bool CLanguageDataBlock::Translate (CSpaceObject *pObj, const CString &sID, ICCItem **retpResult) const

//	Translate
//
//	Translates to an item. The caller is responsible for discarding.

	{
	//	If we can't find this ID then we can't translate

	SEntry *pEntry = m_Data.GetAt(sID);
	if (pEntry == NULL)
		return false;

	//	If we don't need to run code then we just return the string.

	if (pEntry->pCode == NULL)
		{
		*retpResult = g_pUniverse->GetCC().CreateString(pEntry->sText);
		return true;
		}

	//	Otherwise we have to run some code

	CCodeChainCtx Ctx;
	Ctx.SaveAndDefineSourceVar(pObj);
	Ctx.DefineString(CONSTLIT("aTextID"), sID);
	
	*retpResult = Ctx.Run(pEntry->pCode);	//	LATER:Event

	return true;
	}
Пример #2
0
bool CWeaponFireDesc::FireOnDamageOverlay (SDamageCtx &Ctx, CEnergyField *pOverlay)

//	FireOnDamageOverlay
//
//	Fire OnDamageOverlay event. Returns TRUE if we should skip further overlay damage

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

		CCodeChainCtx CCCtx;

		CCCtx.SaveAndDefineSourceVar(Ctx.pObj);
		CCCtx.DefineInteger(CONSTLIT("aArmorSeg"), Ctx.iSectHit);
		CCCtx.DefineInteger(CONSTLIT("aOverlayID"), pOverlay->GetID());
		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());

		ICCItem *pResult = CCCtx.Run(Event);
		if (pResult->IsError())
			Ctx.pObj->ReportEventError(ON_DAMAGE_OVERLAY_EVENT, pResult);

		//	If we return Nil, then we continue processing

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

		//	Otherwise, the result is the damage left

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

		CCCtx.Discard(pResult);

		return bResult;
		}
	else
		return false;
	}
Пример #3
0
void CAdventureDesc::FireOnGameEnd (const CGameRecord &Game, const SBasicGameStats &BasicStats)

//	FireOnGameEnd
//
//	Fire OnGameEnd event

{
    SEventHandlerDesc Event;

    if (FindEventHandler(ON_GAME_END_EVENT, &Event))
    {
        CCodeChainCtx Ctx;

        //	Initialize variables

        Ctx.DefineInteger(CONSTLIT("aScore"), Game.GetScore());
        Ctx.DefineInteger(CONSTLIT("aResurrectCount"), Game.GetResurrectCount());
        Ctx.DefineInteger(CONSTLIT("aSystemsVisited"), BasicStats.iSystemsVisited);
        Ctx.DefineInteger(CONSTLIT("aEnemiesDestroyed"), BasicStats.iEnemiesDestroyed);
        Ctx.DefineInteger(CONSTLIT("aBestEnemiesDestroyed"), BasicStats.iBestEnemyDestroyedCount);
        if (BasicStats.dwBestEnemyDestroyed)
            Ctx.DefineInteger(CONSTLIT("aBestEnemyClass"), BasicStats.dwBestEnemyDestroyed);
        else
            Ctx.DefineNil(CONSTLIT("aBestEnemyClass"));

        Ctx.DefineString(CONSTLIT("aEndGameReason"), Game.GetEndGameReason());
        Ctx.DefineString(CONSTLIT("aEpitaph"), Game.GetEndGameEpitaph());
        Ctx.DefineString(CONSTLIT("aEpitaphOriginal"), Game.GetEndGameEpitaph());
        Ctx.DefineString(CONSTLIT("aTime"), Game.GetPlayTimeString());

        //	Invoke

        ICCItem *pResult = Ctx.Run(Event);
        if (pResult->IsError())
            kernelDebugLogMessage("OnGameEnd error: %s", pResult->GetStringValue());
        Ctx.Discard(pResult);
    }
}
Пример #4
0
bool CWeaponFireDesc::FireOnFragment (const CDamageSource &Source, CSpaceObject *pShot, const CVector &vHitPos, CSpaceObject *pNearestObj, CSpaceObject *pTarget)

//	FireOnFragment
//
//	Event fires when a shot fragments. If we return TRUE then we skip the default
//	fragmentation event.

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

		CCodeChainCtx CCCtx;

		CCCtx.SaveAndDefineSourceVar(pShot);
		CCCtx.DefineSpaceObject(CONSTLIT("aNearestObj"), pNearestObj);
		CCCtx.DefineSpaceObject(CONSTLIT("aTargetObj"), pTarget);
		CCCtx.DefineVector(CONSTLIT("aHitPos"), vHitPos);
		CCCtx.DefineInteger(CONSTLIT("aHitDir"), (pShot ? pShot->GetRotation() : 0));
		CCCtx.DefineItemType(CONSTLIT("aWeaponType"), GetWeaponType());
		CCCtx.DefineString(CONSTLIT("aWeaponFragment"), m_sUNID);

		CSpaceObject *pAttacker = Source.GetObj();
		CCCtx.DefineSpaceObject(CONSTLIT("aCause"), pShot);
		CCCtx.DefineSpaceObject(CONSTLIT("aAttacker"), pAttacker);
		CCCtx.DefineSpaceObject(CONSTLIT("aOrderGiver"), (pAttacker ? pAttacker->GetOrderGiver(Source.GetCause()) : NULL));

