pCom; pCom=pCom->Next)
2878 if (pCom->Next && pCom->Next->Command==C4CMD_PushTo)
2879 {
2880 cObj->ClearCommand(pCom);
2881 break;
2882 }
2883 }
2884
2885 static void DoGravity(C4Object *cobj);
2886
NoAttachAction()2887 void C4Object::NoAttachAction()
2888 {
2889 // Active objects
2890 if (GetAction())
2891 {
2892 int32_t iProcedure = GetProcedure();
2893 C4Object *prev_target = Action.Target;
2894 // Scaling upwards: corner scale
2895 if (iProcedure == DFA_SCALE && Action.ComDir != COMD_Stop && ComDirLike(Action.ComDir, COMD_Up))
2896 if (ObjectActionCornerScale(this)) return;
2897 if (iProcedure == DFA_SCALE && Action.ComDir == COMD_Left && Action.Dir == DIR_Left)
2898 if (ObjectActionCornerScale(this)) return;
2899 if (iProcedure == DFA_SCALE && Action.ComDir == COMD_Right && Action.Dir == DIR_Right)
2900 if (ObjectActionCornerScale(this)) return;
2901 // Scaling and stopped: fall off to side (avoid zuppel)
2902 if ((iProcedure == DFA_SCALE) && (Action.ComDir == COMD_Stop))
2903 {
2904 if (Action.Dir == DIR_Left)
2905 { if (ObjectActionJump(this,itofix(1),Fix0,false)) return; }
2906 else
2907 { if (ObjectActionJump(this,itofix(-1),Fix0,false)) return; }
2908 }
2909 // Pushing: grab loss
2910 if (iProcedure==DFA_PUSH) GrabLost(this, prev_target);
2911 // Else jump
2912 ObjectActionJump(this,xdir,ydir,false);
2913 }
2914 // Inactive objects, simple mobile natural gravity
2915 else
2916 {
2917 DoGravity(this);
2918 Mobile=true;
2919 }
2920 }
2921
ContactAction()2922 void C4Object::ContactAction()
2923 {
2924 // Take certain action on contact. Evaluate t_contact-CNAT and Procedure.
2925
2926 // Determine Procedure
2927 C4PropList* pActionDef = GetAction();
2928 if (!pActionDef) return;
2929 int32_t iProcedure=pActionDef->GetPropertyP(P_Procedure);
2930 int32_t fDisabled=pActionDef->GetPropertyInt(P_ObjectDisabled);
2931
2932 //------------------------------- Hit Bottom ---------------------------------------------
2933 if (t_contact & CNAT_Bottom)
2934 switch (iProcedure)
2935 {
2936 case DFA_FLIGHT:
2937 if (ydir < 0) return;
2938 // Jump: FlatHit / HardHit / Walk
2939 if ((OCF & OCF_HitSpeed4) || fDisabled)
2940 if (ObjectActionFlat(this,Action.Dir)) return;
2941 if (OCF & OCF_HitSpeed3)
2942 if (ObjectActionKneel(this)) return;
2943 ObjectActionWalk(this);
2944 ydir = 0;
2945 return;
2946 case DFA_SCALE:
2947 // Scale down: stand
2948 if (ComDirLike(Action.ComDir, COMD_Down))
2949 {
2950 ObjectActionStand(this);
2951 return;
2952 }
2953 break;
2954 case DFA_DIG:
2955 // no special action
2956 break;
2957 case DFA_SWIM:
2958 // Try corner scale out
2959 if (!GBackSemiSolid(GetX(),GetY()-1+Def->Float*Con/FullCon-1))
2960 if (ObjectActionCornerScale(this)) return;
2961 break;
2962 }
2963
2964 //------------------------------- Hit Ceiling -----------------------------------------
2965 if (t_contact & CNAT_Top)
2966 switch (iProcedure)
2967 {
2968 case DFA_WALK:
2969 // Walk: Stop
2970 ObjectActionStand(this); return;
2971 case DFA_SCALE:
2972 // Scale: Try hangle, else stop if going upward
2973 if (ComDirLike(Action.ComDir, COMD_Up))
2974 {
2975 if (ObjectActionHangle(this))
2976 {
2977 SetDir(Action.Dir == DIR_Left ? DIR_Right : DIR_Left);
2978 return;
2979 }
2980 Action.ComDir=COMD_Stop;
2981 }
2982 break;
2983 case DFA_FLIGHT:
2984 // Jump: Try hangle, else bounce off
2985 // High Speed Flight: Tumble
2986 if ((OCF & OCF_HitSpeed3) || fDisabled)
2987 { ObjectActionTumble(this, Action.Dir, xdir, ydir); break; }
2988 if (ObjectActionHangle(this)) return;
2989 break;
2990 case DFA_DIG:
2991 // No action
2992 break;
2993 case DFA_HANGLE:
2994 Action.ComDir=COMD_Stop;
2995 break;
2996 }
2997
2998 //---------------------------- Hit Left Wall ----------------------------------------
2999 if (t_contact & CNAT_Left)
3000 {
3001 switch (iProcedure)
3002 {
3003 case DFA_FLIGHT:
3004 // High Speed Flight: Tumble
3005 if ((OCF & OCF_HitSpeed3) || fDisabled)
3006 { ObjectActionTumble(this, DIR_Left, xdir, ydir); break; }
3007 // Else
3008 else if (!ComDirLike(Action.ComDir, COMD_Right) && ObjectActionScale(this,DIR_Left)) return;
3009 break;
3010 case DFA_WALK:
3011 // Walk: Try scale
3012 if (ComDirLike(Action.ComDir, COMD_Left))
3013 {
3014 if (ObjectActionScale(this,DIR_Left))
3015 {
3016 ydir = C4REAL100(-1);
3017 return;
3018 }
3019 }
3020 // Heading away from solid
3021 if (ComDirLike(Action.ComDir, COMD_Right))
3022 {
3023 // Slide off
3024 ObjectActionJump(this,xdir/2,ydir,false);
3025 }
3026 return;
3027 case DFA_SWIM:
3028 // Only scale if swimming at the surface
3029 if (!GBackSemiSolid(GetX(),GetY()-1+Def->Float*Con/FullCon-1))
3030 {
3031 // Try scale, only if swimming at the surface.
3032 if (ComDirLike(Action.ComDir, COMD_Left))
3033 if (ObjectActionScale(this,DIR_Left)) return;
3034 // Try corner scale out
3035 if (ObjectActionCornerScale(this)) return;
3036 }
3037 return;
3038 case DFA_HANGLE:
3039 // Hangle: Try scale
3040 if (ObjectActionScale(this,DIR_Left))
3041 {
3042 ydir = C4REAL100(1);
3043 return;
3044 }
3045 return;
3046 case DFA_DIG:
3047 // Dig: no action
3048 break;
3049 }
3050 }
3051
3052 //------------------------------ Hit Right Wall --------------------------------------
3053 if (t_contact & CNAT_Right)
3054 {
3055 switch (iProcedure)
3056 {
3057 case DFA_FLIGHT:
3058 // High Speed Flight: Tumble
3059 if ((OCF & OCF_HitSpeed3) || fDisabled)
3060 { ObjectActionTumble(this, DIR_Right, xdir, ydir); break; }
3061 // Else Scale
3062 else if (!ComDirLike(Action.ComDir, COMD_Left) && ObjectActionScale(this,DIR_Right)) return;
3063 break;
3064 case DFA_WALK:
3065 // Walk: Try scale
3066 if (ComDirLike(Action.ComDir, COMD_Right))
3067 {
3068 if (ObjectActionScale(this,DIR_Right))
3069 {
3070 ydir = C4REAL100(-1);
3071 return;
3072 }
3073 }
3074 // Heading away from solid
3075 if (ComDirLike(Action.ComDir, COMD_Left))
3076 {
3077 // Slide off
3078 ObjectActionJump(this,xdir/2,ydir,false);
3079 }
3080 return;
3081 case DFA_SWIM:
3082 // Only scale if swimming at the surface
3083 if (!GBackSemiSolid(GetX(),GetY()-1+Def->Float*Con/FullCon-1))
3084 {
3085 // Try scale
3086 if (ComDirLike(Action.ComDir, COMD_Right))
3087 if (ObjectActionScale(this,DIR_Right)) return;
3088 // Try corner scale out
3089 if (ObjectActionCornerScale(this)) return;
3090 }
3091 return;
3092 case DFA_HANGLE:
3093 // Hangle: Try scale
3094 if (ObjectActionScale(this,DIR_Right))
3095 {
3096 ydir = C4REAL100(1);
3097 return;
3098 }
3099 return;
3100 case DFA_DIG:
3101 // Dig: no action
3102 break;
3103 }
3104 }
3105
3106 //---------------------------- Unresolved Cases ---------------------------------------
3107
3108 // Flight stuck
3109 if (iProcedure==DFA_FLIGHT)
3110 {
3111 // Enforce slide free (might slide through tiny holes this way)
3112 if (!ydir)
3113 {
3114 int fAllowDown = !(t_contact & CNAT_Bottom);
3115 if (t_contact & CNAT_Right)
3116 {
3117 ForcePosition(fix_x - 1, fix_y + fAllowDown);
3118 xdir=ydir=0;
3119 }
3120 if (t_contact & CNAT_Left)
3121 {
3122 ForcePosition(fix_x + 1, fix_y + fAllowDown);
3123 xdir=ydir=0;
3124 }
3125 }
3126 if (!xdir)
3127 {
3128 if (t_contact & CNAT_Top)
3129 {
3130 ForcePosition(fix_x, fix_y + 1);
3131 xdir=ydir=0;
3132 }
3133 }
3134 }
3135 }
3136
Towards(C4Real & val,C4Real target,C4Real step)3137 void Towards(C4Real &val, C4Real target, C4Real step)
3138 {
3139 if (val==target) return;
3140 if (Abs(val-target)<=step) { val=target; return; }
3141 if (val<target) val+=step; else val-=step;
3142 }
3143
DoBridge(C4Object * clk)3144 bool DoBridge(C4Object *clk)
3145 {
3146 int32_t iBridgeTime; bool fMoveClonk, fWall; int32_t iBridgeMaterial;
3147 clk->Action.GetBridgeData(iBridgeTime, fMoveClonk, fWall, iBridgeMaterial);
3148 if (!iBridgeTime) iBridgeTime = 100; // default bridge time
3149 if (clk->Action.Time>=iBridgeTime) { ObjectActionStand(clk); return false; }
3150 // get bridge advancement
3151 int32_t dtp;
3152 if (fWall) switch (clk->Action.ComDir)
3153 {
3154 case COMD_Left: case COMD_Right: dtp = 4; fMoveClonk = false; break; // vertical wall: default 25 pixels
