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/**
Objects.c
Functions generally applicable to objects; not enough to be worth distinct scripts though.
@author Maikel, boni, Ringwaul, Sven2, flgr, Clonkonaut, Günther, Randrian
*/
// Does not set the speed of an object. But you can set two components of the velocity vector with this function.
// documented in /docs/sdk/script/fn
global func SetSpeed(int x_dir, int y_dir, int prec)
{
SetXDir(x_dir, prec);
SetYDir(y_dir, prec);
return;
}
// Returns the speed of an object.
global func GetSpeed(int prec)
{
return Sqrt(GetXDir(prec)**2 + GetYDir(prec)**2);
}
// You can add to the two components of the velocity vector individually with this function.
global func AddSpeed(int x_dir, int y_dir, int prec)
{
SetXDir(GetXDir(prec) + x_dir, prec);
SetYDir(GetYDir(prec) + y_dir, prec);
}
// Sets an objects's speed and its direction, doesn't it?
// Can set either speed or angle of velocity, or both
global func SetVelocity(int angle, int speed, int precAng, int precSpd)
{
if (!precSpd) precSpd = 10;
if (!precAng) precAng = 1;
speed = speed ?? Distance(0, 0, GetXDir(precSpd), GetYDir(precSpd));
angle = angle ?? Angle(0, 0, GetXDir(precSpd), GetYDir(precSpd), precAng);
var x_dir = Sin(angle, speed, precAng);
var y_dir = -Cos(angle, speed, precAng);
SetXDir(x_dir, precSpd);
SetYDir(y_dir, precSpd);
return;
}
// Adds to an objects's speed and its direction:
// Can set either speed or angle of velocity, or both
global func AddVelocity(int angle, int speed, int precision_angle, int precision_speed)
{
precision_speed = precision_speed ?? 10;
precision_angle = precision_angle ?? 1;
speed = speed ?? 0;
angle = angle ?? 0;
var current_x_dir = GetXDir(precision_speed);
var current_y_dir = GetYDir(precision_speed);
var x_dir = +Sin(angle, speed, precision_angle);
var y_dir = -Cos(angle, speed, precision_angle);
SetXDir(current_x_dir + x_dir, precision_speed);
SetYDir(current_y_dir + y_dir, precision_speed);
return;
}
// Sets the completion of this to new_con.
// documented in /docs/sdk/script/fn
global func SetCon(int new_con, int precision, bool grow_from_center)
{
return DoCon(new_con - GetCon(), precision, grow_from_center);
}
global func GetObjAlpha()
{
return (GetClrModulation() >> 24) & 0xFF;
}
// Sets the object's transparency.
global func SetObjAlpha(int by_alpha)
{
var clr_mod = GetClrModulation();
if (!clr_mod)
clr_mod = by_alpha << 24;
else
clr_mod = clr_mod & 16777215 | by_alpha << 24;
return SetClrModulation(clr_mod);
}
global func MakeInvincible(bool allow_fire)
{
if (!this) return false;
var fx = GetEffect("IntInvincible", this);
if (!fx) fx = AddEffect("IntInvincible", this, 300, 0);
if (!fx) return false;
fx.allow_fire = allow_fire;
if (!allow_fire && this->OnFire()) this->Extinguish();
fx.OnShockwaveHit = this.OnShockwaveHit;
fx.RejectWindbagForce = this.RejectWindbagForce;
fx.QueryCatchBlow = this.QueryCatchBlow;
this.OnShockwaveHit = Global.Invincibility_OnShockwaveHit;
this.RejectWindbagForce = Global.Invincibility_RejectWindbagForce;
this.QueryCatchBlow = Global.Invincibility_QueryCatchBlow;
return true;
}
global func IsInvincible()
{
return !!GetEffect("IntInvincible", this);
}
global func SetInvincibility(bool to_val)
{
// Turn invincibility on or off
if (to_val)
return MakeInvincible(false);
else
return ClearInvincible();
}
global func FxIntInvincibleDamage(target)
{
// avert all damage
return 0;
}
global func FxIntInvincibleEffect(string new_name, object target, proplist fx)
{
// Block fire effects.
