OpenClonk
C4GameScript.h File Reference
#include "script/C4Value.h"
Include dependency graph for C4GameScript.h:
This graph shows which files directly or indirectly include this file:

Go to the source code of this file.

Macros

#define PSF_Initialize   "~Initialize"
 
#define PSF_InitializePlayers   "~InitializePlayers"
 
#define PSF_InitializeAmbience   "~InitializeAmbience"
 
#define PSF_Construction   "~Construction"
 
#define PSF_Destruction   "~Destruction"
 
#define PSF_ContentsDestruction   "~ContentsDestruction"
 
#define PSF_InitializePlayer   "~InitializePlayer"
 
#define PSF_InitializeScriptPlayer   "~InitializeScriptPlayer"
 
#define PSF_PreInitializePlayer   "~PreInitializePlayer"
 
#define PSF_InitializePlayerControl   "~InitializePlayerControl"
 
#define PSF_InitializeMap   "~InitializeMap"
 
#define PSF_InitializeObjects   "~InitializeObjects"
 
#define PSF_RemovePlayer   "~RemovePlayer"
 
#define PSF_RelaunchPlayer   "~RelaunchPlayer"
 
#define PSF_Time1   "~Time1"
 
#define PSF_Hit   "~Hit"
 
#define PSF_Hit2   "~Hit2"
 
#define PSF_Hit3   "~Hit3"
 
#define PSF_Grab   "~Grab"
 
#define PSF_Grabbed   "~Grabbed"
 
#define PSF_Get   "~Get"
 
#define PSF_Put   "~Put"
 
#define PSF_Collection   "~Collection"
 
#define PSF_Collection2   "~Collection2"
 
#define PSF_Ejection   "~Ejection"
 
#define PSF_Entrance   "~Entrance"
 
#define PSF_Departure   "~Departure"
 
#define PSF_Purchase   "~Purchase"
 
#define PSF_Sale   "~Sale"
 
#define PSF_Damage   "~Damage"
 
#define PSF_Incineration   "~Incineration"
 
#define PSF_IncinerationEx   "~IncinerationEx"
 
#define PSF_Death   "~Death"
 
#define PSF_ActivateEntrance   "~ActivateEntrance"
 
#define PSF_LiftTop   "~LiftTop"
 
#define PSF_Contact   "~Contact%s"
 
#define PSF_ControlCommand   "~ControlCommand"
 
#define PSF_ControlCommandFinished   "~ControlCommandFinished"
 
#define PSF_CatchBlow   "~CatchBlow"
 
#define PSF_QueryCatchBlow   "~QueryCatchBlow"
 
#define PSF_Stuck   "~Stuck"
 
#define PSF_GrabLost   "~GrabLost"
 
#define PSF_OnLineBreak   "~OnLineBreak"
 
#define PSF_OnLineChange   "~OnLineChange"
 
#define PSF_ControlTransfer   "~ControlTransfer"
 
#define PSF_OnSynchronized   "~OnSynchronized"
 
#define PSF_CalcValue   "~CalcValue"
 
#define PSF_CalcDefValue   "~CalcDefValue"
 
#define PSF_InputCallback   "InputCallback"
 
#define PSF_MenuQueryCancel   "~MenuQueryCancel"
 
#define PSF_IsFulfilled   "~IsFulfilled"
 
#define PSF_AttachTargetLost   "~AttachTargetLost"
 
#define PSF_CrewSelection   "~CrewSelection"
 
#define PSF_GetObject2Drop   "~GetObject2Drop"
 
#define PSF_LeagueGetResult   "~LeagueGetResult"
 
#define PSF_FireMode   "~FireMode"
 
#define PSF_FrameDecoration   "~FrameDecoration%s"
 
#define PSF_CalcBuyValue   "~CalcBuyValue"
 
#define PSF_CalcSellValue   "~CalcSellValue"
 
#define PSF_OnJoinCrew   "~Recruitment"
 
#define PSF_OnRemoveCrew   "~DeRecruitment"
 
#define PSF_OnInIncendiaryMaterial   "OnInIncendiaryMaterial"
 
#define PSF_EditCursorSelection   "~EditCursorSelection"
 
#define PSF_EditCursorDeselection   "~EditCursorDeselection"
 
#define PSF_EditCursorMoved   "~EditCursorMoved"
 
#define PSF_DigOutObject   "~DigOutObject"
 
#define PSF_OnDugOut   "~DugOut"
 
#define PSF_SaveScenarioObjects   "~SaveScenarioObjects"
 
#define PSF_CommandFailure   "~CommandFailure"
 
#define PSF_OnCompletionChange   "~OnCompletionChange"
 
#define PSF_CollectStatistics   "CollectStatistics"
 
#define PSF_FxStart   "Fx%sStart"
 
#define PSF_FxStop   "Fx%sStop"
 
#define PSF_FxTimer   "Fx%sTimer"
 
#define PSF_FxEffect   "Fx%sEffect"
 
#define PSF_FxDamage   "Fx%sDamage"
 
#define PSF_FxCustom   "Fx%s%s"
 
#define PSF_PlayerControl   "PlayerControl"
 
#define PSF_MouseSelection   "~MouseSelection"
 
#define PSF_MouseSelectionAlt   "~MouseSelectionAlt"
 
#define PSF_MouseDragDrop   "~MouseDragDrop"
 
#define PSF_MouseHover   "~MouseHover"
 