		ICCItem *pResult = CCCtx.Run(Event);
		if (pResult->IsError())
			pShot->ReportEventError(ON_FRAGMENT_EVENT, pResult);

		//	If we return Nil, then we continue processing

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

		//	Otherwise, we skip fragmentation

		else
			bResult = true;

		CCCtx.Discard(pResult);

		return bResult;
		}
	else
		return false;
	}
Пример #5
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);
		}
	}
Пример #6
0
void CMission::FireOnSetPlayerTarget (const CString &sReason)

//	FireOnSetPlayerTarget
//
//	Fire <OnSetPlayerTarget>

{
    SEventHandlerDesc Event;

    if (FindEventHandler(EVENT_ON_SET_PLAYER_TARGET, &Event))
    {
        CCodeChainCtx Ctx;

        Ctx.SaveAndDefineSourceVar(this);
        Ctx.DefineString(STR_A_REASON, sReason);

        ICCItem *pResult = Ctx.Run(Event);
        if (pResult->IsError())
            ReportEventError(EVENT_ON_SET_PLAYER_TARGET, pResult);
        Ctx.Discard(pResult);
    }
}
Пример #7
0
void CMission::FireOnStop (const CString &sReason, ICCItem *pData)

//	FireOnStop
//
//	Fire <OnCompleted>

{
    SEventHandlerDesc Event;

    if (FindEventHandler(EVENT_ON_COMPLETED, &Event))
    {
        CCodeChainCtx Ctx;

        Ctx.SaveAndDefineSourceVar(this);
        Ctx.SaveAndDefineDataVar(pData);
        Ctx.DefineString(STR_A_REASON, sReason);

        ICCItem *pResult = Ctx.Run(Event);
        if (pResult->IsError())
            ReportEventError(EVENT_ON_COMPLETED, pResult);
        Ctx.Discard(pResult);
    }
}
CLanguageDataBlock::ETranslateResult CLanguageDataBlock::Translate (CSpaceObject *pObj, const CString &sID, TArray<CString> *retText, CString *retsText) const

//	Translate
//
//	Translates an entry to either a string or an array of strings.

	{
	int i;

	//	If we can't find this ID then we can't translate

	SEntry *pEntry = m_Data.GetAt(sID);
	if (pEntry == NULL)
		return resultNotFound;

	//	If we don't want the text back then all we need to do is return that we
	//	have the text.

	if (retText == NULL && retsText == NULL)
		return resultFound;

	//	If we don't need to run code then we just return the string.

	if (pEntry->pCode == NULL)
		{
		if (retsText)
			{
			*retsText = ::ComposePlayerNameString(pEntry->sText, g_pUniverse->GetPlayerName(), g_pUniverse->GetPlayerGenome());
			return resultString;
			}
		else
			return resultFound;
		}

	//	Otherwise we have to run some code

	CCodeChainCtx Ctx;
	Ctx.SaveAndDefineSourceVar(pObj);
	Ctx.DefineString(CONSTLIT("aTextID"), sID);
	
	ICCItem *pResult = Ctx.Run(pEntry->pCode);	//	LATER:Event
	ETranslateResult iResult;

	//	Nil

	if (pResult->IsNil())
		iResult = resultNotFound;

	//	List of strings

	else if (pResult->GetCount() > 1)
		{
		if (retText)
			{
			CString sPlayerName = g_pUniverse->GetPlayerName();
			GenomeTypes iPlayerGenome = g_pUniverse->GetPlayerGenome();

			retText->DeleteAll();

			retText->InsertEmpty(pResult->GetCount());
			for (i = 0; i < pResult->GetCount(); i++)
				retText->GetAt(i) = ::ComposePlayerNameString(pResult->GetElement(i)->GetStringValue(), sPlayerName, iPlayerGenome);

			iResult = resultArray;
			}
		else
			iResult = resultFound;
		}

	//	String

	else
		{
		if (retsText)
			{
			*retsText = ::ComposePlayerNameString(pResult->GetStringValue(), g_pUniverse->GetPlayerName(), g_pUniverse->GetPlayerGenome());
			iResult = resultString;
			}
		else
			iResult = resultFound;
		}

	//	Done

	Ctx.Discard(pResult);

	return iResult;
	}
Пример #9
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;
	}
Пример #10
0
void CShieldClass::FireOnShieldDamage (CItemCtx &ItemCtx, SDamageCtx &Ctx)

//	FireOnShieldDamage
//
//	Fire OnShieldDamage

	{
	SEventHandlerDesc Event;
	if (FindEventHandlerShieldClass(evtOnShieldDamage, &Event))
		{
		//	Setup arguments

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

		CCCtx.DefineInteger(CONSTLIT("aArmorSeg"), Ctx.iSectHit);
		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 nothing

		if (pResult->IsNil())
			NULL;

		//	If an error, report it

		else if (pResult->IsError())
			ItemCtx.GetSource()->ReportEventError(ON_SHIELD_DAMAGE_EVENT, pResult);

		//	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()));
				}
			}

		CCCtx.Discard(pResult);
		}
	}