if (WildcardMatch(new_name, "*Fire*") && !fx.allow_fire)
return FX_Effect_Deny;
// All other effects are okay.
return FX_OK;
}
global func FxIntInvincibleSaveScen(object obj, proplist fx, proplist props)
{
// this is invincible. Save to scenario.
props->AddCall("Invincible", obj, "MakeInvincible", fx.allow_fire);
return true;
}
// Removes invincibility from object
global func ClearInvincible()
{
if (!this) return nil;
var fx = GetEffect("IntInvincible", this);
if (fx)
{
this.OnShockwaveHit = fx.OnShockwaveHit;
this.RejectWindbagForce = fx.RejectWindbagForce;
this.QueryCatchBlow = fx.QueryCatchBlow;
} else { // just to be sure
this.OnShockwaveHit = this->GetID().OnShockwaveHit;
this.RejectWindbagForce = this->GetID().RejectWindbagForce;
this.QueryCatchBlow = this->GetID().QueryCatchBlow;
}
return RemoveEffect("IntInvincible", this);
}
global func Invincibility_OnShockwaveHit()
{
return true;
}
global func Invincibility_RejectWindbagForce()
{
return true;
}
global func Invincibility_QueryCatchBlow()
{
return true;
}
// Move an object by the given parameters relative to its position.
global func MovePosition(int x, int y, int prec)
{
SetPosition(GetX(prec) + x, GetY(prec) + y, nil, prec);
}
// Returns the position as an array
global func GetPosition(int prec)
{
return [GetX(prec), GetY(prec)];
}
// Speed the calling object into the given direction (angle)
global func LaunchProjectile(int angle, int dist, int speed, int x, int y, int precAng, int precSpd, bool rel_x)
{
// dist: Distance object travels on angle. Offset from calling object.
// x: X offset from container's center
// y: Y offset from container's center
// rel_x: if true, makes the X offset relative to container direction. (x=+30 will become x=-30 when Clonk turns left. This way offset always stays in front of a Clonk.)
var x_offset = x ?? Sin(angle, dist, precAng);
var y_offset = y ?? -Cos(angle, dist, precAng);
if(!precAng) precAng = 1;
if(!precSpd) precSpd = 10;
if (Contained() != nil && rel_x == true)
if (Contained()->GetDir() == 0)
x = -x;
if (Contained() != nil)
{
Exit(x_offset, y_offset, angle / precAng);
SetVelocity(angle, speed, precAng, precSpd);
return true;
}
if (Contained() == nil)
{
SetPosition(GetX() + x_offset, GetY() + y_offset);
SetR(angle/precAng);
SetVelocity(angle, speed, precAng, precSpd);
return true;
}
return false;
}
// Sets the MaxEnergy value of an object and does the necessary callbacks.
global func SetMaxEnergy(int value)
{
if (!this)
return;
value *= 1000;
var old_maxenergy = this.MaxEnergy;
this.MaxEnergy = value;
// Change current energy percentage wise and implicit callback.
DoEnergy(GetEnergy() * (value - old_maxenergy) / old_maxenergy);
return;
}
// Returns the MaxEnergy value of an object.
global func GetMaxEnergy()
{
if (!this)
return;
return this.MaxEnergy / 1000;
}
// Returns whether an object is at full energy, that is if its energy is >= its MaxEnergy
global func HasMaxEnergy()
{
if (!this)
return false;
return GetEnergy() >= GetMaxEnergy();
}
// Sets the MaxBreath value of an object and does the necessary callbacks.
global func SetMaxBreath(int value)
{
if (!this)
return;
var old_maxbreath = this.MaxBreath;
this.MaxBreath = value;
// Change current breath percentage wise and implicit callback.