#define PSF_Definition   "~Definition"
 
#define PSF_RejectHostilityChange   "~RejectHostilityChange"
 
#define PSF_RejectTeamSwitch   "~RejectTeamSwitch"
 
#define PSF_RejectEntrance   "~RejectEntrance"
 
#define PSF_RejectCollection   "~RejectCollect"
 
#define PSF_RejectContents   "~RejectContents"
 
#define PSF_OnGameOver   "~OnGameOver"
 
#define PSF_MenuSelection   "~OnMenuSelection"
 
#define PSF_OnActionJump   "~OnActionJump"
 
#define PSF_OnOwnerChanged   "~OnOwnerChanged"
 
#define PSF_EnergyChange   "~OnEnergyChange"
 
#define PSF_BreathChange   "~OnBreathChange"
 
#define PSF_OnHostilityChange   "~OnHostilityChange"
 
#define PSF_OnTeamSwitch   "~OnTeamSwitch"
 
#define PSF_OnOwnerRemoved   "~OnOwnerRemoved"
 
#define PSF_Promotion   "~OnPromotion"
 
#define PSF_CrewEnabled   "~OnCrewEnabled"
 
#define PSF_CrewDisabled   "~OnCrewDisabled"
 
#define PSF_NameChange   "~OnNameChanged"
 
#define PSF_OnWealthChanged   "~OnWealthChanged"
 
#define PSF_OnActionChanged   "~OnActionChanged"
 
#define PSF_OnMaterialChanged   "~OnMaterialChanged"
 
#define PSFS_FxAdd   "Add"
 
#define PSFS_FxInfo   "Info"
 
#define PSF_ControlCommandAcquire   "~ControlCommandAcquire"
 
#define PSF_ControlCommandConstruction   "~ControlCommandConstruction"
 

Functions

void InitGameFunctionMap (C4AulScriptEngine *pEngine)
 
void InitObjectFunctionMap (C4AulScriptEngine *pEngine)
 
bool C4ValueToMatrix (C4Value &value, StdMeshMatrix *matrix)
 
bool C4ValueToMatrix (const C4ValueArray &array, StdMeshMatrix *matrix)
 

Macro Definition Documentation

◆ PSF_ActivateEntrance

#define PSF_ActivateEntrance   "~ActivateEntrance"

Definition at line 67 of file C4GameScript.h.

◆ PSF_AttachTargetLost

#define PSF_AttachTargetLost   "~AttachTargetLost"

Definition at line 85 of file C4GameScript.h.

◆ PSF_BreathChange

#define PSF_BreathChange   "~OnBreathChange"

Definition at line 143 of file C4GameScript.h.

◆ PSF_CalcBuyValue

#define PSF_CalcBuyValue   "~CalcBuyValue"

Definition at line 91 of file C4GameScript.h.

◆ PSF_CalcDefValue

#define PSF_CalcDefValue   "~CalcDefValue"

Definition at line 81 of file C4GameScript.h.

◆ PSF_CalcSellValue

#define PSF_CalcSellValue   "~CalcSellValue"

Definition at line 92 of file C4GameScript.h.

◆ PSF_CalcValue

#define PSF_CalcValue   "~CalcValue"

Definition at line 80 of file C4GameScript.h.

◆ PSF_CatchBlow

#define PSF_CatchBlow   "~CatchBlow"

Definition at line 72 of file C4GameScript.h.

◆ PSF_Collection

#define PSF_Collection   "~Collection"

Definition at line 56 of file C4GameScript.h.

◆ PSF_Collection2

#define PSF_Collection2   "~Collection2"

Definition at line 57 of file C4GameScript.h.

◆ PSF_CollectStatistics

#define PSF_CollectStatistics   "CollectStatistics"

Definition at line 105 of file C4GameScript.h.

◆ PSF_CommandFailure

#define PSF_CommandFailure   "~CommandFailure"

Definition at line 102 of file C4GameScript.h.

◆ PSF_Construction

#define PSF_Construction   "~Construction"

Definition at line 37 of file C4GameScript.h.

◆ PSF_Contact

#define PSF_Contact   "~Contact%s"

Definition at line 69 of file C4GameScript.h.

◆ PSF_ContentsDestruction

#define PSF_ContentsDestruction   "~ContentsDestruction"

Definition at line 39 of file C4GameScript.h.

◆ PSF_ControlCommand

#define PSF_ControlCommand   "~ControlCommand"

Definition at line 70 of file C4GameScript.h.

◆ PSF_ControlCommandAcquire

#define PSF_ControlCommandAcquire   "~ControlCommandAcquire"

Definition at line 163 of file C4GameScript.h.

◆ PSF_ControlCommandConstruction

#define PSF_ControlCommandConstruction   "~ControlCommandConstruction"

Definition at line 164 of file C4GameScript.h.

◆ PSF_ControlCommandFinished

#define PSF_ControlCommandFinished   "~ControlCommandFinished"

Definition at line 71 of file C4GameScript.h.

◆ PSF_ControlTransfer

#define PSF_ControlTransfer   "~ControlTransfer"

Definition at line 78 of file C4GameScript.h.

◆ PSF_CrewDisabled

#define PSF_CrewDisabled   "~OnCrewDisabled"

Definition at line 149 of file C4GameScript.h.

◆ PSF_CrewEnabled

#define PSF_CrewEnabled   "~OnCrewEnabled"

Definition at line 148 of file C4GameScript.h.

