C4Object* C4Object::CreateContents(C4PropList * PropList) { C4Object *nobj; if (!(nobj=Game.CreateObject(PropList,this,Owner))) return nullptr; if (!nobj->Enter(this)) { nobj->AssignRemoval(); return nullptr; } return nobj; }
BOOL Buy2Base(int32_t iPlr, C4Object *pBase, C4ID id, BOOL fShowErrors) { C4Object *pThing; // Validity if (!ValidPlr(iPlr)) return FALSE; if (!pBase || !ValidPlr(pBase->Base)) return FALSE; if (~Game.C4S.Game.Realism.BaseFunctionality & BASEFUNC_Buy) return FALSE; // Base owner hostile if (Hostile(iPlr,pBase->Base)) { if (!fShowErrors) return FALSE; StartSoundEffect("Error",false,100,pBase); sprintf(OSTR,LoadResStr("IDS_PLR_HOSTILE"),Game.Players.Get(pBase->Base)->GetName()); GameMsgPlayer(OSTR,iPlr); return FALSE; } // buy if (!(pThing=Game.Players.Get(pBase->Base)->Buy(id, fShowErrors, iPlr, pBase))) return FALSE; // Object enter target object pThing->Enter(pBase); // Success return TRUE; }
int32_t FnFxFireStart(C4AulContext *ctx, C4Object *pObj, int32_t iNumber, int32_t iTemp, int32_t iCausedBy, bool fBlasted, C4Object *pIncineratingObject) { // safety if (!pObj) return -1; // temp readd if (iTemp) { pObj->SetOnFire(true); return 1; } // fail if already on fire if (pObj->GetOnFire()) return -1; // get associated effect C4Effect *pEffect; if (!(pEffect = pObj->pEffects)) return -1; if (!(pEffect = pEffect->Get(iNumber, true))) return -1; // structures must eject contents now, because DoCon is not guaranteed to be // executed! // In extinguishing material BOOL fFireCaused = TRUE; int32_t iMat; if (MatValid(iMat = GBackMat(pObj->x, pObj->y))) if (Game.Material.Map[iMat].Extinguisher) { // blasts should changedef in water, too! if (fBlasted) if (pObj->Def->BurnTurnTo != C4ID_None) pObj->ChangeDef(pObj->Def->BurnTurnTo); // no fire caused fFireCaused = FALSE; } // BurnTurnTo if (fFireCaused) if (pObj->Def->BurnTurnTo != C4ID_None) pObj->ChangeDef(pObj->Def->BurnTurnTo); // eject contents C4Object *cobj; if (!pObj->Def->IncompleteActivity && !pObj->Def->NoBurnDecay) while (cobj = pObj->Contents.GetObject()) { cobj->Controller = iCausedBy; // update controller, so incinerating a hut // full of flints attributes the damage to // the incinerator if (pObj->Contained) cobj->Enter(pObj->Contained); else cobj->Exit(cobj->x, cobj->y); } // Detach attached objects cobj = 0; if (!pObj->Def->IncompleteActivity && !pObj->Def->NoBurnDecay) while (cobj = Game.FindObject(0, 0, 0, 0, 0, OCF_All, 0, pObj, 0, 0, ANY_OWNER, cobj)) if ((cobj->Action.Act > ActIdle) && (cobj->Def->ActMap[cobj->Action.Act].Procedure == DFA_ATTACH)) cobj->SetAction(ActIdle); // fire caused? if (!fFireCaused) { // if object was blasted but not incinerated (i.e., inside extinguisher) // do a script callback if (fBlasted) pObj->Call(PSF_IncinerationEx, &C4AulParSet(C4VInt(iCausedBy))); return -1; } // determine fire appearance int32_t iFireMode; if (!(iFireMode = pObj->Call(PSF_FireMode).getInt())) { // set default fire modes DWORD dwCat = pObj->Category; if (dwCat & (C4D_Living | C4D_StaticBack)) // Tiere, Bäume iFireMode = C4Fx_FireMode_LivingVeg; else if (dwCat & (C4D_Structure | C4D_Vehicle)) // Gebäude und Fahrzeuge // sind unten meist kantig iFireMode = C4Fx_FireMode_StructVeh; else iFireMode = C4Fx_FireMode_Object; } else if (!Inside<int32_t>(iFireMode, 1, C4Fx_FireMode_Last)) { DebugLogF("Warning: FireMode %d of object %s (%s) is invalid!", iFireMode, pObj->GetName(), pObj->Def->GetName()); iFireMode = C4Fx_FireMode_Object; } // store causes in effect vars FxFireVarMode(pEffect).SetInt(iFireMode); FxFireVarCausedBy(pEffect) .SetInt(iCausedBy); // used in C4Object::GetFireCause and timer! FxFireVarBlasted(pEffect).SetBool(fBlasted); FxFireVarIncineratingObj(pEffect).SetObject(pIncineratingObject); // Set values pObj->SetOnFire(true); pObj->FirePhase = Random(MaxFirePhase); if (pObj->Shape.Wdt * pObj->Shape.Hgt > 500) StartSoundEffect("Inflame", false, 100, pObj); if (pObj->Def->Mass >= 100) StartSoundEffect("Fire", true, 100, pObj); // Engine script call pObj->Call(PSF_Incineration, &C4AulParSet(C4VInt(iCausedBy))); // Done, success return C4Fx_OK; }