DoBreath(GetBreath() * (value - old_maxbreath) / old_maxbreath);
return;
}
// Returns the MaxBreath value of an object.
global func GetMaxBreath()
{
if (!this)
return;
return this.MaxBreath;
}
// Makes an object gain Con until it is FullCon.
// value: the object grows approx. every second, in tenths of percent.
// max_size = the maximum object size in tenths of percent.
global func StartGrowth(int value, int max_size)
{
if (value <= 0) return nil;
// Ensure max size is set and does not conflict with Oversize.
max_size = max_size ?? 1000;
if (!GetDefCoreVal("Oversize", "DefCore"))
max_size = Min(max_size, 1000);
var fx = AddEffect("IntGrowth", this, 1, 35, this, nil, value, max_size);
fx.Time = Random(35);
return fx;
}
global func StopGrowth()
{
return RemoveEffect("IntGrowth", this);
}
global func GetGrowthValue()
{
var fx = GetEffect("IntGrowth", this);
if (!fx)
return 0;
return fx.growth;
}
global func GetGrowthMaxSize()
{
var fx = GetEffect("IntGrowth", this);
if (!fx)
return 0;
return fx.max_size;
}
global func FxIntGrowthStart(object obj, effect fx, int temporary, int value, int max_size)
{
if (!temporary)
{
fx.growth = value;
fx.max_size = max_size;
}
return FX_OK;
}
global func FxIntGrowthTimer(object obj, effect fx)
{
if (obj->OnFire())
return FX_OK;
obj->DoCon(fx.growth, 1000);
// Negative growth might have removed the object.
if (!obj)
return FX_Execute_Kill;
var done = obj->GetCon(1000) >= fx.max_size;
return -done;
}
// Plays hit sounds for an average object made of stone or stone-like material.
// x and y need to be the parameters passed to Hit() from the engine.
global func StonyObjectHit(int x, int y)
{
// Failsafe
if (!this) return false;
var xdir = GetXDir(), ydir = GetYDir();
if (x) x = x / Abs(x);
if (y) y = y / Abs(y);
// Check for solid in hit direction
var i = 0;
var average_obj_size = Distance(0,0, GetObjWidth(), GetObjHeight()) / 2 + 2;
while (!GBackSolid(x * i, y * i) && i < average_obj_size)
i++;
// To catch some high speed cases: if no solid found, check directly beneath
if (!GBackSolid(x * i, y * i))
while (!GBackSolid(x * i, y * i) && i < average_obj_size)
i++;
// Check if digfree
if (!GetMaterialVal("DigFree", "Material", GetMaterial(x*i, y*i)) && GBackSolid(x*i, y*i))
return Sound("Hits::Materials::Rock::RockHit?");
// Else play standard sound
if (Distance(0,0,xdir,ydir) > 10)
return Sound("Hits::SoftTouch?");
else
return Sound("Hits::SoftHit?");
}
// Removes all objects of the given type.
// documented in /docs/sdk/script/fn
global func RemoveAll(p, ...)
{
var cnt;
if (GetType(p) == C4V_PropList) p = Find_ID(p); // RemoveAll(ID) shortcut
for (var obj in FindObjects(p, ...))
{
if (obj)
{
obj->RemoveObject();
cnt++;
}
}
return cnt;
}
// Pulls an object above ground if it was buried (e.g. by PlaceVegetation), mainly used by plants.
// The object must have 'Bottom' and 'Center' CNAT to use this.
// (bottom is the point which should be buried, center the lowest point that must not be buried)
global func RootSurface(int max_movement)
{
max_movement = max_movement ?? GetObjHeight() / 2;
if (HasCNAT(CNAT_Center))
{
var i = 0;
// Move up if too far underground.
while (GetContact(-1) & CNAT_Center && i < max_movement)
{
SetPosition(GetX(), GetY() - 1);
i++;
}
}
if (HasCNAT(CNAT_Bottom))
{
var i = 0;
// Move down if in midair.
while (!(GetContact(-1) & CNAT_Bottom) && i < max_movement)
{
SetPosition(GetX(), GetY() + 1);
i++;
}
// Try to make the plant stuck.
if (!Stuck())
SetPosition(GetX(), GetY() + 1);
}
}
// Buys an object. Returns the object if it could be bought.