◆ PSF_CrewSelection

#define PSF_CrewSelection   "~CrewSelection"

Definition at line 86 of file C4GameScript.h.

◆ PSF_Damage

#define PSF_Damage   "~Damage"

Definition at line 63 of file C4GameScript.h.

◆ PSF_Death

#define PSF_Death   "~Death"

Definition at line 66 of file C4GameScript.h.

◆ PSF_Definition

#define PSF_Definition   "~Definition"

Definition at line 126 of file C4GameScript.h.

◆ PSF_Departure

#define PSF_Departure   "~Departure"

Definition at line 60 of file C4GameScript.h.

◆ PSF_Destruction

#define PSF_Destruction   "~Destruction"

Definition at line 38 of file C4GameScript.h.

◆ PSF_DigOutObject

#define PSF_DigOutObject   "~DigOutObject"

Definition at line 99 of file C4GameScript.h.

◆ PSF_EditCursorDeselection

#define PSF_EditCursorDeselection   "~EditCursorDeselection"

Definition at line 97 of file C4GameScript.h.

◆ PSF_EditCursorMoved

#define PSF_EditCursorMoved   "~EditCursorMoved"

Definition at line 98 of file C4GameScript.h.

◆ PSF_EditCursorSelection

#define PSF_EditCursorSelection   "~EditCursorSelection"

Definition at line 96 of file C4GameScript.h.

◆ PSF_Ejection

#define PSF_Ejection   "~Ejection"

Definition at line 58 of file C4GameScript.h.

◆ PSF_EnergyChange

#define PSF_EnergyChange   "~OnEnergyChange"

Definition at line 142 of file C4GameScript.h.

◆ PSF_Entrance

#define PSF_Entrance   "~Entrance"

Definition at line 59 of file C4GameScript.h.

◆ PSF_FireMode

#define PSF_FireMode   "~FireMode"

Definition at line 89 of file C4GameScript.h.

◆ PSF_FrameDecoration

#define PSF_FrameDecoration   "~FrameDecoration%s"

Definition at line 90 of file C4GameScript.h.

◆ PSF_FxCustom

#define PSF_FxCustom   "Fx%s%s"

Definition at line 114 of file C4GameScript.h.

◆ PSF_FxDamage

#define PSF_FxDamage   "Fx%sDamage"

Definition at line 113 of file C4GameScript.h.

◆ PSF_FxEffect

#define PSF_FxEffect   "Fx%sEffect"

Definition at line 112 of file C4GameScript.h.

◆ PSF_FxStart

#define PSF_FxStart   "Fx%sStart"

Definition at line 109 of file C4GameScript.h.

◆ PSF_FxStop

#define PSF_FxStop   "Fx%sStop"

Definition at line 110 of file C4GameScript.h.

◆ PSF_FxTimer

#define PSF_FxTimer   "Fx%sTimer"

Definition at line 111 of file C4GameScript.h.

◆ PSF_Get

#define PSF_Get   "~Get"

Definition at line 54 of file C4GameScript.h.

◆ PSF_GetObject2Drop

#define PSF_GetObject2Drop   "~GetObject2Drop"

Definition at line 87 of file C4GameScript.h.

◆ PSF_Grab

#define PSF_Grab   "~Grab"

Definition at line 52 of file C4GameScript.h.

◆ PSF_Grabbed

#define PSF_Grabbed   "~Grabbed"

Definition at line 53 of file C4GameScript.h.

◆ PSF_GrabLost

#define PSF_GrabLost   "~GrabLost"

Definition at line 75 of file C4GameScript.h.

◆ PSF_Hit

#define PSF_Hit   "~Hit"

Definition at line 49 of file C4GameScript.h.

◆ PSF_Hit2

#define PSF_Hit2   "~Hit2"

Definition at line 50 of file C4GameScript.h.

◆ PSF_Hit3

#define PSF_Hit3   "~Hit3"

Definition at line 51 of file C4GameScript.h.

◆ PSF_Incineration

#define PSF_Incineration   "~Incineration"

Definition at line 64 of file C4GameScript.h.

◆ PSF_IncinerationEx

#define PSF_IncinerationEx   "~IncinerationEx"

Definition at line 65 of file C4GameScript.h.

◆ PSF_Initialize

#define PSF_Initialize   "~Initialize"

Definition at line 34 of file C4GameScript.h.

◆ PSF_InitializeAmbience

#define PSF_InitializeAmbience   "~InitializeAmbience"

Definition at line 36 of file C4GameScript.h.

◆ PSF_InitializeMap

#define PSF_InitializeMap   "~InitializeMap"

Definition at line 44 of file C4GameScript.h.

◆ PSF_InitializeObjects

#define PSF_InitializeObjects   "~InitializeObjects"

Definition at line 45 of file C4GameScript.h.

◆ PSF_InitializePlayer

#define PSF_InitializePlayer   "~InitializePlayer"

Definition at line 40 of file C4GameScript.h.

◆ PSF_InitializePlayerControl

#define PSF_InitializePlayerControl   "~InitializePlayerControl"

Definition at line 43 of file C4GameScript.h.

◆ PSF_InitializePlayers

#define PSF_InitializePlayers   "~InitializePlayers"

Definition at line 35 of file C4GameScript.h.

◆ PSF_InitializeScriptPlayer

#define PSF_InitializeScriptPlayer   "~InitializeScriptPlayer"

Definition at line 41 of file C4GameScript.h.

