예제 #1
0
void CEffectCreator::InitPainterParameters (CCreatePainterCtx &Ctx, IEffectPainter *pPainter)

//	InitPainterParameters
//
//	Initialize painter parameters

	{
	SEventHandlerDesc Event;
	if (FindEventHandlerEffectType(evtGetParameters, &Event))
		{
		CCodeChainCtx CCCtx;

		CCCtx.SaveAndDefineDataVar(Ctx.GetData());

		ICCItem *pResult = CCCtx.Run(Event);
		if (pResult->IsError())
			::kernelDebugLogMessage(CONSTLIT("EffectType %x GetParameters: %s"), GetUNID(), (LPSTR)pResult->GetStringValue());
		else if (pResult->IsSymbolTable())
			{
			int i;
			CCSymbolTable *pTable = (CCSymbolTable *)pResult;

			for (i = 0; i < pTable->GetCount(); i++)
				{
				CString sParam = pTable->GetKey(i);
				ICCItem *pValue = pTable->GetElement(i);
				CEffectParamDesc Value;

				if (pValue->IsNil())
					Value.InitNull();
				else if (pValue->IsInteger())
					Value.InitInteger(pValue->GetIntegerValue());
				else if (pValue->IsIdentifier())
					{
					CString sValue = pValue->GetStringValue();
					char *pPos = sValue.GetASCIIZPointer();

					//	If this is a color, parse it

					if (*pPos == '#')
						Value.InitColor(::LoadRGBColor(sValue));

					//	Otherwise, a string

					else
						Value.InitString(sValue);
					}

				pPainter->SetParam(Ctx, sParam, Value);
				}
			}
		else
			::kernelDebugLogMessage(CONSTLIT("EffectType %x GetParameters: Expected struct result."), GetUNID());

		CCCtx.Discard(pResult);
		}
	}
예제 #2
0
void CArmorClass::FireOnArmorDamage (CItemCtx &ItemCtx, SDamageCtx &Ctx)

//	FireOnArmorDamage
//
//	Fires OnArmorDamage event

	{
	SEventHandlerDesc Event;
	if (FindEventHandlerArmorClass(evtOnArmorDamage, &Event))
		{
		//	Setup arguments

		CCodeChainCtx CCCtx;
		CCCtx.SaveAndDefineSourceVar(ItemCtx.GetSource());
		CCCtx.SaveAndDefineItemVar(ItemCtx);

		CCCtx.DefineInteger(CONSTLIT("aArmorHP"), Ctx.iHPLeft);
		CCCtx.DefineInteger(CONSTLIT("aArmorSeg"), Ctx.iSectHit);
		CCCtx.DefineSpaceObject(CONSTLIT("aAttacker"), Ctx.Attacker.GetObj());
		CCCtx.DefineSpaceObject(CONSTLIT("aCause"), Ctx.pCause);
		CCCtx.DefineDamageEffects(CONSTLIT("aDamageEffects"), Ctx);
		CCCtx.DefineInteger(CONSTLIT("aDamageHP"), Ctx.iDamage);
		CCCtx.DefineString(CONSTLIT("aDamageType"), GetDamageShortName(Ctx.Damage.GetDamageType()));
		CCCtx.DefineInteger(CONSTLIT("aHitDir"), Ctx.iDirection);
		CCCtx.DefineVector(CONSTLIT("aHitPos"), Ctx.vHitPos);
		CCCtx.DefineSpaceObject(CONSTLIT("aOrderGiver"), (Ctx.Attacker.GetObj() ? Ctx.Attacker.GetObj()->GetOrderGiver(Ctx.Attacker.GetCause()) : NULL));
		CCCtx.DefineItemType(CONSTLIT("aWeaponType"), Ctx.pDesc->GetWeaponType());

		ICCItem *pResult = CCCtx.Run(Event);

		//	If we return Nil, then nothing

		if (pResult->IsNil())
			NULL;

		//	If we return an integer, then this is the damage that armor should take

		else if (pResult->IsInteger())
			Ctx.iDamage = pResult->GetIntegerValue();

		//	If we return a list, then we it to be a DamageEffects list (modifications to
		//	aDamageEffects)

		else if (pResult->IsList())
			LoadDamageEffectsFromItem(pResult, Ctx);

		CCCtx.Discard(pResult);
		}
	}
예제 #3
0
bool CWeaponFireDesc::FireOnDamageShields (SDamageCtx &Ctx, int iDevice)

//	FireOnDamageShields
//
//	Fire OnDamageShields event. Returns TRUE if we should skip further shields damage

	{
	SEventHandlerDesc Event;
	if (FindEventHandler(evtOnDamageShields, &Event))
		{
		//	Setup arguments