3155 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)
3156 case COMD_Up: dtp = 5; break; // horizontal roof over Clonk
3157 default: return true; // bridge procedure just for show
3158 }
3159 else switch (clk->Action.ComDir)
3160 {
3161 case COMD_Left: case COMD_Right: dtp = 5; break; // horizontal bridges: default 20 pixels
3162 case COMD_Up: dtp = 4; break; // vertical bridges: default 25 pixels (same as
3163 case COMD_UpLeft: case COMD_UpRight: dtp = 6; break; // diagonal bridges: default 16 pixels up and 16 pixels side (23 pixels)
3164 default: return true; // bridge procedure just for show
3165 }
3166 if (clk->Action.Time % dtp) return true; // no advancement in this frame
3167 // get target pos for Clonk and bridge
3168 int32_t cx=clk->GetX(), cy=clk->GetY(), cw=clk->Shape.Wdt, ch=clk->Shape.Hgt;
3169 int32_t tx=cx,ty=cy+ch/2;
3170 int32_t dt;
3171 if (fMoveClonk) dt = 0; else dt = clk->Action.Time / dtp;
3172 if (fWall) switch (clk->Action.ComDir)
3173 {
3174 case COMD_Left: tx-=cw/2; ty+=-dt; break;
3175 case COMD_Right: tx+=cw/2; ty+=-dt; break;
3176 case COMD_Up:
3177 {
3178 int32_t x0;
3179 if (fMoveClonk) x0=-3; else x0=(iBridgeTime/dtp)/-2;
3180 tx+=(x0+dt)*((clk->Action.Dir==DIR_Right)*2-1); cx+=((clk->Action.Dir==DIR_Right)*2-1); ty-=ch+3; break;
3181 }
3182 case COMD_UpLeft: tx-=-4+dt; ty+=-ch-7+dt; break;
3183 case COMD_UpRight: tx+=-4+dt; ty+=-ch-7+dt; break;
3184 }
3185 else switch (clk->Action.ComDir)
3186 {
3187 case COMD_Left: tx+=-3-dt; --cx; break;
3188 case COMD_Right: tx+=+2+dt; ++cx; break;
3189 case COMD_Up: tx+=(-cw/2+(cw-1)*(clk->Action.Dir==DIR_Right))*(!fMoveClonk); ty+=-dt-fMoveClonk; --cy; break;
3190 case COMD_UpLeft: tx+=-5-dt+fMoveClonk*3; ty+=2-dt-fMoveClonk*3; --cx; --cy; break;
3191 case COMD_UpRight: tx+=+5+dt-fMoveClonk*2; ty+=2-dt-fMoveClonk*3; ++cx; --cy; break;
3192 }
3193 // check if Clonk movement is posible
3194 if (fMoveClonk)
3195 {
3196 int32_t cx2=cx, cy2=cy;
3197 if (/*!clk->Shape.Attach(cx2, cy2, (clk->Action.t_attach & CNAT_Flags) | CNAT_Bottom) ||*/ clk->Shape.CheckContact(cx2, cy2-1))
3198 {
3199 // Clonk would collide here: Change to nonmoving Clonk mode and redo bridging
3200 iBridgeTime -= clk->Action.Time;
3201 clk->Action.Time = 0;
3202 if (fWall && clk->Action.ComDir==COMD_Up)
3203 {
3204 // special for roof above Clonk: The nonmoving roof is started at bridgelength before the Clonk
3205 // so, when interrupted, an action time halfway through the action must be set
3206 clk->Action.Time = iBridgeTime;
3207 iBridgeTime += iBridgeTime;
3208 }
3209 clk->Action.SetBridgeData(iBridgeTime, false, fWall, iBridgeMaterial);
3210 return DoBridge(clk);
3211 }
3212 }
3213 // draw bridge into landscape
3214 ::Landscape.DrawMaterialRect(iBridgeMaterial,tx-2,ty,4,3);
3215 // Move Clonk
3216 if (fMoveClonk) clk->MovePosition(cx-clk->GetX(), cy-clk->GetY());
3217 return true;
3218 }
3219
DoGravity(C4Object * cobj)3220 static void DoGravity(C4Object *cobj)
3221 {
3222 // Floatation in liquids
3223 if (cobj->InLiquid && cobj->Def->Float)
3224 {
3225 cobj->ydir-=GravAccel * C4REAL100(80);
3226 if (cobj->ydir<C4REAL100(-160)) cobj->ydir=C4REAL100(-160);
3227 if (cobj->xdir<-FloatFriction) cobj->xdir+=FloatFriction;
3228 if (cobj->xdir>+FloatFriction) cobj->xdir-=FloatFriction;
3229 if (cobj->rdir<-FloatFriction) cobj->rdir+=FloatFriction;
3230 if (cobj->rdir>+FloatFriction) cobj->rdir-=FloatFriction;
3231 // Reduce upwards speed when about to leave liquid to prevent eternal moving up and down.
3232 // Check both for no liquid one and two pixels above the surface, because the object could
3233 // skip one pixel as its speed can be more than 100.
3234 int32_t y_float = cobj->GetY() - 1 + cobj->Def->Float * cobj->GetCon() / FullCon;
3235 if (!GBackLiquid(cobj->GetX(), y_float - 1) || !GBackLiquid(cobj->GetX(), y_float - 2))
3236 if (cobj->ydir < 0)
3237 {
3238 // Reduce the upwards speed and set to zero for small values to prevent fluctuations.
3239 cobj->ydir /= 2;
3240 if (Abs(cobj->ydir) < C4REAL100(10))
3241 cobj->ydir = 0;
3242 }
3243 }
3244 // Free fall gravity
3245 else if (~cobj->Category & C4D_StaticBack)
3246 cobj->ydir+=GravAccel;
3247 }
3248
StopActionDelayCommand(C4Object * cobj)3249 void StopActionDelayCommand(C4Object *cobj)
3250 {
3251 ObjectComStop(cobj);
3252 cobj->AddCommand(C4CMD_Wait,nullptr,0,0,50);
3253 }
3254
ReduceLineSegments(C4Shape & rShape,bool fAlternate)3255 bool ReduceLineSegments(C4Shape &rShape, bool fAlternate)
3256 {
3257 // try if line could go by a path directly when skipping on evertex. If fAlternate is true, try by skipping two vertices
3258 for (int32_t cnt=0; cnt+2+fAlternate<rShape.VtxNum; cnt++)
3259 if (PathFree(rShape.VtxX[cnt],rShape.VtxY[cnt],
3260 rShape.VtxX[cnt+2+fAlternate],rShape.VtxY[cnt+2+fAlternate]))
3261 {
3262 if (fAlternate) rShape.RemoveVertex(cnt+2);
3263 rShape.RemoveVertex(cnt+1);
3264 return true;
3265 }
3266 return false;
3267 }
3268
ExecAction()3269 void C4Object::ExecAction()
3270 {
3271 C4Real iTXDir;
3272 C4Real lftspeed,tydir;
3273 int32_t iTargetX;
3274 int32_t iPushRange,iPushDistance;
3275
3276 // Standard phase advance
3277 int32_t iPhaseAdvance=1;
3278
3279 // Upright attachment check
3280 if (!Mobile)
3281 if (Def->UprightAttach)
3282 if (Inside<int32_t>(GetR(),-StableRange,+StableRange))
3283 {
3284 Action.t_attach|=Def->UprightAttach;
3285 Mobile=true;
3286 }
3287
3288 C4PropList* pActionDef = GetAction();
3289 // No IncompleteActivity? Reset action if there was one
3290 if (!(OCF & OCF_FullCon) && !Def->IncompleteActivity && pActionDef)
3291 {
3292 SetAction(nullptr);
3293 pActionDef = nullptr;
3294 }
3295
3296 // InLiquidAction check
3297 if (InLiquid)
3298 if (pActionDef && pActionDef->GetPropertyStr(P_InLiquidAction))
3299 {
3300 SetActionByName(pActionDef->GetPropertyStr(P_InLiquidAction));
3301 pActionDef = GetAction();
3302 }
3303
3304 // Idle objects do natural gravity only
3305 if (!pActionDef)
3306 {
3307 Action.t_attach = CNAT_None;
3308 if (Mobile) DoGravity(this);
3309 return;
3310 }
3311
3312 C4Real fWalk,fMove;
3313
3314 // Action time advance
3315 Action.Time++;
3316
3317 C4Value Attach;
3318 pActionDef->GetProperty(P_Attach, &Attach);
3319 if (Attach.GetType() != C4V_Nil)
3320 {
3321 Action.t_attach = Attach.getInt();
3322 }
3323 else switch (pActionDef->GetPropertyP(P_Procedure))
3324 {
3325 case DFA_SCALE:
3326 if (Action.Dir == DIR_Left) Action.t_attach = CNAT_Left;
3327 if (Action.Dir == DIR_Right) Action.t_attach = CNAT_Right;
3328 break;
3329 case DFA_HANGLE:
3330 Action.t_attach = CNAT_Top;
3331 break;
3332 case DFA_WALK:
3333 case DFA_KNEEL:
3334 case DFA_THROW:
3335 case DFA_BRIDGE:
3336 case DFA_PUSH:
3337 case DFA_PULL:
3338 case DFA_DIG:
3339 Action.t_attach = CNAT_Bottom;
3340 break;
3341 default:
3342 Action.t_attach = CNAT_None;
3343 }
3344
3345 // if an object is in controllable state, so it can be assumed that if it dies later because of NO_OWNER's cause,
3346 // it has been its own fault and not the fault of the last one who threw a flint on it
3347 // do not reset for burning objects to make sure the killer is set correctly if they fall out of the map while burning
3348 if (!pActionDef->GetPropertyInt(P_ObjectDisabled) && pActionDef->GetPropertyP(P_Procedure) != DFA_FLIGHT && !OnFire)
3349 LastEnergyLossCausePlayer = NO_OWNER;
3350
3351 // Handle Default Action Procedure: evaluates Procedure and Action.ComDir
3352 // Update xdir,ydir,Action.Dir,attachment,iPhaseAdvance
3353 int32_t dir = Action.Dir;
3354 C4Real accel = C4REAL100(pActionDef->GetPropertyInt(P_Accel));
3355 C4Real decel = accel;
3356 {
3357 C4Value decel_val;
3358 pActionDef->GetProperty(P_Decel, &decel_val);
3359 if (decel_val.GetType() != C4V_Nil)
3360 decel = C4REAL100(decel_val.getInt());
3361 }
3362 C4Real limit = C4REAL100(pActionDef->GetPropertyInt(P_Speed));
3363
3364 switch (pActionDef->GetPropertyP(P_Procedure))
3365 {
3366 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
3367 case DFA_WALK:
3368 switch (Action.ComDir)
3369 {
3370 case COMD_Left: case COMD_UpLeft: case COMD_DownLeft:
3371 // breaaak!!!