◆ PSF_InputCallback

#define PSF_InputCallback   "InputCallback"

Definition at line 82 of file C4GameScript.h.

◆ PSF_IsFulfilled

#define PSF_IsFulfilled   "~IsFulfilled"

Definition at line 84 of file C4GameScript.h.

◆ PSF_LeagueGetResult

#define PSF_LeagueGetResult   "~LeagueGetResult"

Definition at line 88 of file C4GameScript.h.

◆ PSF_LiftTop

#define PSF_LiftTop   "~LiftTop"

Definition at line 68 of file C4GameScript.h.

◆ PSF_MenuQueryCancel

#define PSF_MenuQueryCancel   "~MenuQueryCancel"

Definition at line 83 of file C4GameScript.h.

◆ PSF_MenuSelection

#define PSF_MenuSelection   "~OnMenuSelection"

Definition at line 139 of file C4GameScript.h.

◆ PSF_MouseDragDrop

#define PSF_MouseDragDrop   "~MouseDragDrop"

Definition at line 121 of file C4GameScript.h.

◆ PSF_MouseHover

#define PSF_MouseHover   "~MouseHover"

Definition at line 122 of file C4GameScript.h.

◆ PSF_MouseSelection

#define PSF_MouseSelection   "~MouseSelection"

Definition at line 119 of file C4GameScript.h.

◆ PSF_MouseSelectionAlt

#define PSF_MouseSelectionAlt   "~MouseSelectionAlt"

Definition at line 120 of file C4GameScript.h.

◆ PSF_NameChange

#define PSF_NameChange   "~OnNameChanged"

Definition at line 150 of file C4GameScript.h.

◆ PSF_OnActionChanged

#define PSF_OnActionChanged   "~OnActionChanged"

Definition at line 152 of file C4GameScript.h.

◆ PSF_OnActionJump

#define PSF_OnActionJump   "~OnActionJump"

Definition at line 140 of file C4GameScript.h.

◆ PSF_OnCompletionChange

#define PSF_OnCompletionChange   "~OnCompletionChange"

Definition at line 103 of file C4GameScript.h.

◆ PSF_OnDugOut

#define PSF_OnDugOut   "~DugOut"

Definition at line 100 of file C4GameScript.h.

◆ PSF_OnGameOver

#define PSF_OnGameOver   "~OnGameOver"

Definition at line 138 of file C4GameScript.h.

◆ PSF_OnHostilityChange

#define PSF_OnHostilityChange   "~OnHostilityChange"

Definition at line 144 of file C4GameScript.h.

◆ PSF_OnInIncendiaryMaterial

#define PSF_OnInIncendiaryMaterial   "OnInIncendiaryMaterial"

Definition at line 95 of file C4GameScript.h.

◆ PSF_OnJoinCrew

#define PSF_OnJoinCrew   "~Recruitment"

Definition at line 93 of file C4GameScript.h.

◆ PSF_OnLineBreak

#define PSF_OnLineBreak   "~OnLineBreak"

Definition at line 76 of file C4GameScript.h.

◆ PSF_OnLineChange

#define PSF_OnLineChange   "~OnLineChange"

Definition at line 77 of file C4GameScript.h.

◆ PSF_OnMaterialChanged

#define PSF_OnMaterialChanged   "~OnMaterialChanged"

Definition at line 153 of file C4GameScript.h.

◆ PSF_OnOwnerChanged

#define PSF_OnOwnerChanged   "~OnOwnerChanged"

Definition at line 141 of file C4GameScript.h.

◆ PSF_OnOwnerRemoved

#define PSF_OnOwnerRemoved   "~OnOwnerRemoved"

Definition at line 146 of file C4GameScript.h.

◆ PSF_OnRemoveCrew

#define PSF_OnRemoveCrew   "~DeRecruitment"

Definition at line 94 of file C4GameScript.h.

◆ PSF_OnSynchronized

#define PSF_OnSynchronized   "~OnSynchronized"

Definition at line 79 of file C4GameScript.h.

◆ PSF_OnTeamSwitch

#define PSF_OnTeamSwitch   "~OnTeamSwitch"

Definition at line 145 of file C4GameScript.h.

◆ PSF_OnWealthChanged

#define PSF_OnWealthChanged   "~OnWealthChanged"

Definition at line 151 of file C4GameScript.h.

◆ PSF_PlayerControl

#define PSF_PlayerControl   "PlayerControl"

Definition at line 118 of file C4GameScript.h.

◆ PSF_PreInitializePlayer

#define PSF_PreInitializePlayer   "~PreInitializePlayer"

Definition at line 42 of file C4GameScript.h.

◆ PSF_Promotion

#define PSF_Promotion   "~OnPromotion"

Definition at line 147 of file C4GameScript.h.

◆ PSF_Purchase

#define PSF_Purchase   "~Purchase"

Definition at line 61 of file C4GameScript.h.

◆ PSF_Put

#define PSF_Put   "~Put"

Definition at line 55 of file C4GameScript.h.

◆ PSF_QueryCatchBlow

#define PSF_QueryCatchBlow   "~QueryCatchBlow"

Definition at line 73 of file C4GameScript.h.

◆ PSF_RejectCollection

#define PSF_RejectCollection   "~RejectCollect"

Definition at line 133 of file C4GameScript.h.

◆ PSF_RejectContents

#define PSF_RejectContents   "~RejectContents"

Definition at line 134 of file C4GameScript.h.