		CCodeChainCtx CCCtx;

		CItemListManipulator ItemList(Ctx.pObj->GetItemList());
		CShip *pShip = Ctx.pObj->AsShip();
		if (pShip)
			pShip->SetCursorAtDevice(ItemList, iDevice);

		CCCtx.SaveAndDefineSourceVar(Ctx.pObj);
		CCCtx.DefineInteger(CONSTLIT("aArmorSeg"), Ctx.iSectHit);
		CCCtx.DefineInteger(CONSTLIT("aDevice"), iDevice);
		CCCtx.DefineItem(CONSTLIT("aDeviceItem"), ItemList.GetItemAtCursor());
		CCCtx.DefineSpaceObject(CONSTLIT("aCause"), Ctx.pCause);
		CCCtx.DefineSpaceObject(CONSTLIT("aAttacker"), Ctx.Attacker.GetObj());
		CCCtx.DefineSpaceObject(CONSTLIT("aOrderGiver"), (Ctx.Attacker.GetObj() ? Ctx.Attacker.GetObj()->GetOrderGiver(Ctx.Attacker.GetCause()) : NULL));
		CCCtx.DefineVector(CONSTLIT("aHitPos"), Ctx.vHitPos);
		CCCtx.DefineInteger(CONSTLIT("aHitDir"), Ctx.iDirection);
		CCCtx.DefineInteger(CONSTLIT("aDamageHP"), Ctx.iDamage);
		CCCtx.DefineString(CONSTLIT("aDamageType"), GetDamageShortName(Ctx.Damage.GetDamageType()));
		CCCtx.DefineItemType(CONSTLIT("aWeaponType"), Ctx.pDesc->GetWeaponType());

		CCCtx.DefineInteger(CONSTLIT("aShieldHP"), Ctx.iHPLeft);
		CCCtx.DefineInteger(CONSTLIT("aShieldDamageHP"), Ctx.iShieldDamage);
		CCCtx.DefineInteger(CONSTLIT("aArmorDamageHP"), Ctx.iDamage - Ctx.iAbsorb);
		if (Ctx.bReflect)
			{
			CCCtx.DefineString(CONSTLIT("aShieldReflect"), STR_SHIELD_REFLECT);
			CCCtx.DefineInteger(CONSTLIT("aOriginalShieldDamageHP"), Ctx.iOriginalShieldDamage);
			CCCtx.DefineInteger(CONSTLIT("aOriginalArmorDamageHP"), Ctx.iDamage - Ctx.iOriginalAbsorb);
			}
		else
			{
			CCCtx.DefineNil(CONSTLIT("aShieldReflect"));
			CCCtx.DefineInteger(CONSTLIT("aOriginalShieldDamageHP"), Ctx.iShieldDamage);
			CCCtx.DefineInteger(CONSTLIT("aOriginalArmorDamageHP"), Ctx.iDamage - Ctx.iAbsorb);
			}

		ICCItem *pResult = CCCtx.Run(Event);

		//	If we return Nil, then we continue processing

		bool bResult;
		if (pResult->IsNil())
			bResult = false;

		//	If this is an integer, we pass damage to armor

		else if (pResult->IsInteger())
			{
			Ctx.iDamage = pResult->GetIntegerValue();
			bResult = true;
			}

		//	If we return a list, then modify variables

		else if (pResult->IsList())
			{
			//	A single value means we modified the damage to armor

			if (pResult->GetCount() == 1)
				{
				if (strEquals(pResult->GetElement(0)->GetStringValue(), STR_SHIELD_REFLECT))
					{
					Ctx.bReflect = true;
					Ctx.iAbsorb = Ctx.iDamage;
					Ctx.iShieldDamage = 0;
					}
				else
					{
					Ctx.iShieldDamage = Max(0, Min(pResult->GetElement(0)->GetIntegerValue(), Ctx.iHPLeft));
					if (Ctx.bReflect)
						{
						Ctx.bReflect = false;
						Ctx.iAbsorb = Ctx.iOriginalAbsorb;
						}
					}
				}

			//	Two values mean we modified both damage to armor and shield damage

			else if (pResult->GetCount() == 2)
				{
				Ctx.bReflect = false;
				Ctx.iShieldDamage = Max(0, Min(pResult->GetElement(0)->GetIntegerValue(), Ctx.iHPLeft));
				Ctx.iAbsorb = Max(0, Ctx.iDamage - Max(0, pResult->GetElement(1)->GetIntegerValue()));
				}

			//	Otherwise, we deal with reflection

			else
				{
				Ctx.bReflect = strEquals(pResult->GetElement(0)->GetStringValue(), STR_SHIELD_REFLECT);
				Ctx.iShieldDamage = Max(0, Min(pResult->GetElement(1)->GetIntegerValue(), Ctx.iHPLeft));
				Ctx.iAbsorb = Max(0, Ctx.iDamage - Max(0, pResult->GetElement(2)->GetIntegerValue()));
				}