3372 if (dir == DIR_Right)
3373 xdir-=decel;
3374 else
3375 xdir-=accel;
3376 if (xdir<-limit) xdir=-limit;
3377 break;
3378 case COMD_Right: case COMD_UpRight: case COMD_DownRight:
3379 if (dir == DIR_Left)
3380 xdir+=decel;
3381 else
3382 xdir+=accel;
3383 if (xdir>+limit) xdir=+limit;
3384 break;
3385 case COMD_Stop: case COMD_Up: case COMD_Down:
3386 if (xdir<0) xdir+=decel;
3387 if (xdir>0) xdir-=decel;
3388 if ((xdir>-decel) && (xdir<+decel)) xdir=0;
3389 break;
3390 }
3391 iPhaseAdvance=0;
3392 if (xdir<0)
3393 {
3394 if (dir != DIR_Left) { SetDir(DIR_Left); xdir = -1; }
3395 iPhaseAdvance=-fixtoi(xdir*10);
3396 }
3397 if (xdir>0)
3398 {
3399 if (dir != DIR_Right) { SetDir(DIR_Right); xdir = 1; }
3400 iPhaseAdvance=+fixtoi(xdir*10);
3401 }
3402
3403 Mobile=true;
3404 // object is rotateable? adjust to ground, if in horizontal movement or not attached to the center vertex
3405 if (Def->Rotateable && Shape.AttachMat != MNone && (!!xdir || Def->Shape.VtxX[Shape.iAttachVtx]))
3406 AdjustWalkRotation(20, 20, 100);
3407 else
3408 rdir=0;
3409 break;
3410 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
3411 case DFA_KNEEL:
3412 ydir=0;
3413 Mobile=true;
3414 break;
3415 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
3416 case DFA_SCALE:
3417 {
3418 int ComDir = Action.ComDir;
3419 if (Shape.CheckScaleToWalk(GetX(), GetY()))
3420 {
3421 ObjectActionWalk(this);
3422 return;
3423 }
3424 if ((Action.Dir == DIR_Left && ComDir == COMD_Left) || (Action.Dir == DIR_Right && ComDir == COMD_Right))
3425 {
3426 ComDir = COMD_Up;
3427 }
3428 switch (ComDir)
3429 {
3430 case COMD_Up: case COMD_UpRight: case COMD_UpLeft:
3431 if (ydir > 0) ydir -= decel;
3432 else ydir -= accel;
3433 if (ydir < -limit) ydir = -limit; break;
3434 case COMD_Down: case COMD_DownRight: case COMD_DownLeft:
3435 if (ydir < 0) ydir += decel;
3436 else ydir += accel;
3437 if (ydir > +limit) ydir = +limit; break;
3438 case COMD_Left: case COMD_Right: case COMD_Stop:
3439 if (ydir < 0) ydir += decel;
3440 if (ydir > 0) ydir -= decel;
3441 if ((ydir > -decel) && (ydir < +decel)) ydir = 0;
3442 break;
3443 }
3444 iPhaseAdvance=0;
3445 if (ydir<0) iPhaseAdvance=-fixtoi(ydir*14);
3446 if (ydir>0) iPhaseAdvance=+fixtoi(ydir*14);
3447 xdir=0;
3448 Mobile=true;
3449 break;
3450 }
3451 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
3452 case DFA_HANGLE:
3453 switch (Action.ComDir)
3454 {
3455 case COMD_Left: case COMD_UpLeft: case COMD_DownLeft:
3456 if (xdir > 0) xdir -= decel;
3457 else xdir -= accel;
3458 if (xdir < -limit) xdir = -limit;
3459 break;
3460 case COMD_Right: case COMD_UpRight: case COMD_DownRight:
3461 if (xdir < 0) xdir += decel;
3462 else xdir += accel;
3463 if (xdir > +limit) xdir = +limit;
3464 break;
3465 case COMD_Up:
3466 if (Action.Dir == DIR_Left)
3467 if (xdir > 0) xdir -= decel;
3468 else xdir -= accel;
3469 else
3470 if (xdir < 0) xdir += decel;
3471 else xdir += accel;
3472 if (xdir < -limit) xdir = -limit;
3473 if (xdir > +limit) xdir = +limit;
3474 break;
3475 case COMD_Stop: case COMD_Down:
3476 if (xdir < 0) xdir += decel;
3477 if (xdir > 0) xdir -= decel;
3478 if ((xdir > -decel) && (xdir < +decel)) xdir = 0;
3479 break;
3480 }
3481 iPhaseAdvance=0;
3482 if (xdir<0) { iPhaseAdvance=-fixtoi(xdir*10); SetDir(DIR_Left); }
3483 if (xdir>0) { iPhaseAdvance=+fixtoi(xdir*10); SetDir(DIR_Right); }
3484 ydir=0;
3485 Mobile=true;
3486 break;
3487 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
3488 case DFA_FLIGHT:
3489 // Contained: fall out (one try only)
3490 if (!::Game.iTick10)
3491 if (Contained)
3492 {
3493 StopActionDelayCommand(this);
3494 SetCommand(C4CMD_Exit);
3495 }
3496
3497 switch (Action.ComDir)
3498 {
3499 case COMD_Left: case COMD_UpLeft: case COMD_DownLeft:
3500 xdir -= std::max(std::min(limit + xdir, xdir > 0 ? decel : accel), itofix(0));
3501 break;
3502 case COMD_Right: case COMD_UpRight: case COMD_DownRight:
3503 xdir += std::max(std::min(limit - xdir, xdir < 0 ? decel : accel), itofix(0));
3504 break;
3505 }
3506
3507 // Gravity/mobile
3508 DoGravity(this);
3509 Mobile=true;
3510 break;
3511 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
3512 case DFA_DIG:
3513 {
3514 int32_t smpx = GetX(), smpy = GetY();
3515 bool fAttachOK = false;
3516 if (Action.t_attach & CNAT_Bottom && Shape.Attach(smpx,smpy,CNAT_Bottom)) fAttachOK = true;
3517 else if (Action.t_attach & CNAT_Left && Shape.Attach(smpx,smpy,CNAT_Left)) { fAttachOK = true; }
3518 else if (Action.t_attach & CNAT_Right && Shape.Attach(smpx,smpy,CNAT_Right)) { fAttachOK = true; }
3519 else if (Action.t_attach & CNAT_Top && Shape.Attach(smpx,smpy,CNAT_Top)) fAttachOK = true;
3520 if (!fAttachOK)
3521 { ObjectComStopDig(this); return; }
3522 iPhaseAdvance=fixtoi(itofix(40)*limit);
3523
3524 if (xdir < 0) SetDir(DIR_Left); else if (xdir > 0) SetDir(DIR_Right);
3525 Action.t_attach=CNAT_None;
3526 Mobile=true;
3527 break;
3528 }
3529 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
3530 case DFA_SWIM:
3531 // ComDir changes xdir/ydir
3532 switch (Action.ComDir)
3533 {
3534 case COMD_Up: ydir-=accel; break;
3535 case COMD_UpRight: ydir-=accel; xdir+=accel; break;
3536 case COMD_Right: xdir+=accel; break;
3537 case COMD_DownRight:ydir+=accel; xdir+=accel; break;
3538 case COMD_Down: ydir+=accel; break;
3539 case COMD_DownLeft: ydir+=accel; xdir-=accel; break;
3540 case COMD_Left: xdir-=accel; break;
3541 case COMD_UpLeft: ydir-=accel; xdir-=accel; break;
3542 case COMD_Stop:
3543 if (xdir<0) xdir+=decel;
3544 if (xdir>0) xdir-=decel;
3545 if ((xdir>-decel) && (xdir<+decel)) xdir=0;
3546 if (ydir<0) ydir+=decel;
3547 if (ydir>0) ydir-=decel;
3548 if ((ydir>-decel) && (ydir<+decel)) ydir=0;
3549 break;
3550 }
3551
3552 // Out of liquid check
3553 if (!InLiquid)
3554 {
3555 // Just above liquid: move down
3556 if (GBackLiquid(GetX(),GetY()+1+Def->Float*Con/FullCon-1)) ydir=+accel;
3557 // Free fall: walk
3558 else { ObjectActionWalk(this); return; }
3559 }
3560
3561 // xdir/ydir bounds, don't apply if COMD_None
3562 if (Action.ComDir != COMD_None)
3563 {
3564 if (ydir<-limit) ydir=-limit; if (ydir>+limit) ydir=+limit;
3565 if (xdir>+limit) xdir=+limit; if (xdir<-limit) xdir=-limit;
3566 }
3567 // Surface dir bound
3568 if (!GBackLiquid(GetX(),GetY()-1+Def->Float*Con/FullCon-1)) if (ydir<0) ydir=0;
3569 // Dir, Phase, Attach
3570 if (xdir<0) SetDir(DIR_Left);
3571 if (xdir>0) SetDir(DIR_Right);
3572 iPhaseAdvance=fixtoi(limit*10);
3573 Mobile=true;
3574
3575 break;
3576 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
3577 case DFA_THROW:
3578 Mobile=true;
3579 break;
3580 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
3581 case DFA_BRIDGE:
3582 {
3583 if (!DoBridge(this)) return;
3584 switch (Action.ComDir)
3585 {
3586 case COMD_Left: case COMD_UpLeft: SetDir(DIR_Left); break;
3587 case COMD_Right: case COMD_UpRight: SetDir(DIR_Right); break;
3588 }
3589 ydir=0; xdir=0;
3590 Mobile=true;
3591 }
3592 break;
3593 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
3594 case DFA_PUSH:
3595 // No target
3596 if (!Action.Target) { StopActionDelayCommand(this); return; }
3597 // Inside target
3598 if (Contained==Action.Target) { StopActionDelayCommand(this); return; }
3599 // Target pushing force
3600 bool fStraighten;
3601 iTXDir=0; fStraighten=false;
3602 switch (Action.ComDir)
3603 {
3604 case COMD_Left: case COMD_DownLeft: iTXDir=-limit; break;
3605 case COMD_UpLeft: fStraighten=true; iTXDir=-limit; break;
3606 case COMD_Right: case COMD_DownRight: iTXDir=+limit; break;
3607 case COMD_UpRight: fStraighten=true; iTXDir=+limit; break;
3608 case COMD_Up: fStraighten=true; break;
3609 case COMD_Stop: case COMD_Down: iTXDir=0; break;
3610 }
3611 // Push object
3612 if (!Action.Target->Push(iTXDir,accel,fStraighten))
3613 { StopActionDelayCommand(this); return; }
3614 // Set target controller
3615 Action.Target->Controller=Controller;
3616 // ObjectAction got hold check
3617 iPushDistance = std::max(Shape.Wdt/2-8,0);
3618 iPushRange = iPushDistance + 10;
3619 int32_t sax,say,sawdt,sahgt;
3620 Action.Target->GetArea(sax,say,sawdt,sahgt);
3621 // Object lost
3622 if (!Inside(GetX()-sax,-iPushRange,sawdt-1+iPushRange)
3623 || !Inside(GetY()-say,-iPushRange,sahgt-1+iPushRange))
3624 {
3625 C4Object *prev_target = Action.Target;
3626 // Wait command (why, anyway?)
3627 StopActionDelayCommand(this);
3628 // Grab lost action
3629 GrabLost(this, prev_target);
3630 // Done
3631 return;
3632 }
3633 // Follow object (full xdir reset)
3634 // Vertical follow: If object moves out at top, assume it's being pushed upwards and the Clonk must run after it
3635 if (GetY()-iPushDistance > say+sahgt && iTXDir) { if (iTXDir>0) sax+=sawdt/2; sawdt/=2; }
3636 // Horizontal follow
3637 iTargetX=Clamp(GetX(),sax-iPushDistance,sax+sawdt-1+iPushDistance);
3638 if (GetX()==iTargetX) xdir=0;
3639 else { if (GetX()<iTargetX) xdir=+limit; if (GetX()>iTargetX) xdir=-limit; }
3640 // Phase by XDir
3641 if (xdir<0) { iPhaseAdvance=-fixtoi(xdir*10); SetDir(DIR_Left); }
3642 if (xdir>0) { iPhaseAdvance=+fixtoi(xdir*10); SetDir(DIR_Right); }
3643 // No YDir
3644 ydir=0;
3645 Mobile=true;
3646 break;
3647 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
3648 case DFA_PULL:
3649 // No target
3650 if (!Action.Target) { StopActionDelayCommand(this); return; }
3651 // Inside target
3652 if (Contained==Action.Target) { StopActionDelayCommand(this); return; }
3653 // Target contained
3654 if (Action.Target->Contained) { StopActionDelayCommand(this); return; }
3655
3656 int32_t iPullDistance;
3657 int32_t iPullX;
3658
3659 iPullDistance = Action.Target->Shape.Wdt/2 + Shape.Wdt/2;
3660
3661 iTargetX=GetX();
3662 if (Action.ComDir==COMD_Right) iTargetX = Action.Target->GetX()+iPullDistance;
3663 if (Action.ComDir==COMD_Left) iTargetX = Action.Target->GetX()-iPullDistance;
3664
3665 iPullX=Action.Target->GetX();
3666 if (Action.ComDir==COMD_Right) iPullX = GetX()-iPullDistance;
3667 if (Action.ComDir==COMD_Left) iPullX = GetX()+iPullDistance;
3668
3669 fWalk = limit;
3670
3671 fMove = 0;
3672 if (Action.ComDir==COMD_Right) fMove = +fWalk;
3673 if (Action.ComDir==COMD_Left) fMove = -fWalk;
3674
3675 iTXDir = fMove + fWalk * Clamp<int32_t>(iPullX-Action.Target->GetX(),-10,+10) / 10;
3676
3677 // Push object
3678 if (!Action.Target->Push(iTXDir,accel,false))
3679 { StopActionDelayCommand(this); return; }
3680 // Set target controller
3681 Action.Target->Controller=Controller;
3682
3683 // Train pulling: com dir transfer
3684 if ( (Action.Target->GetProcedure()==DFA_WALK)
3685 || (Action.Target->GetProcedure()==DFA_PULL) )
3686 {
3687 Action.Target->Action.ComDir=COMD_Stop;
3688 if (iTXDir<0) Action.Target->Action.ComDir=COMD_Left;
3689 if (iTXDir>0) Action.Target->Action.ComDir=COMD_Right;
3690 }
3691
3692 // Pulling range
3693 iPushDistance = std::max(Shape.Wdt/2-8,0);
3694 iPushRange = iPushDistance + 20;
3695 Action.Target->GetArea(sax,say,sawdt,sahgt);
3696 // Object lost
3697 if (!Inside(GetX()-sax,-iPushRange,sawdt-1+iPushRange)
3698 || !Inside(GetY()-say,-iPushRange,sahgt-1+iPushRange))
3699 {
3700 // Remember target. Will be lost on changing action.
3701 C4Object *prev_target = Action.Target;
3702 // Wait command (why, anyway?)
3703 StopActionDelayCommand(this);
3704 // Grab lost action
3705 GrabLost(this, prev_target);
3706 // Lose target
3707 Action.Target=nullptr;
3708 // Done
3709 return;
3710 }
3711
3712 // Move to pulling position
3713 xdir = fMove + fWalk * Clamp<int32_t>(iTargetX-GetX(),-10,+10) / 10;
3714
3715 // Phase by XDir
3716 iPhaseAdvance=0;
3717 if (xdir<0) { iPhaseAdvance=-fixtoi(xdir*10); SetDir(DIR_Left); }
3718 if (xdir>0) { iPhaseAdvance=+fixtoi(xdir*10); SetDir(DIR_Right); }
3719 // No YDir
3720 ydir=0;
3721 Mobile=true;
3722
3723 break;
3724 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
3725 case DFA_LIFT:
3726 // Valid check
3727 if (!Action.Target) { SetAction(nullptr); return; }
3728 // Target lifting force
3729 lftspeed=itofix(2); tydir=0;
3730 switch (Action.ComDir)
3731 {
3732 case COMD_Up: tydir=-lftspeed; break;
3733 case COMD_Stop: tydir=-GravAccel; break;
3734 case COMD_Down: tydir=+lftspeed; break;
3735 }
3736 // Lift object
3737 if (!Action.Target->Lift(tydir,C4REAL100(50)))
3738 { SetAction(nullptr); return; }
3739 // Check LiftTop
3740 if (Def->LiftTop)
3741 if (Action.Target->GetY()<=(GetY()+Def->LiftTop))
3742 if (Action.ComDir==COMD_Up)
3743 Call(PSF_LiftTop);
3744 // General
3745 DoGravity(this);
3746 break;
3747 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
3748 case DFA_FLOAT:
3749 // ComDir changes xdir/ydir
3750 switch (Action.ComDir)
3751 {
3752 case COMD_Up:
3753 ydir-=accel;
3754 if (xdir<0) xdir+=decel;
3755 if (xdir>0) xdir-=decel;
3756 if ((xdir>-decel) && (xdir<+decel)) xdir=0;
3757 break;
3758 case COMD_UpRight:
3759 ydir-=accel; xdir+=accel; break;
3760 case COMD_Right:
3761 xdir+=accel;
3762 if (ydir<0) ydir+=decel;
3763 if (ydir>0) ydir-=decel;
3764 if ((ydir>-decel) && (ydir<+decel)) ydir=0;
3765 break;
3766 case COMD_DownRight:
3767 ydir+=accel; xdir+=accel; break;
3768 case COMD_Down:
3769 ydir+=accel;
3770 if (xdir<0) xdir+=decel;
3771 if (xdir>0) xdir-=decel;
3772 if ((xdir>-decel) && (xdir<+decel)) xdir=0;
3773 break;
3774 case COMD_DownLeft:
3775 ydir+=accel; xdir-=accel; break;
3776 case COMD_Left:
3777 xdir-=accel;
3778 if (ydir<0) ydir+=decel;
3779 if (ydir>0) ydir-=decel;
3780 if ((ydir>-decel) && (ydir<+decel)) ydir=0;
3781 break;
3782 case COMD_UpLeft:
3783 ydir-=accel; xdir-=accel; break;
3784 case COMD_Stop:
3785 if (xdir<0) xdir+=decel;
3786 if (xdir>0) xdir-=decel;
3787 if ((xdir>-decel) && (xdir<+decel)) xdir=0;
3788 if (ydir<0) ydir+=decel;
3789 if (ydir>0) ydir-=decel;
3790 if ((ydir>-decel) && (ydir<+decel)) ydir=0;
3791 break;
3792 }
3793 // xdir/ydir bounds, don't apply if COMD_None
3794 if (Action.ComDir != COMD_None)
3795 {
3796 if (ydir<-limit) ydir=-limit; if (ydir>+limit) ydir=+limit;
3797 if (xdir>+limit) xdir=+limit; if (xdir<-limit) xdir=-limit;
3798 }
3799
3800 Mobile=true;
3801 break;
3802 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
3803 // ATTACH: Force position to target object
3804 // own vertex index is determined by high-order byte of action data
3805 // target vertex index is determined by low-order byte of action data
3806 case DFA_ATTACH:
3807
3808 // No target
3809 if (!Action.Target)
3810 {
3811 if (Status)
3812 {
3813 SetAction(nullptr);
3814 Call(PSF_AttachTargetLost);
3815 }
3816 return;
3817 }
3818
3819 // Target incomplete and no incomplete activity
3820 if (!(Action.Target->OCF & OCF_FullCon))
3821 if (!Action.Target->Def->IncompleteActivity)
3822 { SetAction(nullptr); return; }
3823
3824 // Force containment
3825 if (Action.Target->Contained!=Contained)
3826 {
3827 if (Action.Target->Contained)
3828 Enter(Action.Target->Contained);
3829 else
3830 Exit(GetX(),GetY(),GetR());
3831 }
3832
3833 // Object might have detached in Enter/Exit call
3834 if (!Action.Target) break;
3835
3836 // Move position (so objects on solidmask move)
3837 MovePosition(Action.Target->fix_x + Action.Target->Shape.VtxX[Action.Data&255]
3838 -Shape.VtxX[Action.Data>>8] - fix_x,
3839 Action.Target->fix_y + Action.Target->Shape.VtxY[Action.Data&255]
3840 -Shape.VtxY[Action.Data>>8] - fix_y);
3841 // must zero motion...
3842 xdir=ydir=0;
3843
3844 break;
3845 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
3846 case DFA_CONNECT:
3847 {
3848 bool fBroke=false;
3849 bool fLineChange = false;
3850
3851 // Line destruction check: Target missing or incomplete
3852 if (!Action.Target || (Action.Target->Con<FullCon)) fBroke=true;
3853 if (!Action.Target2 || (Action.Target2->Con<FullCon)) fBroke=true;
3854 if (fBroke)
3855 {
3856 Call(PSF_OnLineBreak,&C4AulParSet(true));
3857 AssignRemoval();
3858 return;
3859 }
3860
3861 // Movement by Target
3862 // Connect to attach vertex
3863 C4Value lineAttachV; C4ValueArray *lineAttach;
3864 Action.Target->GetProperty(P_LineAttach, &lineAttachV);
3865 lineAttach = lineAttachV.getArray();
3866 int32_t iConnectX1, iConnectY1;
3867 iConnectX1 = Action.Target->GetX();
3868 iConnectY1 = Action.Target->GetY();
3869 if (lineAttach)
3870 {
3871 iConnectX1 += lineAttach->GetItem(0).getInt();
3872 iConnectY1 += lineAttach->GetItem(1).getInt();
3873 }
3874 if ((iConnectX1!=Shape.VtxX[0]) || (iConnectY1!=Shape.VtxY[0]))
3875 {
3876 // Regular wrapping line
3877 if (Def->LineIntersect == 0)
3878 if (!Shape.LineConnect(iConnectX1,iConnectY1,0,+1,
3879 Shape.VtxX[0],Shape.VtxY[0])) fBroke=true;
3880 // No-intersection line
3881 if (Def->LineIntersect == 1)
3882 { Shape.VtxX[0]=iConnectX1; Shape.VtxY[0]=iConnectY1; }
3883
3884 fLineChange = true;
3885 }
3886
3887 // Movement by Target2
3888 // Connect to attach vertex
3889 Action.Target2->GetProperty(P_LineAttach, &lineAttachV);
3890 lineAttach = lineAttachV.getArray();
3891 int32_t iConnectX2, iConnectY2;
3892 iConnectX2 = Action.Target2->GetX();
3893 iConnectY2 = Action.Target2->GetY();
3894 if (lineAttach)
3895 {
3896 iConnectX2 += lineAttach->GetItem(0).getInt();
3897 iConnectY2 += lineAttach->GetItem(1).getInt();
3898 }
3899 if ((iConnectX2!=Shape.VtxX[Shape.VtxNum-1]) || (iConnectY2!=Shape.VtxY[Shape.VtxNum-1]))
3900 {
3901 // Regular wrapping line
3902 if (Def->LineIntersect == 0)
3903 if (!Shape.LineConnect(iConnectX2,iConnectY2,Shape.VtxNum-1,-1,
3904 Shape.VtxX[Shape.VtxNum-1],Shape.VtxY[Shape.VtxNum-1])) fBroke=true;
3905 // No-intersection line
3906 if (Def->LineIntersect == 1)
3907 { Shape.VtxX[Shape.VtxNum-1]=iConnectX2; Shape.VtxY[Shape.VtxNum-1]=iConnectY2; }
3908
3909 fLineChange = true;
3910 }
3911
3912 // Line fBroke
3913 if (fBroke)
3914 {
3915 Call(PSF_OnLineBreak,nullptr);
3916 AssignRemoval();
3917 return;
3918 }
3919
3920 // Reduce line segments
3921 if (!::Game.iTick35)
3922 if (ReduceLineSegments(Shape, !::Game.iTick2))
3923 fLineChange = true;
3924
3925 // Line change callback
3926 if (fLineChange)
3927 Call(PSF_OnLineChange);
3928 }
3929 break;
3930 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
3931 default:
3932 // Attach
3933 if (Action.t_attach)
3934 {
3935 xdir = ydir = 0;
3936 Mobile = true;
3937 }
3938 // Free gravity
3939 else
3940 DoGravity(this);
3941 break;
3942 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
3943 }
3944
3945 // Phase Advance (zero delay means no phase advance)
3946 if (pActionDef->GetPropertyInt(P_Delay))
3947 {
3948 Action.PhaseDelay+=iPhaseAdvance;
3949 if (Action.PhaseDelay >= pActionDef->GetPropertyInt(P_Delay))
3950 {
3951 // Advance Phase
3952 Action.PhaseDelay=0;
3953 Action.Phase += pActionDef->GetPropertyInt(P_Step);
3954 // Phase call
3955 if (pActionDef->GetPropertyStr(P_PhaseCall))
3956 {
3957 Call(pActionDef->GetPropertyStr(P_PhaseCall)->GetCStr());
3958 }
3959 // Phase end
3960 if (Action.Phase>=pActionDef->GetPropertyInt(P_Length))
3961 {
3962 C4String *next_action = pActionDef->GetPropertyStr(P_NextAction);
3963 // Keep current action if there is no NextAction
3964 if (!next_action)
3965 Action.Phase = 0;
3966 // set new action if it's not Hold
3967 else if (next_action == &Strings.P[P_Hold])
3968 {
3969 Action.Phase = pActionDef->GetPropertyInt(P_Length)-1;
3970 Action.PhaseDelay = pActionDef->GetPropertyInt(P_Delay)-1;
3971 }
3972 else
3973 {
3974 // Set new action
3975 SetActionByName(next_action, nullptr, nullptr, SAC_StartCall | SAC_EndCall);
3976 }
3977 }
3978 }
3979 }
3980
3981 return;
3982 }
3983
3984
SetOwner(int32_t iOwner)3985 bool C4Object::SetOwner(int32_t iOwner)
3986 {
3987 // Check valid owner
3988 if (!(ValidPlr(iOwner) || iOwner == NO_OWNER)) return false;
3989 // always set color, even if no owner-change is done
3990 if (iOwner != NO_OWNER)
3991 if (GetGraphics()->IsColorByOwner())
3992 {
3993 Color=::Players.Get(iOwner)->ColorDw;
3994 UpdateFace(false);
3995 }
3996 // no change?
3997 if (Owner == iOwner) return true;
3998 // set new owner
3999 int32_t iOldOwner=Owner;
4000 Owner=iOwner;
4001 // this automatically updates controller
4002 Controller = Owner;
4003 // script callback
4004 Call(PSF_OnOwnerChanged, &C4AulParSet(Owner, iOldOwner));
4005 // done
4006 return true;
4007 }
4008
4009
SetLightRange(int32_t iToRange,int32_t iToFadeoutRange)4010 bool C4Object::SetLightRange(int32_t iToRange, int32_t iToFadeoutRange)
4011 {
4012 // set new range
4013 lightRange = iToRange;
4014 lightFadeoutRange = iToFadeoutRange;
4015 // resort into player's FoW-repeller-list
4016 UpdateLight();
4017 // success
4018 return true;
4019 }
4020
4021
SetLightColor(uint32_t iValue)4022 bool C4Object::SetLightColor(uint32_t iValue)
4023 {
4024 // set new color value
4025 lightColor = iValue;
4026 // resort into player's FoW-repeller-list
4027 UpdateLight();
4028 // success
4029 return true;
4030 }
4031
4032
UpdateLight()4033 void C4Object::UpdateLight()
4034 {
4035 if (Landscape.HasFoW()) Landscape.GetFoW()->Add(this);
4036 }
4037
SetAudibilityAt(C4TargetFacet & cgo,int32_t iX,int32_t iY,int32_t player)4038 void C4Object::SetAudibilityAt(C4TargetFacet &cgo, int32_t iX, int32_t iY, int32_t player)
4039 {
4040 // target pos (parallax)
4041 float offX, offY, newzoom;
4042 GetDrawPosition(cgo, iX, iY, cgo.Zoom, offX, offY, newzoom);
4043 int32_t audible_at_pos = Clamp(100 - 100 * Distance(cgo.X + cgo.Wdt / 2, cgo.Y + cgo.Hgt / 2, offX, offY) / 700, 0, 100);
4044 if (audible_at_pos > Audible)
4045 {
4046 Audible = audible_at_pos;
4047 AudiblePan = Clamp<int>(200 * (offX - cgo.X - (cgo.Wdt / 2)) / cgo.Wdt, -100, 100);
4048 AudiblePlayer = player;
4049 }
4050 }
4051
IsVisible(int32_t iForPlr,bool fAsOverlay) const4052 bool C4Object::IsVisible(int32_t iForPlr, bool fAsOverlay) const
4053 {
4054 bool fDraw;
4055 C4Value vis;
4056 if (!GetProperty(P_Visibility, &vis))
4057 return true;
4058
4059 int32_t Visibility;
4060 C4ValueArray *parameters = vis.getArray();
4061 if (parameters && parameters->GetSize())
4062 {
4063 Visibility = parameters->GetItem(0).getInt();
4064 }
4065 else
4066 {
4067 Visibility = vis.getInt();
4068 }
4069 // check layer
4070 if (Layer && Layer != this && !fAsOverlay)
4071 {
4072 fDraw = Layer->IsVisible(iForPlr, false);
4073 if (Layer->GetPropertyInt(P_Visibility) & VIS_LayerToggle) fDraw = !fDraw;
4074 if (!fDraw) return false;
4075 }
4076 // no flags set?
4077 if (!Visibility) return true;
4078 // check overlay
4079 if (Visibility & VIS_OverlayOnly)
4080 {
4081 if (!fAsOverlay) return false;
4082 if (Visibility == VIS_OverlayOnly) return true;
4083 }
4084 // editor visibility
4085 if (::Application.isEditor)
4086 {
4087 if (Visibility & VIS_Editor) return true;
4088 }
4089 // check visibility
4090 fDraw=false;
4091 if (Visibility & VIS_Owner) fDraw = fDraw || (iForPlr==Owner);
4092 if (iForPlr!=NO_OWNER)
4093 {
4094 // check all
4095 if (Visibility & VIS_Allies) fDraw = fDraw || (iForPlr!=Owner && !Hostile(iForPlr, Owner));
4096 if (Visibility & VIS_Enemies) fDraw = fDraw || (iForPlr!=Owner && Hostile(iForPlr, Owner));
4097 if (parameters)
4098 {
4099 if (Visibility & VIS_Select) fDraw = fDraw || parameters->GetItem(1+iForPlr).getBool();
4100 }
4101 }
4102 else fDraw = fDraw || (Visibility & VIS_God);
4103 return fDraw;
4104 }
4105
IsInLiquidCheck() const4106 bool C4Object::IsInLiquidCheck() const
4107 {
4108 return GBackLiquid(GetX(),GetY()+Def->Float*Con/FullCon-1);
4109 }
4110
SetRotation(int32_t nr)4111 void C4Object::SetRotation(int32_t nr)
4112 {
4113 while (nr<0) nr+=360; nr%=360;
4114 // remove solid mask
4115 if (pSolidMaskData) pSolidMaskData->Remove(false);
4116 // set rotation
4117 fix_r=itofix(nr);
4118 // Update face
4119 UpdateFace(true);
4120 }
4121
PrepareDrawing() const4122 void C4Object::PrepareDrawing() const
4123 {
4124 // color modulation
4125 if (ColorMod != 0xffffffff || (BlitMode & (C4GFXBLIT_MOD2 | C4GFXBLIT_CLRSFC_MOD2))) pDraw->ActivateBlitModulation(ColorMod);
4126 // other blit modes
4127 pDraw->SetBlitMode(BlitMode);
4128 }
4129
FinishedDrawing() const4130 void C4Object::FinishedDrawing() const
4131 {
4132 // color modulation
4133 pDraw->DeactivateBlitModulation();
4134 // extra blitting flags
4135 pDraw->ResetBlitMode();
4136 }
4137
DrawSolidMask(C4TargetFacet & cgo) const4138 void C4Object::DrawSolidMask(C4TargetFacet &cgo) const
4139 {
4140 // mask must exist
4141 if (!pSolidMaskData) return;
4142 // draw it
4143 pSolidMaskData->Draw(cgo);
4144 }
4145
UpdateSolidMask(bool fRestoreAttachedObjects)4146 void C4Object::UpdateSolidMask(bool fRestoreAttachedObjects)
4147 {
4148 // solidmask doesn't make sense with non-existant objects
4149 // (the solidmask has already been destroyed in AssignRemoval -
4150 // do not reset it!)
4151 if (!Status) return;
4152 // Determine necessity, update cSolidMask, put or remove mask
4153 // Mask if enabled, fullcon, not contained
4154 if (SolidMask.Wdt > 0 && Con >= FullCon && !Contained)
4155 {
4156 // Recheck and put mask
4157 if (!pSolidMaskData)
4158 {
4159 pSolidMaskData = new C4SolidMask(this);
4160 }
4161 else
4162 pSolidMaskData->Remove(false);
4163 pSolidMaskData->Put(true, nullptr, fRestoreAttachedObjects);
4164 SetHalfVehicleSolidMask(HalfVehicleSolidMask);
4165 }
4166 // Otherwise, remove and destroy mask
4167 else if (pSolidMaskData)
4168 {
4169 delete pSolidMaskData; pSolidMaskData = nullptr;
4170 }
4171 }
4172
Collect(C4Object * pObj)4173 bool C4Object::Collect(C4Object *pObj)
4174 {
4175 // Object enter container
4176 bool fRejectCollect;
4177 if (!pObj->Enter(this, true, false, &fRejectCollect))
4178 return false;
4179 // Cancel attach (hacky)
4180 ObjectComCancelAttach(pObj);
4181 // Container Collection call
4182 Call(PSF_Collection,&C4AulParSet(pObj));
4183 // Object Hit call
4184 if (pObj->Status && pObj->OCF & OCF_HitSpeed1) pObj->Call(PSF_Hit);
4185 if (pObj->Status && pObj->OCF & OCF_HitSpeed2) pObj->Call(PSF_Hit2);
4186 if (pObj->Status && pObj->OCF & OCF_HitSpeed3) pObj->Call(PSF_Hit3);
4187 // post-copy the motion of the new container
4188 if (pObj->Contained == this) pObj->CopyMotion(this);
4189 // done, success
4190 return true;
4191 }
4192
GrabInfo(C4Object * pFrom)4193 bool C4Object::GrabInfo(C4Object *pFrom)
4194 {
4195 // safety
4196 if (!pFrom) return false; if (!Status || !pFrom->Status) return false;
4197 // even more safety (own info: success)
4198 if (pFrom == this) return true;
4199 // only if other object has info
4200 if (!pFrom->Info) return false;
4201 // clear own info object
4202 if (Info)
4203 {
4204 Info->Retire();
4205 ClearInfo (Info);
4206 }
4207 // remove objects from any owning crews
4208 ::Players.ClearPointers(pFrom);
4209 ::Players.ClearPointers(this);
4210 // set info
4211 Info = pFrom->Info; pFrom->ClearInfo (pFrom->Info);
4212 // set name
4213 SetName(Info->Name);
4214 // retire from old crew
4215 Info->Retire();
4216 // if alive, recruit to new crew
4217 if (Alive) Info->Recruit();
4218 // make new crew member
4219 C4Player *pPlr = ::Players.Get(Owner);
4220 if (pPlr) pPlr->MakeCrewMember(this);
4221 // done, success
4222 return true;
4223 }
4224
ShiftContents(bool fShiftBack,bool fDoCalls)4225 bool C4Object::ShiftContents(bool fShiftBack, bool fDoCalls)
4226 {
4227 // get current object
4228 C4Object *c_obj = Contents.GetObject();
4229 if (!c_obj) return false;
4230 // get next/previous
4231 auto it = fShiftBack ? Contents.reverse().begin() : ++Contents.begin();
4232 while (!it.atEnd())
4233 {
4234 auto pObj = (*it);
4235 // check object
4236 if (pObj->Status)
4237 if (!c_obj->CanConcatPictureWith(pObj))
4238 {
4239 // object different: shift to this
4240 DirectComContents(pObj, !!fDoCalls);
4241 return true;
4242 }
4243 // next/prev item
4244 it++;
4245 }
4246 return false;
4247 }
4248
DirectComContents(C4Object * pTarget,bool fDoCalls)4249 void C4Object::DirectComContents(C4Object *pTarget, bool fDoCalls)
4250 {
4251 // safety
4252 if (!pTarget || !pTarget->Status || pTarget->Contained != this) return;
4253 // Desired object already at front?
4254 if (Contents.GetObject() == pTarget) return;
4255 // select object via script?
4256 if (fDoCalls)
4257 if (Call("~ControlContents", &C4AulParSet(pTarget)))
4258 return;
4259 // default action
4260 if (!(Contents.ShiftContents(pTarget))) return;
4261 // Selection sound
4262 if (fDoCalls) if (!Contents.GetObject()->Call("~Selection", &C4AulParSet(this))) StartSoundEffect("Clonk::Action::Grab",false,100,this);
4263 // update menu with the new item in "put" entry
4264 if (Menu && Menu->IsActive() && Menu->IsContextMenu())
4265 {
4266 Menu->Refill();
4267 }
4268 // Done
4269 return;
4270 }
4271
GetParallaxity(int32_t * parX,int32_t * parY) const4272 void C4Object::GetParallaxity(int32_t *parX, int32_t *parY) const
4273 {
4274 assert(parX); assert(parY);
4275 *parX = 100; *parY = 100;
4276 if (Category & C4D_Foreground)
4277 {
4278 *parX = 0; *parY = 0;
4279 return;
4280 }
4281 if (!(Category & C4D_Parallax)) return;
4282 C4Value parV; GetProperty(P_Parallaxity, &parV);
4283 C4ValueArray *par = parV.getArray();
4284 if (!par) return;
4285 *parX = par->GetItem(0).getInt();
4286 *parY = par->GetItem(1).getInt();
4287 }
4288
GetDragImage(C4Object ** drag_object,C4Def ** drag_def) const4289 bool C4Object::GetDragImage(C4Object **drag_object, C4Def **drag_def) const
4290 {
4291 // drag is possible if MouseDragImage is assigned
4292 C4Value parV; GetProperty(P_MouseDragImage, &parV);
4293 if (!parV) return false;
4294 // determine drag object/id
4295 C4Object *obj = parV.getObj();
4296 C4Def * def = nullptr;
4297 if (!obj) def = parV.getDef();
4298 if (drag_object) *drag_object = obj;
4299 if (drag_def) *drag_def = def;
4300 // drag possible, even w./o image
4301 return true;
4302 }
4303
AddObjectAndContentsToArray(C4ValueArray * target_array,int32_t index)4304 int32_t C4Object::AddObjectAndContentsToArray(C4ValueArray *target_array, int32_t index)
4305 {
4306 // add self, contents and child contents count recursively to value array. Return index after last added item.
4307 target_array->SetItem(index++, C4VObj(this));
4308 for (C4Object *cobj : Contents)
4309 {
4310 index = cobj->AddObjectAndContentsToArray(target_array, index);
4311 }
4312 return index;
4313 }
4314
DoSelect()4315 bool C4Object::DoSelect()
4316 {
4317 // selection allowed?
4318 if (CrewDisabled) return false;
4319 // do callback
4320 Call(PSF_CrewSelection, &C4AulParSet(false));
4321 // done
4322 return true;
4323 }
4324
UnSelect()4325 void C4Object::UnSelect()
4326 {
4327 // do callback
4328 Call(PSF_CrewSelection, &C4AulParSet(true));
4329 }
4330
GetViewPos(float & riX,float & riY,float tx,float ty,const C4Facet & fctViewport) const4331 void C4Object::GetViewPos(float & riX, float & riY, float tx, float ty, const C4Facet & fctViewport) const // get position this object is seen at (for given scroll)
4332 {
4333 if (Category & C4D_Parallax) GetViewPosPar(riX, riY, tx, ty, fctViewport); else { riX = float(GetX()); riY = float(GetY()); }
4334 }
4335
GetDrawPosition(const C4TargetFacet & cgo,float & resultx,float & resulty,float & resultzoom) const4336 bool C4Object::GetDrawPosition(const C4TargetFacet & cgo,
4337 float & resultx, float & resulty, float & resultzoom) const
4338 {
4339 return GetDrawPosition(cgo, fixtof(fix_x), fixtof(fix_y), cgo.Zoom, resultx, resulty, resultzoom);
4340 }
4341
GetDrawPosition(const C4TargetFacet & cgo,float objx,float objy,float zoom,float & resultx,float & resulty,float & resultzoom) const4342 bool C4Object::GetDrawPosition(const C4TargetFacet & cgo, float objx, float objy, float zoom, float & resultx, float & resulty, float & resultzoom) const
4343 {
4344 // for HUD
4345 if(Category & C4D_Foreground)
4346 {
4347 resultzoom = zoom;
4348
4349 if(fix_x < 0)
4350 resultx = cgo.X + objx + cgo.Wdt;
4351 else
4352 resultx = cgo.X + objx;
4353
4354 if(fix_y < 0)
4355 resulty = cgo.Y + objy + cgo.Hgt;
4356 else
4357 resulty = cgo.Y + objy;
4358
4359 return true;
4360 }
4361
4362 // zoom with parallaxity
4363 int iParX, iParY;
4364 GetParallaxity(&iParX, &iParY);
4365 float targetx = cgo.TargetX; float targety = cgo.TargetY;
4366 float parx = iParX / 100.0f; float pary = iParY / 100.0f;
4367 float par = parx; // and pary?
4368
4369 // Step 1: project to landscape coordinates
4370 resultzoom = 1.0 / (1.0 - (par - par/zoom));
4371 // it would be par / (1.0 - (par - par/zoom)) if objects would get smaller farther away
4372 if (resultzoom <= 0 || resultzoom > 100) // FIXME: optimize treshhold
4373 return false;
4374
4375 float rx = ((1 - parx) * cgo.ParRefX) * resultzoom + objx / (parx + zoom - parx * zoom);
4376 float ry = ((1 - pary) * cgo.ParRefY) * resultzoom + objy / (pary + zoom - pary * zoom);
4377
4378 // Step 2: convert to screen coordinates
4379 if(parx == 0 && fix_x < 0)
4380 resultx = cgo.X + (objx + cgo.Wdt) * zoom / resultzoom;
4381 else
4382 resultx = cgo.X + (rx - targetx) * zoom / resultzoom;
4383
4384 if(pary == 0 && fix_y < 0)
4385 resulty = cgo.Y + (objy + cgo.Hgt) * zoom / resultzoom;
4386 else
4387 resulty = cgo.Y + (ry - targety) * zoom / resultzoom;
4388
4389 return true;
4390 }
4391
GetViewPosPar(float & riX,float & riY,float tx,float ty,const C4Facet & fctViewport) const4392 void C4Object::GetViewPosPar(float &riX, float &riY, float tx, float ty, const C4Facet &fctViewport) const
4393 {
4394 int iParX, iParY;
4395 GetParallaxity(&iParX, &iParY);
4396 // get drawing pos, then subtract original target pos to get drawing pos on landscape
4397 if (!iParX && GetX()<0)
4398 // HUD element at right viewport pos
4399 riX=fixtof(fix_x)+tx+fctViewport.Wdt;
4400 else
4401 // regular parallaxity
4402 riX=fixtof(fix_x)-(tx*(iParX-100)/100);
4403 if (!iParY && GetY()<0)
4404 // HUD element at bottom viewport pos
4405 riY=fixtof(fix_y)+ty+fctViewport.Hgt;
4406 else
4407 // regular parallaxity
4408 riY=fixtof(fix_y)-(ty*(iParY-100)/100);
4409 }
4410
PutAwayUnusedObject(C4Object * pToMakeRoomForObject)4411 bool C4Object::PutAwayUnusedObject(C4Object *pToMakeRoomForObject)
4412 {
4413 // get unused object
4414 C4Object *pUnusedObject;
4415 C4AulFunc *pFnObj2Drop = GetFunc(PSF_GetObject2Drop);
4416 if (pFnObj2Drop)
4417 pUnusedObject = pFnObj2Drop->Exec(this, &C4AulParSet(pToMakeRoomForObject)).getObj();
4418 else
4419 {
4420 // is there any unused object to put away?