◆ PSF_RejectEntrance

#define PSF_RejectEntrance   "~RejectEntrance"

Definition at line 132 of file C4GameScript.h.

◆ PSF_RejectHostilityChange

#define PSF_RejectHostilityChange   "~RejectHostilityChange"

Definition at line 130 of file C4GameScript.h.

◆ PSF_RejectTeamSwitch

#define PSF_RejectTeamSwitch   "~RejectTeamSwitch"

Definition at line 131 of file C4GameScript.h.

◆ PSF_RelaunchPlayer

#define PSF_RelaunchPlayer   "~RelaunchPlayer"

Definition at line 47 of file C4GameScript.h.

◆ PSF_RemovePlayer

#define PSF_RemovePlayer   "~RemovePlayer"

Definition at line 46 of file C4GameScript.h.

◆ PSF_Sale

#define PSF_Sale   "~Sale"

Definition at line 62 of file C4GameScript.h.

◆ PSF_SaveScenarioObjects

#define PSF_SaveScenarioObjects   "~SaveScenarioObjects"

Definition at line 101 of file C4GameScript.h.

◆ PSF_Stuck

#define PSF_Stuck   "~Stuck"

Definition at line 74 of file C4GameScript.h.

◆ PSF_Time1

#define PSF_Time1   "~Time1"

Definition at line 48 of file C4GameScript.h.

◆ PSFS_FxAdd

#define PSFS_FxAdd   "Add"

Definition at line 156 of file C4GameScript.h.

◆ PSFS_FxInfo

#define PSFS_FxInfo   "Info"

Definition at line 157 of file C4GameScript.h.

Function Documentation

◆ C4ValueToMatrix() [1/2]

bool C4ValueToMatrix ( C4Value value,
StdMeshMatrix matrix 
)

Definition at line 42 of file C4ObjectScript.cpp.

43 {
44  const C4ValueArray* array = value.getArray();
45  if (!array)
46  {
47  return false;
48  }
49  return C4ValueToMatrix(*array, matrix);
50 }
bool C4ValueToMatrix(C4Value &value, StdMeshMatrix *matrix)
C4ValueArray * getArray() const
Definition: C4Value.h:118

References C4ValueToMatrix(), and C4Value::getArray().

Referenced by C4ValueToMatrix(), C4DefGraphics::Draw(), C4GraphicsOverlay::Draw(), and C4Object::DrawFaceImpl().

Here is the call graph for this function:
Here is the caller graph for this function:

◆ C4ValueToMatrix() [2/2]

bool C4ValueToMatrix ( const C4ValueArray array,
StdMeshMatrix matrix 
)

Definition at line 52 of file C4ObjectScript.cpp.

53 {
54  if (array.GetSize() != 12)
55  {
56  return false;
57  }
58 
59  StdMeshMatrix& trans = *matrix;
60  trans(0, 0) = array[0].getInt() / 1000.0f;
61  trans(0, 1) = array[1].getInt() / 1000.0f;
62  trans(0, 2) = array[2].getInt() / 1000.0f;
63  trans(0, 3) = array[3].getInt() / 1000.0f;
64  trans(1, 0) = array[4].getInt() / 1000.0f;
65  trans(1, 1) = array[5].getInt() / 1000.0f;
66  trans(1, 2) = array[6].getInt() / 1000.0f;
67  trans(1, 3) = array[7].getInt() / 1000.0f;
68  trans(2, 0) = array[8].getInt() / 1000.0f;
69  trans(2, 1) = array[9].getInt() / 1000.0f;
70  trans(2, 2) = array[10].getInt() / 1000.0f;
71  trans(2, 3) = array[11].getInt() / 1000.0f;
72 
73  return true;
74 }
int32_t GetSize() const
Definition: C4ValueArray.h:36

References C4ValueArray::GetSize().

Here is the call graph for this function:

◆ InitGameFunctionMap()

void InitGameFunctionMap ( C4AulScriptEngine pEngine)

Definition at line 3135 of file C4GameScript.cpp.