// documented in /docs/sdk/script/fn
global func Buy(id buy_def, int for_plr, int pay_plr, object from_vendor, bool show_errors)
{
// if no vendor is given try this
if (!from_vendor)
from_vendor = this;
// not a vendor?
if (!from_vendor->~IsVendor())
return nil;
return from_vendor->DoBuy(buy_def, for_plr, pay_plr, nil, false, show_errors);
}
// Sells an object. Returns true if it could be sold.
// documented in /docs/sdk/script/fn
global func Sell(int plr, object obj, object to_vendor)
{
// if no vendor is given try this
if (!to_vendor)
to_vendor = this;
// not a vendor?
if (!to_vendor->~IsVendor())
return false;
return to_vendor->DoSell(obj, plr);
}
// GetXEdge returns the position of the objects top/bottom/left/right edge.
global func GetLeftEdge()
{
return GetX() - GetObjWidth() / 2;
}
global func GetRightEdge()
{
return GetX() + GetObjWidth() / 2;
}
global func GetTopEdge()
{
return GetY() - GetObjHeight() / 2;
}
global func GetBottomEdge()
{
return GetY() + GetObjHeight() / 2;
}
// Returns if the object is standing in front of the back-object
global func InFrontOf(object back)
{
var front = this;
if (!front)
return;
return front->FindObject(front->Find_AtPoint(), Find_Not(Find_Exclude(back))) != nil;
}
// Returns the current left of the object relative to its current position.
global func GetLeft()
{
var offset_x = GetObjectVal("Offset", nil, 0);
if (offset_x == nil)
offset_x = GetDefCoreVal("Offset", nil, 0);
return offset_x;
}
// Returns the current right of the object relative to its current position.
global func GetRight()
{
var offset_x = GetObjectVal("Offset", nil, 0);
if (offset_x == nil)
offset_x = GetDefCoreVal("Offset", nil, 0);
var width = GetObjectVal("Width");
return offset_x + width;
}
// Returns the current top of the object relative to its current position.
global func GetTop()
{
var offset_y = GetObjectVal("Offset", nil, 1);
if (offset_y == nil)
offset_y = GetDefCoreVal("Offset", nil, 1);
return offset_y;
}
// Returns the current bottom of the object relative to its current position.
global func GetBottom()
{
var offset_y = GetObjectVal("Offset", nil, 1);
if (offset_y == nil)
offset_y = GetDefCoreVal("Offset", nil, 1);
var height = GetObjectVal("Height");
return offset_y + height;
}
// Returns the current shape as an array [offset_x, offset_y, width, height].
global func GetShape()
{
var offset_x = GetObjectVal("Offset", nil, 0);
if (offset_x == nil)
offset_x= GetDefCoreVal("Offset", nil, 0);
var offset_y = GetObjectVal("Offset", nil, 1);
if (offset_y == nil)
offset_y = GetDefCoreVal("Offset", nil, 1);
var width = GetObjectVal("Width");
var height = GetObjectVal("Height");
return [offset_x, offset_y, width, height];
}
global func GetEntranceRectangle()
{
var entrance_x = GetDefCoreVal("Entrance", "DefCore", 0);
var entrance_y = GetDefCoreVal("Entrance", "DefCore", 1);
var entrance_wdt = GetDefCoreVal("Entrance", "DefCore", 2);
var entrance_hgt = GetDefCoreVal("Entrance", "DefCore", 3);
return [entrance_x, entrance_y, entrance_wdt, entrance_hgt];
}
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