			//	Proceed with processing

			bResult = false;
			}

		//	If this is the string "reflect" then we reflect

		else if (strEquals(pResult->GetStringValue(), STR_SHIELD_REFLECT))
			{
			Ctx.bReflect = true;
			Ctx.iAbsorb = Ctx.iDamage;
			Ctx.iShieldDamage = 0;
			bResult = false;
			}

		//	Otherwise, error

		else
			{
			Ctx.pObj->ReportEventError(ON_DAMAGE_OVERLAY_EVENT, pResult);
			bResult = true;
			}

		CCCtx.Discard(pResult);

		return bResult;
		}
	else
		return false;
	}
예제 #4
0
bool IDockScreenDisplay::ParseBackgrounDesc (ICCItem *pDesc, SBackgroundDesc *retDesc)

//	ParseBackroundDesc
//
//	Parses a descriptor. Returns TRUE if successful.

	{
	CCodeChain &CC = g_pUniverse->GetCC();

	//	Nil means no default value

	if (pDesc->IsNil())
		retDesc->iType = backgroundDefault;

	//	If we have a struct, we expect a certain format

	else if (pDesc->IsSymbolTable())
		{
		CString sType = pDesc->GetStringAt(FIELD_TYPE);
		if (sType.IsBlank() || strEquals(sType, TYPE_NONE))
			retDesc->iType = backgroundNone;

		else if (strEquals(sType, TYPE_HERO))
			{
			retDesc->iType = backgroundObjHeroImage;
			retDesc->pObj = CreateObjFromItem(CC, pDesc->GetElement(FIELD_OBJ));
			if (retDesc->pObj == NULL)
				return false;
			}
		else if (strEquals(sType, TYPE_IMAGE))
			{
			retDesc->iType = backgroundImage;

			ICCItem *pImage = pDesc->GetElement(FIELD_IMAGE);
			if (pImage == NULL)
				return false;

			else if (pImage->IsInteger())
				retDesc->dwImageID = pImage->GetIntegerValue();

			else
				return false;
			}
		else if (strEquals(sType, TYPE_OBJECT))
			{
			retDesc->pObj = CreateObjFromItem(CC, pDesc->GetElement(FIELD_OBJ));
			if (retDesc->pObj == NULL)
				return false;

            if (retDesc->pObj->IsPlayer())
    			retDesc->iType = backgroundObjSchematicImage;
            else
    			retDesc->iType = backgroundObjHeroImage;
			}
		else if (strEquals(sType, TYPE_SCHEMATIC))
			{
			retDesc->iType = backgroundObjSchematicImage;
			retDesc->pObj = CreateObjFromItem(CC, pDesc->GetElement(FIELD_OBJ));
			if (retDesc->pObj == NULL)
				return false;
			}
		else
			return false;
		}

	//	Otherwise, we can't parse.
	//
	//	LATER: We should eventually handle a list-based image descriptor, but we
	//	would need to enhance SBackgroundDesc for that.

	else
		return false;

	//	Success
	
	return true;
	}
예제 #5
0
파일: CodeChain.cpp 프로젝트: bmer/Alchemy
ICCItem *CCodeChain::EvaluateArgs (CEvalContext *pCtx, ICCItem *pArgs, const CString &sArgValidation)

//	EvaluateArgs
//
//	Evaluate arguments and validate their types

	{
	ICCItem *pArg;
	ICCItem *pNew;
	ICCItem *pError;
	CCLinkedList *pEvalList;
	char *pValidation;
	int i;
	BOOL bNoEval;

	//	If the argument list if quoted, then it means that the arguments
	//	have already been evaluated. This happens if we've been called by
	//	(apply).

	bNoEval = pArgs->IsQuoted();

	//	Create a list to hold the results

	pNew = CreateLinkedList();
	if (pNew->IsError())
		return pNew;

	pEvalList = dynamic_cast<CCLinkedList *>(pNew);

	//	Start parsing at the beginning

	pValidation = sArgValidation.GetPointer();

	//	If there is a '*' in the validation, figure out
	//	how many arguments it represents

	int iVarArgs = Max(0, pArgs->GetCount() - (sArgValidation.GetLength() - 1));

	//	Loop over each argument

	for (i = 0; i < pArgs->GetCount(); i++)
		{
		ICCItem *pResult;

		pArg = pArgs->GetElement(i);

		//	If we're processing variable args, see if we're done

		if (*pValidation == '*')
			{
			if (iVarArgs == 0)
				pValidation++;
			else
				iVarArgs--;
			}

		//	Evaluate the item. If the arg is 'q' or 'u' then we 
		//	don't evaluate it.

		if (bNoEval || *pValidation == 'q' || *pValidation == 'u')
			pResult = pArg->Reference();

		//	If the arg is 'c' then we don't evaluate unless it is
		//	a lambda expression (or an identifier)

		else if (*pValidation == 'c' && !pArg->IsLambdaExpression() && !pArg->IsIdentifier())
			pResult = pArg->Reference();

		//	Evaluate

		else
			{
			pResult = Eval(pCtx, pArg);

			//	We don't want to return on error because some functions
			//	might want to pass errors around

			if (*pValidation != 'v' && *pValidation != '*')
				{
				if (pResult->IsError())
					{
					pEvalList->Discard(this);
					return pResult;
					}
				}
			}

		//	Check to see if the item is valid

		switch (*pValidation)
			{
			//	We expect a function...

			case 'f':
				{
				if (!pResult->IsFunction())
					{
					pError = CreateError(LITERAL("Function expected"), pResult);
					pResult->Discard(this);
					pEvalList->Discard(this);
					return pError;
					}
				break;
				}

			//  We expect a numeral...
			//
			//	NOTE: We treat integer the same a numeral because it's not always
			//	clear to the user when they've created a double or an integer.
			//	It is up to the actual function to use the integer or double 
			//	value appropriately.

			case 'i':
			case 'n':
				{
				if (!pResult->IsDouble() && !pResult->IsInteger())
					{
					pError = CreateError(LITERAL("Numeral expected"), pResult);
					pResult->Discard(this);
					pEvalList->Discard(this);
					return pError;
					}
				break;
				}

			//  We expect a double...

			case 'd':
				{
				if (!pResult->IsDouble())
					{
					pError = CreateError(LITERAL("Double expected"), pResult);
					pResult->Discard(this);
					pEvalList->Discard(this);
					return pError;
					}
				break;
				}

			//  We expect a vEctor...

			case 'e':
				{
				if (!(pResult->GetValueType() == ICCItem::Vector))
					{
					pError = CreateError(LITERAL("Vector expected"), pResult);
					pResult->Discard(this);
					pEvalList->Discard(this);
					return pError;
					}
				break;
				}

			//	We expect a linked list

			case 'k':
				{
				if (pResult->GetClass()->GetObjID() != OBJID_CCLINKEDLIST)
					{
					pError = CreateError(LITERAL("Linked-list expected"), pResult);
					pResult->Discard(this);
					pEvalList->Discard(this);
					return pError;
					}
				break;
				}

			//	We expect a list

			case 'l':
				{
				if (!pResult->IsList())
					{
					pError = CreateError(LITERAL("List expected"), pResult);
					pResult->Discard(this);
					pEvalList->Discard(this);
					return pError;
					}
				break;
				}

			//	We expect an identifier

			case 's':
			case 'q':
				{
				if (!pResult->IsIdentifier())
					{
					pError = CreateError(LITERAL("Identifier expected"), pResult);
					pResult->Discard(this);
					pEvalList->Discard(this);
					return pError;
					}
				break;
				}

			//	We expect an atom table

			case 'x':
				{
				if (!pResult->IsAtomTable())
					{
					pError = CreateError(LITERAL("Atom table expected"), pResult);
					pResult->Discard(this);
					pEvalList->Discard(this);
					return pError;
					}
				break;
				}

			//	We expect a symbol table

			case 'y':
				{
				if (!pResult->IsSymbolTable())
					{
					pError = CreateError(LITERAL("Symbol table expected"), pResult);
					pResult->Discard(this);
					pEvalList->Discard(this);
					return pError;
					}
				break;
				}

			//	We expect anything

			case 'c':
			case 'u':
			case 'v':
				break;

			//	We expect any number of anythings...

			case '*':
				break;

			//	Too many arguments

			case '\0':
				{
				pError = CreateError(LITERAL("Too many arguments"), NULL);
				pResult->Discard(this);
				pEvalList->Discard(this);
				return pError;
				}

			default:
				ASSERT(FALSE);
			}

		//	Add the result to the list

		pEvalList->Append(*this, pResult);
		pResult->Discard(this);

		//	Next validation sequence (note that *pValidation can never
		//	be '\0' because we return above if we find it)

		if (*pValidation != '*')
			pValidation++;
		}

	//	Make sure we have enough arguments

	if (*pValidation != '\0' && *pValidation != '*')
		{
		pError = CreateError(LITERAL("Insufficient arguments"), NULL);
		pEvalList->Discard(this);
		return pError;
		}

	//	Return the evaluation list

	return pEvalList;
	}