3136 {
3137  // add all def constants (all Int)
3138  for (C4ScriptConstDef *pCDef = &C4ScriptGameConstMap[0]; pCDef->Identifier; pCDef++)
3139  {
3140  assert(pCDef->ValType == C4V_Int); // only int supported currently
3141  pEngine->RegisterGlobalConstant(pCDef->Identifier, C4VInt(pCDef->Data));
3142  }
3143  C4PropListStatic * p = pEngine->GetPropList();
3144  // add all def script funcs
3145  for (C4ScriptFnDef *pDef = &C4ScriptGameFnMap[0]; pDef->Identifier; pDef++)
3146  new C4AulDefFunc(p, pDef);
3147 #define F(f) ::AddFunc(p, #f, Fn##f)
3148  F(GetX);
3149  F(GetY);
3150  F(GetDefinition);
3151  F(GetDefinitionGroupPath);
3152  F(GetPlayerName);
3153  F(GetPlayerType);
3154  F(GetPlayerColor);
3155  F(GetPlrClonkSkin);
3156  F(CreateObject);
3157  F(CreateObjectAbove);
3158  F(CreateConstruction);
3159  F(FindConstructionSite);
3160  F(CheckConstructionSite);
3161  F(Sound);
3162  F(SoundAt);
3163  F(ChangeSoundModifier);
3164  F(SetGlobalSoundModifier);
3165  F(Music);
3166  F(MusicLevel);
3167  F(SetPlayList);
3168  F(SetPlrView);
3169  F(SetPlrKnowledge);
3170  F(GetPlrViewMode);
3171  F(ResetCursorView);
3172  F(GetPlrView);
3173  F(GetWealth);
3174  F(SetWealth);
3175  F(DoPlayerScore);
3176  F(GetPlayerScore);
3177  F(GetPlayerScoreGain);
3178  F(GetWind);
3179  F(SetWind);
3180  F(GetTemperature);
3181  F(SetTemperature);
3182  F(ShakeFree);
3183  F(DigFree);
3184  F(DigFreeRect);
3185  F(ClearFreeRect);
3186  F(Hostile);
3187  F(SetHostility);
3188  F(PlaceVegetation);
3189  F(PlaceAnimal);
3190  F(GameOver);
3191  F(GetHiRank);
3192  F(GetCrew);
3193  F(GetCrewCount);
3194  F(GetPlayerCount);
3195  F(GetPlayerByIndex);
3196  F(EliminatePlayer);
3197  F(SurrenderPlayer);
3198  F(GetLeagueScore);
3199  F(SetLeaguePerformance);
3200  F(SetLeagueProgressData);
3201  F(GetLeagueProgressData);
3202  F(CreateScriptPlayer);
3203  F(GetCursor);
3204  F(GetViewCursor);
3205  F(SetCursor);
3206  F(SetViewCursor);
3207  F(GetMaterial);
3208  F(GetBackMaterial);
3209  F(GetTexture);
3210  F(GetBackTexture);
3211  F(GetAverageTextureColor);
3212  F(GetMaterialCount);
3213  F(GBackSolid);
3214  F(GBackSemiSolid);
3215  F(GBackLiquid);
3216  F(GBackSky);
3217  F(Material);
3218  F(BlastFree);
3219  F(InsertMaterial);
3220  F(CanInsertMaterial);
3221  F(ExecutePXS);
3222  F(LandscapeWidth);
3223  F(LandscapeHeight);
3224  F(SetAmbientBrightness);
3225  F(GetAmbientBrightness);
3226  F(SetSeason);
3227  F(GetSeason);
3228  F(SetClimate);
3229  F(GetClimate);
3230  F(SetPlayerZoomByViewRange);
3231  F(GetPlayerZoomLimits);
3232  F(SetPlayerZoom);
3233  F(SetPlayerViewLock);
3234  F(DoBaseMaterial);
3235  F(DoBaseProduction);
3236  F(GainScenarioAccess);
3237  F(IsNetwork);
3238  F(IsEditor);
3239  F(GetLeague);
3240  ::AddFunc(p, "TestMessageBoard", FnTestMessageBoard, false);
3241  ::AddFunc(p, "CallMessageBoard", FnCallMessageBoard, false);
3242  ::AddFunc(p, "AbortMessageBoard", FnAbortMessageBoard, false);
3243  F(SetFoW);
3244  F(SetMaxPlayer);
3245  F(Object);
3246  F(GetTime);
3247  F(GetScenarioAccess);
3248  F(MaterialName);
3249  F(DrawMap);
3250  F(DrawDefMap);
3251  F(CreateParticle);
3252  F(ClearParticles);
3253  F(SetSky);
3254  F(SetSkyAdjust);
3255  F(SetMatAdjust);
3256  F(GetSkyAdjust);
3257  F(GetMatAdjust);
3258  F(SetSkyParallax);
3259  F(ReloadDef);
3260  F(ReloadParticle);
3261  F(SetGamma);
3262  F(ResetGamma);
3263  F(AddFragmentShader);
