bool ObjectComJump(C4Object *cObj) // by ObjectComUp, ExecCMDFMoveTo, FnJump { // Only if walking if (cObj->GetProcedure()!=DFA_WALK) return false; // Calculate direction & forces C4Real TXDir=Fix0; C4PropList *pActionWalk = cObj->GetAction(); C4Real iPhysicalWalk = C4REAL100(pActionWalk->GetPropertyInt(P_Speed)) * itofix(cObj->GetCon(), FullCon); C4Real iPhysicalJump = C4REAL100(cObj->GetPropertyInt(P_JumpSpeed)) * itofix(cObj->GetCon(), FullCon); if (cObj->Action.ComDir==COMD_Left || cObj->Action.ComDir==COMD_UpLeft) TXDir=-iPhysicalWalk; else if (cObj->Action.ComDir==COMD_Right || cObj->Action.ComDir==COMD_UpRight) TXDir=+iPhysicalWalk; C4Real x = cObj->fix_x, y = cObj->fix_y; // find bottom-most vertex, correct starting position for simulation int32_t iBtmVtx = cObj->Shape.GetBottomVertex(); if (iBtmVtx != -1) { x += cObj->Shape.GetVertexX(iBtmVtx); y += cObj->Shape.GetVertexY(iBtmVtx); } // Try dive if (cObj->Shape.ContactDensity > C4M_Liquid) if (SimFlightHitsLiquid(x,y,TXDir,-iPhysicalJump)) if (ObjectActionDive(cObj,TXDir,-iPhysicalJump)) return true; // Regular jump return ObjectActionJump(cObj,TXDir,-iPhysicalJump,true); }
C4Value C4Effect::DoCall(C4Object *pObj, const char *szFn, const C4Value &rVal1, const C4Value &rVal2, const C4Value &rVal3, const C4Value &rVal4, const C4Value &rVal5, const C4Value &rVal6, const C4Value &rVal7) { // def script or global only? C4PropList *p = GetCallbackScript(); // compose function name char fn[C4AUL_MAX_Identifier+1]; sprintf(fn, PSF_FxCustom, GetName(), szFn); return p->Call(fn, &C4AulParSet(C4VObj(pObj), C4VPropList(this), rVal1, rVal2, rVal3, rVal4, rVal5, rVal6, rVal7)); }
void C4Effect::AssignCallbackFunctions() { C4PropList *p = GetCallbackScript(); // compose function names and search them char fn[C4AUL_MAX_Identifier+1]; sprintf(fn, PSF_FxStart, GetName()); pFnStart = p->GetFunc(fn); sprintf(fn, PSF_FxStop, GetName()); pFnStop = p->GetFunc(fn); sprintf(fn, PSF_FxTimer, GetName()); pFnTimer = p->GetFunc(fn); sprintf(fn, PSF_FxEffect, GetName()); pFnEffect = p->GetFunc(fn); sprintf(fn, PSF_FxDamage, GetName()); pFnDamage = p->GetFunc(fn); }
void C4ScriptHost::UnLink() { C4PropList * p = GetPropList(); if (p) { p->C4PropList::Clear(); p->SetProperty(P_Prototype, C4VPropList(Engine->GetPropList())); } // includes will have to be re-resolved now IncludesResolved = false; if (State > ASS_PREPARSED) State = ASS_PREPARSED; }
void C4Object::SideBounds(C4Real &ctcox) { // layer bounds if (Layer) if (Layer->Def->BorderBound & C4D_Border_Layer) { C4PropList* pActionDef = GetAction(); if (!pActionDef || pActionDef->GetPropertyP(P_Procedure) != DFA_ATTACH) { TargetBounds(ctcox, Layer->GetX() + Layer->Shape.GetX() - Shape.GetX(), Layer->GetX() + Layer->Shape.GetX() + Layer->Shape.Wdt + Shape.GetX(), CNAT_Left, CNAT_Right); } } // landscape bounds if (Def->BorderBound & C4D_Border_Sides) TargetBounds(ctcox,0-Shape.GetX(),GBackWdt+Shape.GetX(),CNAT_Left,CNAT_Right); }
bool C4PropList::operator==(const C4PropList &b) const { // every numbered proplist has a unique number and is only identical to itself if (this == &b) return true; if (IsNumbered() || b.IsNumbered()) return false; if (Properties.GetSize() != b.Properties.GetSize()) return false; if (GetDef() != b.GetDef()) return false; const C4Property * p = Properties.First(); while (p) { const C4Property & bp = b.Properties.Get(p->Key); if (!bp) return false; if (p->Value != bp.Value) return false; p = Properties.Next(p); } return true; }
void C4Object::VerticalBounds(C4Real &ctcoy) { // layer bounds if (Layer) if (Layer->Def->BorderBound & C4D_Border_Layer) { C4PropList* pActionDef = GetAction(); if (!pActionDef || pActionDef->GetPropertyP(P_Procedure) != DFA_ATTACH) { TargetBounds(ctcoy, Layer->GetY() + Layer->Shape.GetY() - Shape.GetY(), Layer->GetY() + Layer->Shape.GetY() + Layer->Shape.Hgt + Shape.GetY(), CNAT_Top, CNAT_Bottom); } } // landscape bounds if (Def->BorderBound & C4D_Border_Top) TargetBounds(ctcoy,0-Shape.GetY(),+1000000,CNAT_Top,CNAT_Bottom); if (Def->BorderBound & C4D_Border_Bottom) TargetBounds(ctcoy,-1000000,GBackHgt+Shape.GetY(),CNAT_Top,CNAT_Bottom); }
C4Value C4Effect::DoCall(C4PropList *pObj, const char *szFn, const C4Value &rVal1, const C4Value &rVal2, const C4Value &rVal3, const C4Value &rVal4, const C4Value &rVal5, const C4Value &rVal6, const C4Value &rVal7) { C4PropList * p = GetCallbackScript(); if (!p) { C4AulFunc * fn = GetFunc(szFn); if (fn) return fn->Exec(this, &C4AulParSet(rVal1, rVal2, rVal3, rVal4, rVal5, rVal6, rVal7)); } else { // old variant // compose function name C4AulFunc * fn = p->GetFunc(FormatString(PSF_FxCustom, GetName(), szFn).getData()); if (fn) return fn->Exec(p, &C4AulParSet(Obj(pObj), this, rVal1, rVal2, rVal3, rVal4, rVal5, rVal6, rVal7)); } return C4Value(); }
bool ObjectComDrop(C4Object *cObj, C4Object *pThing) { // No object specified, first from contents if (!pThing) pThing = cObj->Contents.GetObject(); // Nothing to throw if (!pThing) return false; // Force and direction // When dropping diagonally, drop from edge of shape // When doing a diagonal forward drop during flight, exit a bit closer to the Clonk to allow planned tumbling // Except when hangling, so you can mine effectively form the ceiling, and when swimming because you cannot tumble then C4Real pthrow=C4REAL100(cObj->GetPropertyInt(P_ThrowSpeed)); int32_t tdir=0; int right=0; bool isHanglingOrSwimming = false; int32_t iProc = -1; C4PropList* pActionDef = cObj->GetAction(); if (pActionDef) { iProc = pActionDef->GetPropertyP(P_Procedure); if (iProc == DFA_HANGLE || iProc == DFA_SWIM) isHanglingOrSwimming = true; } int32_t iOutposReduction = 1; // don't exit object too far forward during jump if (iProc != DFA_SCALE) // never diagonal during scaling (can have com into wall during scaling!) { if (ComDirLike(cObj->Action.ComDir, COMD_Left)) { tdir=-1; right = 0; if (cObj->xdir < C4REAL10(15) && !isHanglingOrSwimming) --iOutposReduction; } if (ComDirLike(cObj->Action.ComDir, COMD_Right)) { tdir=+1; right = 1; if (cObj->xdir > C4REAL10(-15) && !isHanglingOrSwimming) --iOutposReduction; } } // Exit object pThing->Exit(cObj->GetX() + (cObj->Shape.x + cObj->Shape.Wdt * right) * !!tdir * iOutposReduction, cObj->GetY()+cObj->Shape.y+cObj->Shape.Hgt-(pThing->Shape.y+pThing->Shape.Hgt),0,pthrow*tdir,Fix0,Fix0); // Update OCF cObj->SetOCF(); // Ungrab ObjectComUnGrab(cObj); // Done return true; }
bool C4ValueProviderAction::Execute() { // Object might have been removed if(!Object) return false; const C4Action& Action = Object->Action; C4PropList* pActionDef = Object->GetAction(); // TODO: We could cache these... const StdMeshAnimation* animation = Action.Animation->GetAnimation(); const int32_t length = pActionDef->GetPropertyInt(P_Length); const int32_t delay = pActionDef->GetPropertyInt(P_Delay); if (delay) Value = itofix(Action.Phase * delay + Action.PhaseDelay) * ftofix(animation->Length) / (delay * length); else Value = itofix(Action.Phase) * ftofix(animation->Length) / length; return true; }
void C4PropList::SetPropertyByS(C4String * k, const C4Value & to) { assert(!constant); if (k == &Strings.P[P_Prototype]) { C4PropList * newpt = to.getPropList(); for(C4PropList * it = newpt; it; it = it->GetPrototype()) if(it == this) throw C4AulExecError("Trying to create cyclic prototype structure"); prototype.SetPropList(newpt); } else if (Properties.Has(k)) { Properties.Get(k).Value = to; } else { Properties.Add(C4Property(k, to)); } }
void C4Object::VerticalBounds(C4Real &ctcoy) { // layer bounds if (Layer && Layer->GetPropertyInt(P_BorderBound) & C4D_Border_Layer) { C4PropList* pActionDef = GetAction(); if (!pActionDef || pActionDef->GetPropertyP(P_Procedure) != DFA_ATTACH) { C4Real tbound = itofix(Layer->GetY() + Layer->Shape.GetY() - Shape.GetY()), bbound = itofix(Layer->GetY() + Layer->Shape.GetY() + Layer->Shape.Hgt - (Shape.GetY() + Shape.Hgt)); if (ctcoy < tbound) StopAndContact(ctcoy, tbound, ydir, CNAT_Top); if (ctcoy > bbound) StopAndContact(ctcoy, bbound, ydir, CNAT_Bottom); } } // landscape bounds C4Real tbound = itofix(0 - Shape.GetY()), bbound = itofix(GBackHgt - (Shape.GetY() + Shape.Hgt)); if (ctcoy < tbound && GetPropertyInt(P_BorderBound) & C4D_Border_Top) StopAndContact(ctcoy, tbound, ydir, CNAT_Top); if (ctcoy > bbound && GetPropertyInt(P_BorderBound) & C4D_Border_Bottom) StopAndContact(ctcoy, bbound, ydir, CNAT_Bottom); }
// Stop the object and do contact calls if it collides with the border void C4Object::SideBounds(C4Real &ctcox) { // layer bounds if (Layer && Layer->GetPropertyInt(P_BorderBound) & C4D_Border_Layer) { C4PropList* pActionDef = GetAction(); if (!pActionDef || pActionDef->GetPropertyP(P_Procedure) != DFA_ATTACH) { C4Real lbound = itofix(Layer->GetX() + Layer->Shape.GetX() - Shape.GetX()), rbound = itofix(Layer->GetX() + Layer->Shape.GetX() + Layer->Shape.Wdt - (Shape.GetX() + Shape.Wdt)); if (ctcox < lbound) StopAndContact(ctcox, lbound, xdir, CNAT_Left); if (ctcox > rbound) StopAndContact(ctcox, rbound, xdir, CNAT_Right); } } // landscape bounds C4Real lbound = itofix(0 - Shape.GetX()), rbound = itofix(GBackWdt - (Shape.GetX() + Shape.Wdt)); if (ctcox < lbound && GetPropertyInt(P_BorderBound) & C4D_Border_Sides) StopAndContact(ctcox, lbound, xdir, CNAT_Left); if (ctcox > rbound && GetPropertyInt(P_BorderBound) & C4D_Border_Sides) StopAndContact(ctcox, rbound, xdir, CNAT_Right); }
void C4AulScriptEngine::Clear() { #ifndef NOAULDEBUG // stop debugger delete C4AulDebug::GetDebugger(); #endif while (Child0) if (Child0->Delete()) delete Child0; else Child0->Unreg(); // clear own stuff C4PropListStaticMember::Clear(); // reset values warnCnt = errCnt = lineCnt = 0; // resetting name lists will reset all data lists, too // except not... GlobalNamedNames.Reset(); GlobalConstNames.Reset(); GlobalConsts.Reset(); GlobalConsts.SetNameList(&GlobalConstNames); RegisterGlobalConstant("Global", C4VPropList(this)); GlobalNamed.Reset(); GlobalNamed.SetNameList(&GlobalNamedNames); delete pGlobalEffects; pGlobalEffects=nullptr; UserFiles.clear(); // Delete all global proplists made static (breaks // cyclic references). for (C4Value& value: OwnedPropLists) { C4PropList* plist = value.getPropList(); if (plist) { if (plist->Delete()) delete plist; else plist->Clear(); } } OwnedPropLists.clear(); }
void C4GraphicsOverlay::UpdateFacet() { // special: Nothing to update for object and pSourceGfx may be NULL // If there will ever be something to init here, UpdateFacet() will also need to be called when objects have been loaded if (eMode == MODE_Object) return; // otherwise, source graphics must be specified if (!pSourceGfx) return; C4Def *pDef = pSourceGfx->pDef; assert(pDef); fZoomToShape = false; // Clear old mesh instance, if any delete pMeshInstance; pMeshInstance = NULL; // update by mode switch (eMode) { case MODE_None: break; case MODE_Base: // def base graphics if (pSourceGfx->Type == C4DefGraphics::TYPE_Bitmap) fctBlit.Set(pSourceGfx->GetBitmap(), 0, 0, pDef->Shape.Wdt, pDef->Shape.Hgt, pDef->Shape.x+pDef->Shape.Wdt/2, pDef->Shape.y+pDef->Shape.Hgt/2); else if (pSourceGfx->Type == C4DefGraphics::TYPE_Mesh) pMeshInstance = new StdMeshInstance(*pSourceGfx->Mesh, 1.0f); break; case MODE_Action: // graphics of specified action { // Clear old facet fctBlit.Default(); // Ensure there is actually an action set if (!Action[0]) return; C4Value v; pDef->GetProperty(P_ActMap, &v); C4PropList *actmap = v.getPropList(); if (!actmap) return; actmap->GetPropertyByS(::Strings.RegString(Action), &v); C4PropList *action = v.getPropList(); if (!action) return; if (pSourceGfx->Type == C4DefGraphics::TYPE_Bitmap) { fctBlit.Set(pSourceGfx->GetBitmap(), action->GetPropertyInt(P_X), action->GetPropertyInt(P_Y), action->GetPropertyInt(P_Wdt), action->GetPropertyInt(P_Hgt)); // FIXME: fctBlit.TargetX has to be set here } else if (pSourceGfx->Type == C4DefGraphics::TYPE_Mesh) { C4String* AnimationName = action->GetPropertyStr(P_Animation); if (!AnimationName) return; pMeshInstance = new StdMeshInstance(*pSourceGfx->Mesh, 1.0f); const StdMeshAnimation* Animation = pSourceGfx->Mesh->GetSkeleton().GetAnimationByName(AnimationName->GetData()); if (!Animation) return; pMeshInstance->PlayAnimation(*Animation, 0, NULL, new C4ValueProviderRef<int32_t>(iPhase, ftofix(Animation->Length / action->GetPropertyInt(P_Length))), new C4ValueProviderConst(itofix(1)), true); } break; } case MODE_ObjectPicture: // ingame picture of object // calculated at runtime break; case MODE_IngamePicture: case MODE_Picture: // def picture fZoomToShape = true; // drawn at runtime break; case MODE_ExtraGraphics: // like ColorByOwner-sfc // calculated at runtime break; case MODE_Rank: // drawn at runtime break; case MODE_Object: // TODO break; } }
bool C4Object::ExecMovement() // Every Tick1 by Execute { // update in which material this object is UpdateInMat(); // Containment check if (Contained) { CopyMotion(Contained); return true; } // General mobility check if (Category & C4D_StaticBack) return false; // Movement execution if (Mobile) // Object is moving { // Move object DoMovement(); // Demobilization check if ((xdir==0) && (ydir==0) && (rdir==0)) Mobile=0; // Check for stabilization if (rdir==0) Stabilize(); } else // Object is static { // Check for stabilization Stabilize(); // Check for mobilization if (!::Game.iTick10) { // Gravity mobilization xdir=ydir=rdir=0; Mobile=1; } } // Enforce zero rotation if (!Def->Rotateable) fix_r=Fix0; // Out of bounds check if ((!Inside<int32_t>(GetX() + Shape.GetX(), -Shape.Wdt, GBackWdt) && !(GetPropertyInt(P_BorderBound) & C4D_Border_Sides)) || ((GetY() + Shape.GetY() > GBackHgt) && !(GetPropertyInt(P_BorderBound) & C4D_Border_Bottom))) { C4PropList* pActionDef = GetAction(); // Never remove attached objects: If they are truly outside landscape, their target will be removed, // and the attached objects follow one frame later if (!pActionDef || !Action.Target || pActionDef->GetPropertyP(P_Procedure) != DFA_ATTACH) { bool fRemove = true; // never remove HUD objects if (Category & C4D_Parallax) { int parX, parY; GetParallaxity(&parX, &parY); fRemove = false; if (GetX()>GBackWdt || GetY()>GBackHgt) fRemove = true; // except if they are really out of the viewport to the right... else if (GetX()<0 && !!parX) fRemove = true; // ...or it's not HUD horizontally and it's out to the left else if (!parX && GetX()<-GBackWdt) fRemove = true; // ...or it's HUD horizontally and it's out to the left } if (fRemove) { AssignDeath(true); AssignRemoval(); } } } return true; }
void C4Object::DoMovement() { int32_t iContact=0; bool fAnyContact=false; int iContacts = 0; BYTE fTurned=0,fRedirectYR=0,fNoAttach=0; // Restrictions if (Def->NoHorizontalMove) xdir=0; // Dig free target area C4PropList* pActionDef = GetAction(); if (pActionDef) if (pActionDef->GetPropertyInt(P_DigFree)) { int ctcox, ctcoy; // Shape size square if (pActionDef->GetPropertyInt(P_DigFree)==1) { ctcox=fixtoi(fix_x+xdir); ctcoy=fixtoi(fix_y+ydir); ::Landscape.DigFreeRect(ctcox+Shape.GetX(),ctcoy+Shape.GetY(),Shape.Wdt,Shape.Hgt,this); } // Free size round (variable size) else { ctcox=fixtoi(fix_x+xdir); ctcoy=fixtoi(fix_y+ydir); int32_t rad = pActionDef->GetPropertyInt(P_DigFree); if (Con<FullCon) rad = rad*6*Con/5/FullCon; ::Landscape.DigFree(ctcox,ctcoy-1,rad,this); } } // store previous movement and ocf C4Real oldxdir(xdir), oldydir(ydir); uint32_t old_ocf = OCF; bool fMoved = false; C4Real new_x = fix_x + xdir; C4Real new_y = fix_y + ydir; SideBounds(new_x); if (!Action.t_attach) // Unattached movement = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = { // Horizontal movement - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - // Move to target while (fixtoi(new_x) != fixtoi(fix_x)) { // Next step int step = Sign(new_x - fix_x); uint32_t border_hack_contacts = 0; iContact=ContactCheck(GetX() + step, GetY(), &border_hack_contacts); if (iContact || border_hack_contacts) { fAnyContact=true; iContacts |= t_contact | border_hack_contacts; } if (iContact) { // Abort horizontal movement new_x = fix_x; // Vertical redirection (always) RedirectForce(xdir,ydir,-1); ApplyFriction(ydir,ContactVtxFriction(this)); } else // Free horizontal movement { DoMotion(step, 0); fMoved = true; } } // Vertical movement - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - // Movement target new_y = fix_y + ydir; // Movement bounds (vertical) VerticalBounds(new_y); // Move to target while (fixtoi(new_y) != fixtoi(fix_y)) { // Next step int step = Sign(new_y - fix_y); if ((iContact=ContactCheck(GetX(), GetY() + step, nullptr, ydir > 0))) { fAnyContact=true; iContacts |= t_contact; new_y = fix_y; // Vertical contact horizontal friction ApplyFriction(xdir,ContactVtxFriction(this)); // Redirection slide or rotate if (!ContactVtxCNAT(this,CNAT_Left)) RedirectForce(ydir,xdir,-1); else if (!ContactVtxCNAT(this,CNAT_Right)) RedirectForce(ydir,xdir,+1); else { // living things are always capable of keeping their rotation if (OCF & OCF_Rotate) if (iContact==1) if (!Alive) { RedirectForce(ydir,rdir,-ContactVtxWeight(this)); fRedirectYR=1; } ydir=0; } } else // Free vertical movement { DoMotion(0,step); fMoved = true; } } } if (Action.t_attach) // Attached movement = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = { VerticalBounds(new_y); // Move to target do { // Set next step target int step_x = 0, step_y = 0; if (fixtoi(new_x) != GetX()) step_x = Sign(fixtoi(new_x) - GetX()); else if (fixtoi(new_y) != GetY()) step_y = Sign(fixtoi(new_y) - GetY()); int32_t ctx = GetX() + step_x; int32_t cty = GetY() + step_y; // Attachment check if (!Shape.Attach(ctx,cty,Action.t_attach)) fNoAttach=1; else { // Attachment change to ctx/cty overrides target if (ctx != GetX() + step_x) { xdir = Fix0; new_x = itofix(ctx); } if (cty != GetY() + step_y) { ydir = Fix0; new_y = itofix(cty); } } // Contact check & evaluation uint32_t border_hack_contacts = 0; iContact=ContactCheck(ctx,cty,&border_hack_contacts); if (iContact || border_hack_contacts) { fAnyContact=true; iContacts |= border_hack_contacts | t_contact; } if (iContact) { // Abort movement if (ctx != GetX()) { ctx = GetX(); new_x = fix_x; } if (cty != GetY()) { cty = GetY(); new_y = fix_y; } } DoMotion(ctx - GetX(), cty - GetY()); fMoved = true; } while (fixtoi(new_x) != GetX() || fixtoi(new_y) != GetY()); } if(fix_x != new_x || fix_y != new_y) { fMoved = true; if (pSolidMaskData) pSolidMaskData->Remove(true); fix_x = new_x; fix_y = new_y; } // Rotation - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - if (OCF & OCF_Rotate && !!rdir) { C4Real target_r = fix_r + rdir * 5; // Rotation limit if (Def->Rotateable>1) { if (target_r > itofix(Def->Rotateable)) { target_r = itofix(Def->Rotateable); rdir=0; } if (target_r < itofix(-Def->Rotateable)) { target_r = itofix(-Def->Rotateable); rdir=0; } } int32_t ctx=GetX(); int32_t cty=GetY(); // Move to target while (fixtoi(fix_r) != fixtoi(target_r)) { // Save step undos C4Real lcobjr = fix_r; C4Shape lshape=Shape; // Try next step fix_r += Sign(target_r - fix_r); UpdateShape(); // attached rotation: rotate around attachment pos if (Action.t_attach && !fNoAttach) { // more accurately, attachment should be evaluated by a rotation around the attachment vertex // however, as long as this code is only used for some surfaces adjustment for large vehicles, // it's enough to assume rotation around the center ctx=GetX(); cty=GetY(); // evaluate attachment, but do not bother about attachment loss // that will then be done in next execution cycle Shape.Attach(ctx,cty,Action.t_attach); } // check for contact if ((iContact=ContactCheck(ctx,cty))) // Contact { fAnyContact=true; iContacts |= t_contact; // Undo step and abort movement Shape=lshape; target_r = fix_r = lcobjr; // last UpdateShape-call might have changed sector lists! UpdatePos(); // Redirect to GetY() if (iContact==1) if (!fRedirectYR) RedirectForce(rdir,ydir,-1); // Stop rotation rdir=0; } else { fTurned=1; if (ctx != GetX() || cty != GetY()) { fix_x = itofix(ctx); fix_y = itofix(cty); } } } // Circle bounds if (target_r < -FixHalfCircle) { target_r += FixFullCircle; } if (target_r > +FixHalfCircle) { target_r -= FixFullCircle; } fix_r = target_r; } // Reput solid mask if moved by motion if (fMoved || fTurned) UpdateSolidMask(true); // Misc checks =========================================================================================== // InLiquid check // this equals C4Object::UpdateLiquid, but the "fNoAttach=false;"-line if (IsInLiquidCheck()) // In Liquid { if (!InLiquid) // Enter liquid { if (OCF & OCF_HitSpeed2) if (Mass>3) Splash(GetX(),GetY()+1,std::min(Shape.Wdt*Shape.Hgt/10,20),this); fNoAttach=false; InLiquid=1; } } else // Out of liquid { if (InLiquid) // Leave liquid InLiquid=0; } // Contact Action if (fAnyContact) { t_contact = iContacts; ContactAction(); } // Attachment Loss Action if (fNoAttach) NoAttachAction(); // Movement Script Execution if (fAnyContact) { C4AulParSet pars(C4VInt(fixtoi(oldxdir, 100)), C4VInt(fixtoi(oldydir, 100))); if (old_ocf & OCF_HitSpeed1) Call(PSF_Hit, &pars); if (old_ocf & OCF_HitSpeed2) Call(PSF_Hit2, &pars); if (old_ocf & OCF_HitSpeed3) Call(PSF_Hit3, &pars); } // Rotation gfx if (fTurned) UpdateFace(true); else // pos changed? if (fMoved) UpdatePos(); }
C4PropListStatic * C4GameScriptHost::GetPropList() { C4PropList * p = ScenPrototype._getPropList(); return p ? p->IsStatic() : 0; }
C4AulDebug::ProcessLineResult C4AulDebug::ProcessLine(const StdStrBuf &Line) { // Get command StdStrBuf Cmd; Cmd.CopyUntil(Line.getData(), ' '); // Get data const char *szData = Line.getPtr(Cmd.getLength()); if (*szData) szData++; // Identify command const char *szCmd = Cmd.getData(); if (SEqualNoCase(szCmd, "HELP")) return ProcessLineResult(false, "Yeah, like I'm going to explain that /here/"); else if (SEqualNoCase(szCmd, "BYE") || SEqualNoCase(szCmd, "QUIT")) C4NetIOTCP::Close(PeerAddr); else if (SEqualNoCase(szCmd, "SAY")) ::Control.DoInput(CID_Message, new C4ControlMessage(C4CMT_Normal, szData), CDT_Direct); else if (SEqualNoCase(szCmd, "CMD")) ::MessageInput.ProcessCommand(szData); else if (SEqualNoCase(szCmd, "STP") || SEqualNoCase(szCmd, "S")) eState = DS_Step; else if (SEqualNoCase(szCmd, "GO") || SEqualNoCase(szCmd, "G")) eState = DS_Go; else if (SEqualNoCase(szCmd, "STO") || SEqualNoCase(szCmd, "O")) eState = DS_StepOver; else if (SEqualNoCase(szCmd, "STR") || SEqualNoCase(szCmd, "R")) eState = DS_StepOut; else if (SEqualNoCase(szCmd, "EXC") || SEqualNoCase(szCmd, "E")) { C4AulScriptContext* context = pExec->GetContext(pExec->GetContextDepth()-1); int32_t objectNum = C4ControlScript::SCOPE_Global; if (context && context->Obj && context->Obj->GetObject()) objectNum = context->Obj->GetObject()->Number; ::Control.DoInput(CID_Script, new C4ControlScript(szData, objectNum, true), CDT_Decide); } else if (SEqualNoCase(szCmd, "PSE")) if (Game.IsPaused()) { Game.Unpause(); return ProcessLineResult(true, "Game unpaused."); } else { Game.Pause(); return ProcessLineResult(true, "Game paused."); } else if (SEqualNoCase(szCmd, "LST")) { for (C4AulScript* script = ScriptEngine.Child0; script; script = script->Next) { SendLine(RelativePath(script->ScriptName)); } } // toggle breakpoint else if (SEqualNoCase(szCmd, "TBR")) { using namespace std; // FIXME: this doesn't find functions which were included/appended string scriptPath = szData; size_t colonPos = scriptPath.find(':'); if (colonPos == string::npos) return ProcessLineResult(false, "Missing line in breakpoint request"); int line = atoi(&scriptPath[colonPos+1]); scriptPath.erase(colonPos); C4AulScript *script; for (script = ScriptEngine.Child0; script; script = script->Next) { if (SEqualNoCase(RelativePath(script->ScriptName), scriptPath.c_str())) break; } auto sh = script ? script->GetScriptHost() : NULL; if (sh) { C4AulBCC * found = NULL; for (auto script = ::ScriptEngine.Child0; script; script = script->Next) for (C4PropList *props = script->GetPropList(); props; props = props->GetPrototype()) for (auto fname = props->EnumerateOwnFuncs(); fname; fname = props->EnumerateOwnFuncs(fname)) { C4Value val; if (!props->GetPropertyByS(fname, &val)) continue; auto func = val.getFunction(); if (!func) continue; auto sfunc = func->SFunc(); if (!sfunc) continue; if (sfunc->pOrgScript != sh) continue; for (auto chunk = sfunc->GetCode(); chunk->bccType != AB_EOFN; chunk++) { if (chunk->bccType == AB_DEBUG) { int lineOfThisOne = sfunc->GetLineOfCode(chunk); if (lineOfThisOne == line) { found = chunk; goto Found; } } } } Found: if (found) found->Par.i = !found->Par.i; // activate breakpoint else return ProcessLineResult(false, "Can't set breakpoint (wrong line?)"); } else return ProcessLineResult(false, "Can't find script"); } else if (SEqualNoCase(szCmd, "SST")) { std::list<StdStrBuf*>::iterator it = StackTrace.begin(); for (it++; it != StackTrace.end(); it++) { SendLine("AT", (*it)->getData()); } SendLine("EST"); } else if (SEqualNoCase(szCmd, "VAR")) { C4Value *val = NULL; int varIndex; C4AulScriptContext* pCtx = pExec->GetContext(pExec->GetContextDepth() - 1); if (pCtx) { if ((varIndex = pCtx->Func->ParNamed.GetItemNr(szData)) != -1) { val = &pCtx->Pars[varIndex]; } else if ((varIndex = pCtx->Func->VarNamed.GetItemNr(szData)) != -1) { val = &pCtx->Vars[varIndex]; } } const char* typeName = val ? GetC4VName(val->GetType()) : "any"; StdStrBuf output = FormatString("%s %s %s", szData, typeName, val ? val->GetDataString().getData() : "Unknown"); SendLine("VAR", output.getData()); } else return ProcessLineResult(false, "Can't do that"); return ProcessLineResult(true, ""); }
float C4SoundModifier::GetFloatProp(C4PropertyName key, float ratio, float default_value) { // get scaled property and fill in default value C4PropList *p = props._getPropList(); return float(p->GetPropertyInt(key, int32_t(default_value * ratio))) / ratio; }
bool C4SoundModifier::GetBoolProp(C4PropertyName key, bool default_value) { // get scaled property and fill in default value C4PropList *p = props._getPropList(); return (p->GetPropertyInt(key, int32_t(default_value ? 1 : 0)) != 0); }