4421 if (!Contents.GetLastObject()) return false;
4422 // defaultly, it's the last object in the list
4423 // (contents list cannot have invalid status-objects)
4424 pUnusedObject = Contents.GetLastObject();
4425 }
4426 // no object to put away? fail
4427 if (!pUnusedObject) return false;
4428 // grabbing something?
4429 bool fPushing = (GetProcedure()==DFA_PUSH);
4430 if (fPushing)
4431 // try to put it in there
4432 if (ObjectComPut(this, Action.Target, pUnusedObject))
4433 return true;
4434 // in container? put in there
4435 if (Contained)
4436 {
4437 // try to put it in directly
4438 // note that this works too, if an object is grabbed inside the container
4439 if (ObjectComPut(this, Contained, pUnusedObject))
4440 return true;
4441 // now putting didn't work - drop it outside
4442 AddCommand(C4CMD_Drop, pUnusedObject);
4443 AddCommand(C4CMD_Exit);
4444 return true;
4445 }
4446 else
4447 // if uncontained, simply try to drop it
4448 // if this doesn't work, it won't ever
4449 return !!ObjectComDrop(this, pUnusedObject);
4450 }
4451
SetGraphics(const char * szGraphicsName,C4Def * pSourceDef)4452 bool C4Object::SetGraphics(const char *szGraphicsName, C4Def *pSourceDef)
4453 {
4454 // safety
4455 if (!Status) return false;
4456 // default def
4457 if (!pSourceDef) pSourceDef = Def;
4458 // get graphics
4459 C4DefGraphics *pGrp = pSourceDef->Graphics.Get(szGraphicsName);
4460 if (!pGrp) return false;
4461 // set new graphics
4462 pGraphics = pGrp;
4463 // update Color, etc.
4464 UpdateGraphics(true);
4465 // success
4466 return true;
4467 }
4468
SetGraphics(C4DefGraphics * pNewGfx,bool fTemp)4469 bool C4Object::SetGraphics(C4DefGraphics *pNewGfx, bool fTemp)
4470 {
4471 // safety
4472 if (!pNewGfx) return false;
4473 // set it and update related stuff
4474 pGraphics = pNewGfx;
4475 UpdateGraphics(true, fTemp);
4476 return true;
4477 }
4478
GetGraphicsOverlay(int32_t iForID) const4479 C4GraphicsOverlay *C4Object::GetGraphicsOverlay(int32_t iForID) const
4480 {
4481 // search in list until ID is found or passed
4482 C4GraphicsOverlay *pOverlay = pGfxOverlay;
4483 while (pOverlay && pOverlay->GetID() < iForID) pOverlay = pOverlay->GetNext();
4484 // exact match found?
4485 if (pOverlay && pOverlay->GetID() == iForID) return pOverlay;
4486 // none found
4487 return nullptr;
4488 }
4489
GetGraphicsOverlay(int32_t iForID,bool fCreate)4490 C4GraphicsOverlay *C4Object::GetGraphicsOverlay(int32_t iForID, bool fCreate)
4491 {
4492 // search in list until ID is found or passed
4493 C4GraphicsOverlay *pOverlay = pGfxOverlay, *pPrevOverlay = nullptr;
4494 while (pOverlay && pOverlay->GetID() < iForID) { pPrevOverlay = pOverlay; pOverlay = pOverlay->GetNext(); }
4495 // exact match found?
4496 if (pOverlay && pOverlay->GetID() == iForID) return pOverlay;
4497 // ID has been passed: Create new if desired
4498 if (!fCreate) return nullptr;
4499 C4GraphicsOverlay *pNewOverlay = new C4GraphicsOverlay();
4500 pNewOverlay->SetID(iForID);
4501 pNewOverlay->SetNext(pOverlay);
4502 if (pPrevOverlay) pPrevOverlay->SetNext(pNewOverlay); else pGfxOverlay = pNewOverlay;
4503 // return newly created overlay
4504 return pNewOverlay;
4505 }
4506
RemoveGraphicsOverlay(int32_t iOverlayID)4507 bool C4Object::RemoveGraphicsOverlay(int32_t iOverlayID)
4508 {
4509 // search in list until ID is found or passed
4510 C4GraphicsOverlay *pOverlay = pGfxOverlay, *pPrevOverlay = nullptr;
4511 while (pOverlay && pOverlay->GetID() < iOverlayID) { pPrevOverlay = pOverlay; pOverlay = pOverlay->GetNext(); }
4512 // exact match found?
4513 if (pOverlay && pOverlay->GetID() == iOverlayID)
4514 {
4515 // remove it
4516 if (pPrevOverlay) pPrevOverlay->SetNext(pOverlay->GetNext()); else pGfxOverlay = pOverlay->GetNext();
4517 pOverlay->SetNext(nullptr); // prevents deletion of following overlays
4518 delete pOverlay;
4519 // removed
4520 return true;
4521 }
4522 // no match found
4523 return false;
4524 }
4525
HasGraphicsOverlayRecursion(const C4Object * pCheckObj) const4526 bool C4Object::HasGraphicsOverlayRecursion(const C4Object *pCheckObj) const
4527 {
4528 C4Object *pGfxOvrlObj;
4529 if (pGfxOverlay)
4530 for (C4GraphicsOverlay *pGfxOvrl = pGfxOverlay; pGfxOvrl; pGfxOvrl = pGfxOvrl->GetNext())
4531 if ((pGfxOvrlObj = pGfxOvrl->GetOverlayObject()))
4532 {
4533 if (pGfxOvrlObj == pCheckObj) return true;
4534 if (pGfxOvrlObj->HasGraphicsOverlayRecursion(pCheckObj)) return true;
4535 }
4536 return false;
4537 }
4538
StatusActivate()4539 bool C4Object::StatusActivate()
4540 {
4541 // readd to main list
4542 ::Objects.InactiveObjects.Remove(this);
4543 Status = C4OS_NORMAL;
4544 ::Objects.Add(this);
4545 // update some values
4546 UpdateGraphics(false);
4547 UpdateFace(true);
4548 UpdatePos();
4549 UpdateLight();
4550 Call(PSF_OnSynchronized);
4551 // done, success
4552 return true;
4553 }
4554
StatusDeactivate(bool fClearPointers)4555 bool C4Object::StatusDeactivate(bool fClearPointers)
4556 {
4557 // clear particles
4558 ClearParticleLists();
4559
4560 // put into inactive list
4561 ::Objects.Remove(this);
4562 Status = C4OS_INACTIVE;
4563 if (Landscape.HasFoW()) Landscape.GetFoW()->Remove(this);
4564 ::Objects.InactiveObjects.Add(this, C4ObjectList::stMain);
4565 // if desired, clear game pointers
4566 if (fClearPointers)
4567 {
4568 // in this case, the object must also exit any container, and any contained objects must be exited
4569 ClearContentsAndContained();
4570 Game.ClearPointers(this);
4571 }
4572 else
4573 {
4574 // always clear transfer
4575 Game.TransferZones.ClearPointers(this);
4576 }
4577 // done, success
4578 return true;
4579 }
4580
ClearContentsAndContained(bool fDoCalls)4581 void C4Object::ClearContentsAndContained(bool fDoCalls)
4582 {
4583 // exit contents from container
4584 for (C4Object *cobj : Contents)
4585 {
4586 cobj->Exit(GetX(), GetY(), 0,Fix0,Fix0,Fix0, fDoCalls);
4587 }
4588 // remove from container *after* contents have been removed!
4589 if (Contained) Exit(GetX(), GetY(), 0, Fix0, Fix0, Fix0, fDoCalls);
4590 }
4591
AdjustWalkRotation(int32_t iRangeX,int32_t iRangeY,int32_t iSpeed)4592 bool C4Object::AdjustWalkRotation(int32_t iRangeX, int32_t iRangeY, int32_t iSpeed)
4593 {
4594 int32_t iDestAngle;
4595 // attachment at middle (bottom) vertex?
4596 if (Shape.iAttachVtx<0 || !Def->Shape.VtxX[Shape.iAttachVtx])
4597 {
4598 // evaluate floor around attachment pos
4599 int32_t iSolidLeft=0, iSolidRight=0;
4600 // left
4601 int32_t iXCheck = Shape.iAttachX-iRangeX;
4602 if (GBackSolid(iXCheck, Shape.iAttachY))
4603 {
4604 // up
4605 while (--iSolidLeft>-iRangeY)
4606 if (GBackSolid(iXCheck, Shape.iAttachY+iSolidLeft))
4607 { ++iSolidLeft; break; }
4608 }
4609 else
4610 // down
4611 while (++iSolidLeft<iRangeY)
4612 if (GBackSolid(iXCheck, Shape.iAttachY+iSolidLeft))
4613 { --iSolidLeft; break; }
4614 // right
4615 iXCheck += 2*iRangeX;
4616 if (GBackSolid(iXCheck, Shape.iAttachY))
4617 {
4618 // up
4619 while (--iSolidRight>-iRangeY)
4620 if (GBackSolid(iXCheck, Shape.iAttachY+iSolidRight))
4621 { ++iSolidRight; break; }
4622 }
4623 else
4624 // down
4625 while (++iSolidRight<iRangeY)
4626 if (GBackSolid(iXCheck, Shape.iAttachY+iSolidRight))
4627 { --iSolidRight; break; }
4628 // calculate destination angle
4629 // 100% accurate for large values of Pi ;)
4630 iDestAngle=(iSolidRight-iSolidLeft)*(35/std::max<int32_t>(iRangeX, 1));
4631 }
4632 else
4633 {
4634 // attachment at other than horizontal middle vertex: get your feet to the ground!
4635 // rotate target to large angle is OK, because rotation will stop once the real
4636 // bottom vertex hits solid ground
4637 if (Shape.VtxX[Shape.iAttachVtx] > 0)
4638 iDestAngle = -50;
4639 else
4640 iDestAngle = 50;
4641 }
4642 // move to destination angle
4643 if (Abs(iDestAngle-GetR())>2)
4644 {
4645 rdir = itofix(Clamp<int32_t>(iDestAngle-GetR(), -15,+15));
4646 rdir/=(10000/iSpeed);
4647 }
4648 else rdir=0;
4649 // done, success
4650 return true;
4651 }
4652
BubbleOut(int32_t tx,int32_t ty)4653 static void BubbleOut(int32_t tx, int32_t ty)
4654 {
4655 // No bubbles from nowhere
4656 if (!GBackSemiSolid(tx,ty)) return;
4657 // Enough bubbles out there already
4658 if (::Objects.ObjectCount(C4ID::Bubble) >= 150) return;
4659 // Create bubble
4660 Game.CreateObject(C4ID::Bubble,nullptr,NO_OWNER,tx,ty);
4661 }
4662
Splash()4663 void C4Object::Splash()
4664 {
4665 int32_t tx = GetX(); int32_t ty = GetY()+1;
4666 int32_t amt = std::min(Shape.Wdt*Shape.Hgt/10,20);
4667 // Splash only if there is free space above
4668 if (GBackSemiSolid(tx, ty - 15)) return;
4669 // get back mat
4670 int32_t iMat = GBackMat(tx, ty);
4671 // check liquid
4672 if (MatValid(iMat))
4673 if (DensityLiquid(::MaterialMap.Map[iMat].Density) && ::MaterialMap.Map[iMat].Instable)
4674 {
4675 int32_t sy = ty;
4676 while (GBackLiquid(tx, sy) && sy > ty - 20 && sy >= 0) sy--;
4677 // Splash bubbles and liquid
4678 for (int32_t cnt=0; cnt<amt; cnt++)
4679 {
4680 int32_t bubble_x = tx+Random(16)-8;
4681 int32_t bubble_y = ty+Random(16)-6;
4682 BubbleOut(bubble_x,bubble_y);
4683 if (GBackLiquid(tx,ty) && !GBackSemiSolid(tx, sy))
4684 {
4685 C4Real xdir = C4REAL100(Random(151)-75);
4686 C4Real ydir = C4REAL100(-int32_t(Random(200)));
4687 ::PXS.Create(::Landscape.ExtractMaterial(tx,ty,false),
4688 itofix(tx),itofix(sy),
4689 xdir,
4690 ydir);
4691 }
4692 }
4693 }
4694 // Splash sound
4695 if (amt>=20)
4696 StartSoundEffect("Liquids::Splash2", false, 50, this);
4697 else if (amt>1) StartSoundEffect("Liquids::Splash1", false, 50, this);
4698 }
4699
UpdateInLiquid()4700 void C4Object::UpdateInLiquid()
4701 {
4702 // InLiquid check
4703 if (IsInLiquidCheck()) // In Liquid
4704 {
4705 if (!InLiquid) // Enter liquid
4706 {
4707 if (OCF & OCF_HitSpeed2)
4708 if (Mass>3) Splash();
4709 InLiquid=true;
4710 }
4711 }
4712 else // Out of liquid
4713 {
4714 if (InLiquid) // Leave liquid
4715 InLiquid=false;
4716 }
4717 }
4718
GetInfoString()4719 StdStrBuf C4Object::GetInfoString()
4720 {
4721 StdStrBuf sResult;
4722 // no info for invalid objects
4723 if (!Status) return sResult;
4724 // go through all effects and add their desc
4725 for (C4Effect *pEff = pEffects; pEff; pEff = pEff->pNext)
4726 {
4727 C4Value par[7];
4728 C4Value vInfo = pEff->DoCall(this, PSFS_FxInfo, par[0], par[1], par[2], par[3], par[4], par[5], par[6]);
4729 if (!vInfo) continue;
4730 // debug: warn for wrong return types
4731 if (vInfo.GetType() != C4V_String)
4732 DebugLogF("Effect %s(#%d) on object %s (#%d) returned wrong info type %d.", pEff->GetName(), pEff->Number, GetName(), Number, vInfo.GetType());
4733 // get string val
4734 C4String *psInfo = vInfo.getStr(); const char *szEffInfo;
4735 if (psInfo && (szEffInfo = psInfo->GetCStr()))
4736 if (*szEffInfo)
4737 {
4738 // OK; this effect has a desc. Add it!
4739 if (sResult.getLength()) sResult.AppendChar('|');
4740 sResult.Append(szEffInfo);
4741 }
4742 }
4743 // done
4744 return sResult;
4745 }
4746
GrabContents(C4Object * pFrom)4747 void C4Object::GrabContents(C4Object *pFrom)
4748 {
4749 // create a temp list of all objects and transfer it
4750 // this prevents nasty deadlocks caused by RejectEntrance-scripts
4751 C4ObjectList tmpList; tmpList.Copy(pFrom->Contents);
4752 for (C4Object *obj : tmpList)
4753 if (obj->Status)
4754 obj->Enter(this);
4755 }
4756
CanConcatPictureWith(C4Object * pOtherObject) const4757 bool C4Object::CanConcatPictureWith(C4Object *pOtherObject) const
4758 {
4759 // check current definition ID
4760 if (id != pOtherObject->id) return false;
4761 // def overwrite of stack conditions
4762 int32_t allow_picture_stack = Def->AllowPictureStack;
4763 if (!(allow_picture_stack & APS_Color))
4764 {
4765 // check color if ColorByOwner (flags)
4766 if (Color != pOtherObject->Color && Def->ColorByOwner) return false;
4767 // check modulation
4768 if (ColorMod != pOtherObject->ColorMod) return false;
4769 if (BlitMode != pOtherObject->BlitMode) return false;
4770 }
4771 if (!(allow_picture_stack & APS_Graphics))
4772 {
4773 // check graphics
4774 if (pGraphics != pOtherObject->pGraphics) return false;
4775 // check any own picture rect
4776 if (PictureRect != pOtherObject->PictureRect) return false;
4777 }
4778 if (!(allow_picture_stack & APS_Name))
4779 {
4780 // check name, so zagabar's sandwiches don't stack
4781 if (GetName() != pOtherObject->GetName()) return false;
4782 }
4783 if (!(allow_picture_stack & APS_Overlay))
4784 {
4785 // check overlay graphics
4786 for (C4GraphicsOverlay *pOwnOverlay = pGfxOverlay; pOwnOverlay; pOwnOverlay = pOwnOverlay->GetNext())
4787 if (pOwnOverlay->IsPicture())
4788 {
4789 C4GraphicsOverlay *pOtherOverlay = pOtherObject->GetGraphicsOverlay(pOwnOverlay->GetID(), false);
4790 if (!pOtherOverlay || !(*pOtherOverlay == *pOwnOverlay)) return false;
4791 }
4792 for (C4GraphicsOverlay *pOtherOverlay = pOtherObject->pGfxOverlay; pOtherOverlay; pOtherOverlay = pOtherOverlay->GetNext())
4793 if (pOtherOverlay->IsPicture())
4794 if (!GetGraphicsOverlay(pOtherOverlay->GetID())) return false;
4795 }
4796 // concat OK
4797 return true;
4798 }
4799
IsMoveableBySolidMask(int ComparisonPlane) const4800 bool C4Object::IsMoveableBySolidMask(int ComparisonPlane) const
4801 {
4802 return (Status == C4OS_NORMAL)
4803 && !(Category & C4D_StaticBack)
4804 && (ComparisonPlane < GetPlane())
4805 && !Contained
4806 ;
4807 }
4808
UpdateScriptPointers()4809 void C4Object::UpdateScriptPointers()
4810 {
4811 if (pEffects)
4812 pEffects->ReAssignAllCallbackFunctions();
4813 }
4814
IsPlayerObject(int32_t iPlayerNumber) const4815 bool C4Object::IsPlayerObject(int32_t iPlayerNumber) const
4816 {
4817 bool fAnyPlr = (iPlayerNumber == NO_OWNER);
4818 // if an owner is specified: only owned objects
4819 if (fAnyPlr && !ValidPlr(Owner)) return false;
4820 // and crew objects
4821 if (fAnyPlr || Owner == iPlayerNumber)
4822 {
4823 C4Player *pOwner = ::Players.Get(Owner);
4824 if (pOwner)
4825 {
4826 if (pOwner && pOwner->Crew.IsContained(this)) return true;
4827 }
4828 else
4829 {
4830 // Do not force that the owner exists because the function must work for unjoined players (savegame resume)
4831 if (Def->CrewMember)
4832 return true;
4833 }
4834 }
4835 // otherwise, not a player object
4836 return false;
4837 }
4838
IsUserPlayerObject()4839 bool C4Object::IsUserPlayerObject()
4840 {
4841 // must be a player object at all
4842 if (!IsPlayerObject()) return false;
4843 // and the owner must not be a script player
4844 C4Player *pOwner = ::Players.Get(Owner);
4845 if (!pOwner || pOwner->GetType() != C4PT_User) return false;
4846 // otherwise, it's a user playeer object
4847 return true;
4848 }
4849
SetPropertyByS(C4String * k,const C4Value & to)4850 void C4Object::SetPropertyByS(C4String * k, const C4Value & to)
4851 {
4852 if (k >= &Strings.P[0] && k < &Strings.P[P_LAST])
4853 {
4854 switch(k - &Strings.P[0])
4855 {
4856 case P_Plane:
4857 if (!to.getInt()) throw C4AulExecError("invalid Plane 0");
4858 SetPlane(to.getInt());
4859 return;
4860 }
4861 }
4862 C4PropListNumbered::SetPropertyByS(k, to);
4863 }
4864
ResetProperty(C4String * k)4865 void C4Object::ResetProperty(C4String * k)
4866 {
4867 if (k >= &Strings.P[0] && k < &Strings.P[P_LAST])
4868 {
4869 switch(k - &Strings.P[0])
4870 {
4871 case P_Plane:
4872 SetPlane(GetPropertyInt(P_Plane));
4873 return;
4874 }
4875 }
4876 return C4PropListNumbered::ResetProperty(k);
4877 }
4878
GetPropertyByS(const C4String * k,C4Value * pResult) const4879 bool C4Object::GetPropertyByS(const C4String *k, C4Value *pResult) const
4880 {
4881 if (k >= &Strings.P[0] && k < &Strings.P[P_LAST])
4882 {
4883 switch(k - &Strings.P[0])
4884 {
4885 case P_Plane: *pResult = C4VInt(Plane); return true;
4886 }
4887 }
4888 return C4PropListNumbered::GetPropertyByS(k, pResult);
4889 }
4890
GetProperties() const4891 C4ValueArray * C4Object::GetProperties() const
4892 {
4893 C4ValueArray * a = C4PropList::GetProperties();
4894 int i;
4895 i = a->GetSize();
4896 a->SetSize(i + 1);
4897 (*a)[i++] = C4VString(&::Strings.P[P_Plane]);
4898 return a;
4899 }
4900
GetSolidMaskPlane() const4901 int32_t C4Object::GetSolidMaskPlane() const
4902 {
4903 // use SolidMaskPlane property. Fallback to object plane if unassigned.
4904 int32_t plane = GetPropertyInt(P_SolidMaskPlane);
4905 return plane ? plane : GetPlane();
4906 }
4907