3264  F(RemoveShader);
3265  F(FrameCounter);
3266  F(DrawMaterialQuad);
3267  F(SetFilmView);
3268  F(AddMsgBoardCmd);
3269  ::AddFunc(p, "SetGameSpeed", FnSetGameSpeed, false);
3270  ::AddFunc(p, "DrawMatChunks", FnDrawMatChunks, false);
3271  F(GetPathLength);
3272  F(SetTextureIndex);
3273  F(RemoveUnusedTexMapEntries);
3274  F(SimFlight);
3275  F(LoadScenarioSection);
3276  F(SetViewOffset);
3277  ::AddFunc(p, "SetPreSend", FnSetPreSend, false);
3278  F(GetPlayerID);
3279  F(GetPlayerTeam);
3280  F(SetPlayerTeam);
3281  F(GetScriptPlayerExtraID);
3282  F(GetTeamConfig);
3283  F(GetTeamName);
3284  F(GetTeamColor);
3285  F(GetTeamByIndex);
3286  F(GetTeamCount);
3287  ::AddFunc(p, "InitScenarioPlayer", FnInitScenarioPlayer, false);
3288  F(SetScoreboardData);
3289  ::AddFunc(p, "GetScoreboardString", FnGetScoreboardString, false);
3290  ::AddFunc(p, "GetScoreboardData", FnGetScoreboardData, false);
3291  F(DoScoreboardShow);
3292  F(SortScoreboard);
3293  F(AddEvaluationData);
3294  F(HideSettlementScoreInEvaluation);
3295  F(ExtractMaterialAmount);
3296  F(CustomMessage);
3297  F(GuiOpen);
3298  F(GuiUpdateTag);
3299  F(GuiClose);
3300  F(GuiUpdate);
3301  ::AddFunc(p, "PauseGame", FnPauseGame, false);
3302  F(PathFree);
3303  F(PathFree2);
3304  F(SetNextScenario);
3305  F(GetPlayerControlState);
3306  F(SetPlayerControlEnabled);
3307  F(GetPlayerControlEnabled);
3308  F(GetPlayerControlAssignment);
3309  F(PlayRumble);
3310  F(StopRumble);
3311  F(GetStartupPlayerCount);
3312  F(GetStartupTeamCount);
3313  F(EditCursor);
3314  F(GainScenarioAchievement);
3315  F(GetPXSCount);
3316  F(GetPlrKnowledge);
3317  F(GetBaseMaterial);
3318  F(GetBaseProduction);
3319  F(GetDefCoreVal);
3320  F(GetObjectVal);
3321  F(GetObjectInfoCoreVal);
3322  F(GetScenarioVal);
3323  F(GetPlayerVal);
3324  F(GetPlayerInfoCoreVal);
3325  F(GetMaterialVal);
3326  F(SetPlrExtraData);
3327  F(GetPlrExtraData);
3328  F(PV_Linear);
3329  F(PV_Random);
3330  F(PV_Direction);
3331  F(PV_Step);
3332  F(PV_Speed);
3333  F(PV_Wind);
3334  F(PV_Gravity);
3335  // F(PV_KeyFrames); added below
3336  F(PV_Sin);
3337  F(PV_Cos);
3338  F(PC_Die);
3339  F(PC_Bounce);
3340  F(PC_Stop);
3341  F(IncinerateLandscape);
3342  F(GetGravity);
3343  F(SetGravity);
3344  F(GetTranslatedString);
3345 #undef F
3346 }
C4Object * Object(C4PropList *_this)
Definition: C4AulDefFunc.h:34
void AddFunc(C4PropListStatic *Parent, const char *Name, RType(*pFunc)(ThisType *, ParTypes...), bool Public=true)
Definition: C4AulDefFunc.h:261
const char * Identifier
Definition: C4AulDefFunc.h:269
bool SimFlight(C4Real &x, C4Real &y, C4Real &xdir, C4Real &ydir, int32_t iDensityMin, int32_t iDensityMax, int32_t &iIter)
Definition: C4Movement.cpp:810
C4ScriptConstDef C4ScriptGameConstMap[]
#define F(f)
C4ScriptFnDef C4ScriptGameFnMap[]
bool PathFree(int32_t x1, int32_t y1, int32_t x2, int32_t y2)
bool GBackLiquid(int32_t x, int32_t y)
Definition: C4Landscape.h:239
bool GBackSemiSolid(int32_t x, int32_t y)
Definition: C4Landscape.h:234
bool GBackSolid(int32_t x, int32_t y)
Definition: C4Landscape.h:229
int32_t Hostile(int32_t plr1, int32_t plr2)
@ C4V_Int
Definition: C4Value.h:26
C4Value C4VInt(int32_t i)
Definition: C4Value.h:239
C4PropListStatic * GetPropList()
Definition: C4Aul.h:151
void RegisterGlobalConstant(const char *szName, const C4Value &rValue)
Definition: C4Aul.cpp:123
const char * Identifier
Definition: C4AulDefFunc.h:277

References AddFunc(), C4ScriptGameConstMap, C4ScriptGameFnMap, C4V_Int, C4VInt(), F, GBackLiquid(), GBackSemiSolid(), GBackSolid(), C4AulScriptEngine::GetPropList(), Hostile(), C4ScriptConstDef::Identifier, and C4AulScriptEngine::RegisterGlobalConstant().

Referenced by C4Game::InitScriptEngine().

Here is the call graph for this function:
Here is the caller graph for this function:

◆ InitObjectFunctionMap()

void InitObjectFunctionMap ( C4AulScriptEngine pEngine)

Definition at line 3342 of file C4ObjectScript.cpp.

3343 {
3344  // add all def constants (all Int)
3345  for (C4ScriptConstDef *pCDef = &C4ScriptObjectConstMap[0]; pCDef->Identifier; pCDef++)
3346  {
3347  assert(pCDef->ValType == C4V_Int); // only int supported currently
3348  pEngine->RegisterGlobalConstant(pCDef->Identifier, C4VInt(pCDef->Data));
3349  }
3350  C4PropListStatic * p = pEngine->GetPropList();
3351 #define F(f) ::AddFunc(p, #f, Fn##f)
3352 
3353  F(DoCon);
3354  F(GetCon);
3355  F(DoDamage);
3356  F(DoEnergy);
3357  F(DoBreath);
3358  F(GetEnergy);
3359  F(OnFire);
3360  F(Stuck);
3361  F(InLiquid);
3362  F(SetAction);
3363  F(SetActionData);
3364 
3365  F(GetAction);
3366  F(GetActTime);
3367  F(GetOwner);
3368  F(GetMass);
3369  F(GetBreath);
3370  F(GetMenu);
3371  F(GetVertexNum);
3372  F(GetVertex);
3373  F(SetVertex);
3374  F(AddVertex);
3375  F(InsertVertex);
3376  F(RemoveVertex);
3377  ::AddFunc(p, "SetContactDensity", FnSetContactDensity, false);
3378  F(GetController);
3379  F(SetController);
3380  F(SetName);
3381  F(GetKiller);
3382  F(SetKiller);
3383  F(GetPhase);
3384  F(SetPhase);
3385  F(GetCategory);
3386  F(GetOCF);
3387  F(SetAlive);
3388  F(GetAlive);
3389  F(GetDamage);
3390  F(SetComDir);
3391  F(GetComDir);
3392  F(SetDir);
3393  F(GetDir);
3394  F(SetEntrance);
3395  F(GetEntrance);
3396  F(SetCategory);
3397  F(FinishCommand);
3398  F(ActIdle);
3399  F(SetRDir);
3400  F(GetRDir);
3401  F(GetXDir);
3402  F(GetYDir);
3403  F(GetR);
3404  F(SetXDir);
3405  F(SetYDir);
3406  F(SetR);
3407  F(SetOwner);
3408  F(MakeCrewMember);
3409  F(GrabObjectInfo);
3410  F(CreateContents);
3411  F(ShiftContents);
3412  F(GetID);
3413  F(Contents);
3414  F(ScrollContents);
3415  F(Contained);
3416  F(ContentsCount);
3417  ::AddFunc(p, "FindContents", FnFindContents, false);
3418  ::AddFunc(p, "FindOtherContents", FnFindOtherContents, false);
3419  F(RemoveObject);
3420  F(GetActionTarget);
3421  F(SetActionTargets);
3422  ::AddFunc(p, "SetCrewStatus", FnSetCrewStatus, false);
3423  F(SetPosition);
3424  F(CreateMenu);
3425  F(AddMenuItem);
3426  F(SelectMenuItem);
3427  F(SetMenuDecoration);
3428  F(SetMenuTextProgress);
3429  F(ObjectDistance);
3430  F(GetValue);
3431  F(GetRank);
3432  F(SetTransferZone);
3433  F(SetMass);
3434  F(GetColor);
3435  F(SetColor);
3436  F(SetLightRange);
3437  F(GetLightColor);
3438  F(SetLightColor);
3439  F(SetPicture);
3440  F(GetProcedure);
3441  F(CanConcatPictureWith);
3442  F(SetGraphics);
3443  F(ObjectNumber);
3444  F(ShowInfo);
3445  F(CheckVisibility);
3446  F(SetClrModulation);
3448  F(CloseMenu);
3449  F(GetMenuSelection);
3450  F(GetDefBottom);
3451  F(SetMenuSize);
3452  F(GetCrewEnabled);
3453  F(SetCrewEnabled);
3454  F(DoCrewExp);
3455  F(ClearMenuItems);
3456  F(GetObjectLayer);
3457  F(SetObjectLayer);
3458  F(SetShape);
3459  F(SetObjDrawTransform);
3460  ::AddFunc(p, "SetObjDrawTransform2", FnSetObjDrawTransform2, false);
3461  ::AddFunc(p, "SetObjectStatus", FnSetObjectStatus, false);
3462  ::AddFunc(p, "GetObjectStatus", FnGetObjectStatus, false);
3463  ::AddFunc(p, "AdjustWalkRotation", FnAdjustWalkRotation, false);
3464  F(GetContact);
3465  F(SetObjectBlitMode);
3466  F(GetObjectBlitMode);
3467  ::AddFunc(p, "GetUnusedOverlayID", FnGetUnusedOverlayID, false);
3468  F(ExecuteCommand);
3469 
3470  F(PlayAnimation);
3471  F(TransformBone);
3472  F(StopAnimation);
3473  F(GetRootAnimation);
3474  F(GetAnimationList);
3475  F(GetAnimationLength);
3476  F(GetAnimationName);
3477  F(GetAnimationPosition);
3478  F(GetAnimationWeight);
3479  F(SetAnimationPosition);
3480  F(SetAnimationBoneTransform);
3481  F(SetAnimationWeight);
3482  F(AttachMesh);
3483  F(DetachMesh);
3484  F(SetAttachBones);
3485  F(SetAttachTransform);
3486  F(GetBoneNames);
3487  F(GetMeshMaterial);
3488  F(SetMeshMaterial);
3489  F(CreateParticleAtBone);
3490  F(ChangeDef);
3491  F(GrabContents);
3492  F(Punch);
3493  F(Kill);
3494  F(Fling);
3495  ::AddFunc(p, "Jump", FnJump, false);
3496  F(Enter);
3497  F(DeathAnnounce);
3498  F(SetSolidMask);
3499  F(SetHalfVehicleSolidMask);
3500  F(Exit);
3501  F(Collect);
3502 
3503  F(SetCommand);
3504  F(AddCommand);
3505  F(AppendCommand);
3506  F(GetCommand);
3507  F(SetCrewExtraData);
3508  F(GetCrewExtraData);
3509  F(GetDefWidth);
3510  F(GetDefHeight);
3511 #undef F
3512 }
bool AddMenuItem(C4ConsoleGUI *console, HMENU hMenu, DWORD dwID, const char *szString, bool fEnabled)
#define F(f)
C4ScriptConstDef C4ScriptObjectConstMap[]
DWORD GetClrModulation(DWORD dwSrcClr, DWORD dwDstClr, DWORD &dwBack)
Definition: StdColors.h:112

References AddFunc(), C4ScriptObjectConstMap, C4V_Int, C4VInt(), F, C4AulScriptEngine::GetPropList(), C4ScriptConstDef::Identifier, and C4AulScriptEngine::RegisterGlobalConstant().

Referenced by C4Game::InitScriptEngine().

Here is the call graph for this function:
Here is the caller graph for this function: