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C4Player.cpp
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1 /*
2  * OpenClonk, http://www.openclonk.org
3  *
4  * Copyright (c) 1998-2000, Matthes Bender
5  * Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
6  * Copyright (c) 2009-2016, The OpenClonk Team and contributors
7  *
8  * Distributed under the terms of the ISC license; see accompanying file
9  * "COPYING" for details.
10  *
11  * "Clonk" is a registered trademark of Matthes Bender, used with permission.
12  * See accompanying file "TRADEMARK" for details.
13  *
14  * To redistribute this file separately, substitute the full license texts
15  * for the above references.
16  */
17 
18 /* Player data at runtime */
19 
20 #include "C4Include.h"
21 #include "player/C4Player.h"
22 
23 #include "control/C4GameControl.h"
24 #include "game/C4Application.h"
25 #include "game/C4FullScreen.h"
26 #include "game/C4GraphicsSystem.h"
27 #include "game/C4Viewport.h"
29 #include "gui/C4GameMessage.h"
30 #include "gui/C4GameOverDlg.h"
31 #include "gui/C4MessageInput.h"
32 #include "gui/C4MouseControl.h"
33 #include "landscape/C4Landscape.h"
34 #include "lib/C4Random.h"
35 #include "network/C4League.h"
37 #include "object/C4Command.h"
38 #include "object/C4Def.h"
39 #include "object/C4DefList.h"
40 #include "object/C4GameObjects.h"
41 #include "object/C4Object.h"
42 #include "object/C4ObjectInfo.h"
43 #include "object/C4ObjectMenu.h"
44 #include "platform/C4GamePadCon.h"
45 #include "player/C4PlayerList.h"
46 
48 {
49  Filename[0] = 0;
51  ID = 0;
52  Team = 0;
54  Menu.Default();
55  Crew.Default();
57  LocalControl = false;
58  BigIcon.Default();
59  Next = nullptr;
60  fFogOfWar = true;
61  LeagueEvaluated = false;
62  GameJoinTime = 0; // overwritten in Init
63  pstatControls = pstatActions = nullptr;
66  LastControlID = 0;
67  pMsgBoardQuery = nullptr;
68  NoEliminationCheck = false;
69  Evaluated = false;
72  ViewLock = true;
74 }
75 
77 {
78  ClearGraphs();
79  Menu.Clear();
80  SetSoundModifier(nullptr);
81  while (pMsgBoardQuery)
82  {
84  delete pMsgBoardQuery;
85  pMsgBoardQuery = pNext;
86  }
87  ClearControl();
88 }
89 
91 {
92  if (!tobj) return false;
93  for (C4Object *cobj : Crew)
94  if (cobj==tobj) return true;
95  return false;
96 }
97 
98 void C4Player::ClearPointers(C4Object *pObj, bool fDeath)
99 {
100  // Crew
101  while (Crew.Remove(pObj)) {}
102  // View-Cursor
103  if (ViewCursor==pObj) ViewCursor = nullptr;
104  // View
105  if (ViewTarget==pObj) ViewTarget=nullptr;
106  // Cursor
107  if (Cursor == pObj)
108  {
109  // object is to be deleted; do NOT do script calls (like in Cursor->UnSelect(true))
110  Cursor = nullptr; AdjustCursorCommand(); // also selects and eventually does a script call!
111  }
112  // Menu
113  Menu.ClearPointers(pObj);
114  // messageboard-queries
116 }
117 
118 bool C4Player::ScenarioAndTeamInit(int32_t idTeam)
119 {
120  C4PlayerInfo *pInfo = GetInfo();
121  if (!pInfo) return false;
122  C4Team *pTeam;
123  if (idTeam == TEAMID_New)
124  {
125  // creation of a new team only if allowed by scenario
127  pTeam = nullptr;
128  else
129  {
130  if ((pTeam = Game.Teams.GetGenerateTeamByID(idTeam))) idTeam = pTeam->GetID();
131  }
132  }
133  else
134  {
135  // uage of an existing team
136  pTeam = Game.Teams.GetTeamByID(idTeam);
137  }
138  C4Team *pPrevTeam = Game.Teams.GetTeamByID(Team);
139  // check if join to team is possible; e.g. not too many players
140  if (pPrevTeam != pTeam && idTeam)
141  {
142  if (!Game.Teams.IsJoin2TeamAllowed(idTeam, pInfo->GetType()))
143  {
144  pTeam = nullptr;
145  }
146  }
147  if (!pTeam && idTeam)
148  {
150  return false;
151  }
152  // team selection OK; execute it!
153  if (pPrevTeam) pPrevTeam->RemovePlayerByID(pInfo->GetID());
154  if (pTeam) pTeam->AddPlayer(*pInfo, true);
155  if (!ScenarioInit()) return false;
156  if (!FinalInit(false)) return false;
157  // perform any pending InitializePlayers() callback
159  return true;
160 }
161 
163 {
164  if (!Status) return;
165 
166  // Open/refresh team menu if desired
168  {
169  int32_t idSelectedTeam;
170  if ((idSelectedTeam = Game.Teams.GetForcedTeamSelection(ID)))
171  {
172  // There's only one team left to join? Join there immediately.
173  if (Menu.IsActive() && Menu.GetIdentification() == C4MN_TeamSelection) Menu.TryClose(false, false);
174  if (LocalControl && !::Control.isReplay())
175  {
176  // team selection done through queue because TeamSelection-status may not be in sync (may be TeamSelectionPending!)
177  DoTeamSelection(idSelectedTeam);
178  }
179  }
180  else if (!Menu.IsActive()) ActivateMenuTeamSelection(false);
181  else
182  {
183  // during team selection: Update view to selected team, if it has a position assigned
184  C4MenuItem *pSelectedTeamItem;
185  if ((pSelectedTeamItem = Menu.GetSelectedItem()))
186  {
187  int32_t idSelectedTeam = atoi(pSelectedTeamItem->GetCommand()+8);
188  if (idSelectedTeam)
189  {
190  C4Team *pSelectedTeam;
191  if ((pSelectedTeam = Game.Teams.GetTeamByID(idSelectedTeam)))
192  {
193  int32_t iPlrStartIndex = pSelectedTeam->GetPlrStartIndex();
194  if (iPlrStartIndex && Inside<int32_t>(iPlrStartIndex, 1, C4S_MaxPlayer))
195  {
196  if (Game.C4S.PlrStart[iPlrStartIndex-1].Position[0] > -1)
197  {
198  // player has selected a team that has a valid start position assigned
199  // set view to this position!
200  ViewX = Game.C4S.PlrStart[iPlrStartIndex-1].Position[0] * ::Landscape.GetMapZoom();
201  ViewY = Game.C4S.PlrStart[iPlrStartIndex-1].Position[1] * ::Landscape.GetMapZoom();
202  }
203  }
204  }
205  }
206  }
207  }
208  }
210  {
211  Menu.TryClose(false, false);
212  }
213 
214  // Do we have a gamepad?
215  if (pGamepad)
216  {
217  // Check whether it's still connected.
218  if (!pGamepad->IsAttached())
219  {
220  // Allow the player to plug the gamepad back in. This allows
221  // battery replacement or plugging the controller back
222  // in after someone tripped over the wire.
223  if (!FindGamepad())
224  {
225  LogF("%s: No gamepad available.", Name.getData());
226  ::Game.Pause();
227  }
228  }
229  }
230  // Should we have one? The player may have started the game
231  // without turning their controller on, only noticing this
232  // after the game started.
233  else if (LocalControl && ControlSet && ControlSet->HasGamepad())
234  {
235  FindGamepad();
236  }
237 
238  // Tick1
239  UpdateView();
240  ExecuteControl();
241  Menu.Execute();
242 
243  // ::Game.iTick35
244  if (!::Game.iTick35 && Status==PS_Normal)
245  {
248  if (pMsgBoardQuery && LocalControl) ExecMsgBoardQueries();
249  }
250 
251  // Delays
252  if (MessageStatus>0) MessageStatus--;
253  if (RetireDelay>0) RetireDelay--;
254  if (CursorFlash>0) CursorFlash--;
255 }
256 
257 bool C4Player::Init(int32_t iNumber, int32_t iAtClient, const char *szAtClientName,
258  const char *szFilename, bool fScenarioInit, class C4PlayerInfo *pInfo, C4ValueNumbers * numbers)
259 {
260  // safety
261  if (!pInfo)
262  {
263  LogF("ERROR: Init player %s failed: No info!", szFilename);
264  assert(false);
265  return false;
266  }
267  // Status init
269  Number = iNumber;
270  ID = pInfo->GetID();
271  Team = pInfo->GetTeam();
273 
274  // At client
275  AtClient=iAtClient; SCopy(szAtClientName,AtClientName,C4MaxTitle);
276 
277  if (szFilename)
278  {
279  // Load core & crew info list
280  if (!Load(szFilename, !fScenarioInit)) return false;
281  }
282  else
283  {
284  // no core file present: Keep defaults
285  // This can happen for script players only
286  assert(pInfo->GetType() == C4PT_Script);
287  }
288 
289  // Take player name from player info; forcing overloads by the league or because of doubled player names
290  Name.Copy(pInfo->GetName());
291 
292  // view pos init: Start at center pos
294 
295  // Scenario init
296  if (fScenarioInit)
297  {
298  // mark player join in player info list
299  // for non-scenarioinit, player should already be marked as joined
300  pInfo->SetJoined(iNumber);
301 
302  // Number might have changed: Recheck list sorting before scenarioinit, which will do script calls
304 
305  // check for a postponed scenario init, if no team is specified (post-lobby-join in network, or simply non-network)
306  C4Team *pTeam = nullptr;
307  if (Team)
308  {
311  else
312  pTeam = Game.Teams.GetTeamByID(Team);
313  }
314  if (!pTeam && Game.Teams.IsRuntimeJoinTeamChoice())
315  {
316  if (pInfo->GetType() == C4PT_Script)
317  {
318  // script player without team: This can usually not happen, because RecheckPlayerInfoTeams should have been executed
319  // just leave this player without the team
320  assert(false);
321  }
322  else
323  {
324  // postponed init: Chose team first
326  }
327  }
328 
329  // Init control method before scenario init, because script callbacks may need to know it!
330  ClearControl();
331  InitControl();
332 
333  // defaultdisabled controls
334  Control.Init();
335 
336  // Special: Script players may skip scenario initialization altogether, and just desire a single callback to all objects
337  // of a given ID
338  if (!pInfo->IsScenarioInitDesired())
339  {
340  // only initialization that's done anyway is team hostility
341  if (Team) SetTeamHostility();
342  // callback definition passed?
343  C4ID idCallback = pInfo->GetScriptPlayerExtraID();
344  C4Def *pDefCallback;
345  if (idCallback && (pDefCallback = C4Id2Def(idCallback)))
346  {
348  }
349  }
350  else
351  {
352  // player preinit: In case a team needs to be chosen first, no InitializePlayer-broadcast is done
353  // this callback shall give scripters a chance to do stuff like starting an intro or enabling FoW, which might need to be done
355  // direct init
356  if (Status != PS_TeamSelection) if (!ScenarioInit()) return false;
357  }
358  }
359 
360  // Load runtime data
361  else
362  {
363  assert(pInfo->IsJoined());
364  assert(numbers);
365  // (compile using DefaultRuntimeData) - also check if compilation returned sane results, i.e. ID assigned
366  if (!LoadRuntimeData(Game.ScenarioFile, numbers) || !ID)
367  {
368  // for script players in non-savegames, this is OK - it means they get restored using default values
369  // this happens when the users saves a scenario using the "Save scenario"-option while a script player
370  // was joined
371  if (!Game.C4S.Head.SaveGame && pInfo->GetType() == C4PT_Script)
372  {
373  Number = pInfo->GetInGameNumber();
374  ColorDw = pInfo->GetColor();
375  ID = pInfo->GetID();
376  Team = pInfo->GetTeam();
377  }
378  else
379  return false;
380  }
381  // Reset values default-overriden by old runtime data load (safety?)
382  if (Number==C4P_Number_None) Number=iNumber;
383  if (szFilename) SCopy(Config.AtUserDataPath(szFilename),Filename); else *Filename='\0';
384  // NET2: Direct joins always send accurate client IDs and names in params
385  // do not overwrite them with savegame data, because players might as well
386  // change clients
387  // (only call should be savegame recreation by C4PlayerInfoList::RecreatePlayers)
388  AtClient = iAtClient;
389  SCopy(szAtClientName,AtClientName,C4MaxTitle);
390  // Number might have changed: Recheck list sorting
392  // Init control after loading runtime data, because control init will overwrite some of the values
393  InitControl();
394  }
395 
396  // store game joining time
398 
399  // Init FoW-viewobjects: NO_OWNER-FoW-repellers might need to be added
400  for (C4Object *pObj : Objects)
401  {
402  if ((pObj->lightRange || pObj->lightFadeoutRange) && pObj->Owner == NO_OWNER)
403  pObj->UpdateLight();
404  }
405 
406  // init graphs
408 
409  // init sound mod
411 
412  return true;
413 }
414 
416 {
417  C4Group hGroup;
418  // Regular player saving need not be done for script players
419  if (GetType() == C4PT_Script) return false;
420  // Log
421  LogF(LoadResStr("IDS_PRC_SAVEPLR"), Config.AtRelativePath(Filename));
422  ::GraphicsSystem.MessageBoard->EnsureLastMessage();
423  // copy player to save somewhere else
424  char szPath[_MAX_PATH + 1];
426  MakeTempFilename(szPath);
427  // For local players, we save over the old player file, as there might
428  // be all kinds of non-essential stuff in it. For non-local players, we
429  // just re-create it every time (it's temporary anyway).
430  if (LocalControl)
431  {
432  // But make sure to copy it first so full hard (flgr stupid) disks
433  // won't corrupt any player files...
434  C4Group_CopyItem(Filename, szPath);
435  }
436  else
437  {
438  // For non-local players, we can actually use the loaded definition
439  // list to strip out all non-existant definitions. This is only valid
440  // because we know the file to be temporary.
442  }
443  // Open group
444  if (!hGroup.Open(szPath,true))
445  return false;
446  // Save
447  if (!Save(hGroup, false, !LocalControl))
448  { hGroup.Close(); return false; }
449  // Close group
450  if (!hGroup.Close()) return false;
451  // resource
453  pDRes = nullptr;
454  bool fOfficial = pRes && ::Control.isCtrlHost();
455  if (pRes) pDRes = pRes->Derive();
456  // move back
458  if (!C4Group_MoveItem(szPath, Filename)) return false;
459  // finish update
460  if (pDRes && fOfficial) pDRes->FinishDerive();
461  // Success
462  return true;
463 }
464 
465 bool C4Player::Save(C4Group &hGroup, bool fSavegame, bool fStoreTiny)
466 {
467  // Save core
468  if (!C4PlayerInfoCore::Save(hGroup))
469  return false;
470  // Save crew
471  C4DefList *pDefs = &::Definitions;
472  if (!CrewInfoList.Save(hGroup, fSavegame, fStoreTiny, pDefs))
473  { hGroup.Close(); return false; }
474  // Sort
475  hGroup.Sort(C4FLS_Player);
476  return true;
477 }
478 
479 void C4Player::PlaceReadyCrew(int32_t tx1, int32_t tx2, int32_t ty, C4Object *FirstBase)
480 {
481  int32_t cnt,ctx,cty;
482  C4Object *nobj;
483  C4ObjectInfo *pInfo;
484  C4Def *pDef;
485 
486  // Place crew
487  int32_t iCount;
488  C4ID id;
489  for (cnt=0; (id=Game.C4S.PlrStart[PlrStartIndex].ReadyCrew.GetID(cnt,&iCount)); cnt++)
490  {
491  // Minimum one clonk if empty id
492  iCount = std::max<int32_t>(iCount,1);
493 
494  for (int32_t cnt2=0; cnt2<iCount; cnt2++)
495  {
496  // Select member from home crew, add new if necessary
497  while (!(pInfo=CrewInfoList.GetIdle(id,::Definitions)))
498  if (!CrewInfoList.New(id,&::Definitions))
499  break;
500  // Safety
501  if (!pInfo || !(pDef=C4Id2Def(pInfo->id))) continue;
502  // Crew placement location
503  ctx=tx1+Random(tx2-tx1); cty=ty;
505  FindSolidGround(ctx,cty,pDef->Shape.Wdt*3);
506  // Create object
507  if ((nobj=Game.CreateInfoObject(pInfo,Number,ctx,cty)))
508  {
509  // Add object to crew
511  // add visibility range
512  nobj->SetLightRange(C4FOW_DefLightRangeX, C4FOW_DefLightFadeoutRangeX);
513  // If base is present, enter base
514  if (FirstBase) { nobj->Enter(FirstBase); nobj->SetCommand(C4CMD_Exit); }
515  // OnJoinCrew callback
516  {
517  C4DebugRecOff DbgRecOff{ !DEBUGREC_RECRUITMENT };
518  C4AulParSet parset(Number);
519  nobj->Call(PSF_OnJoinCrew, &parset);
520  }
521  }
522  }
523  }
524 
525 }
526 
527 void C4Player::PlaceReadyBase(int32_t &tx, int32_t &ty, C4Object **pFirstBase)
528 {
529  int32_t cnt,cnt2,ctx,cty;
530  C4Def *def;
531  C4ID cid;
532  C4Object *cbase;
533  // Create ready base structures
534  for (cnt=0; (cid=Game.C4S.PlrStart[PlrStartIndex].ReadyBase.GetID(cnt)); cnt++)
535  {
536  if ((def=C4Id2Def(cid)))
537  for (cnt2=0; cnt2<Game.C4S.PlrStart[PlrStartIndex].ReadyBase.GetCount(cnt); cnt2++)
538  {
539  ctx=tx; cty=ty;
541  || FindConSiteSpot(ctx,cty,def->Shape.Wdt,def->Shape.Hgt,20))
542  if ((cbase=Game.CreateObjectConstruction(C4Id2Def(cid),nullptr,Number,ctx,cty,FullCon,true)))
543  {
544  // FirstBase
545  if (!(*pFirstBase)) if ((cbase->Def->Entrance.Wdt>0) && (cbase->Def->Entrance.Hgt>0))
546  { *pFirstBase=cbase; tx=(*pFirstBase)->GetX(); ty=(*pFirstBase)->GetY(); }
547  }
548  }
549  }
550 }
551 
552 void C4Player::PlaceReadyVehic(int32_t tx1, int32_t tx2, int32_t ty, C4Object *FirstBase)
553 {
554  int32_t cnt,cnt2,ctx,cty;
555  C4Def *def; C4ID cid; C4Object *cobj;
556  for (cnt=0; (cid=Game.C4S.PlrStart[PlrStartIndex].ReadyVehic.GetID(cnt)); cnt++)
557  {
558  if ((def=C4Id2Def(cid)))
559  for (cnt2=0; cnt2<Game.C4S.PlrStart[PlrStartIndex].ReadyVehic.GetCount(cnt); cnt2++)
560  {
561  ctx=tx1+Random(tx2-tx1); cty=ty;
563  FindLevelGround(ctx,cty,def->Shape.Wdt,6);
564  if ((cobj=Game.CreateObject(cid,nullptr,Number,ctx,cty)))
565  {
566  if (FirstBase) // First base overrides target location
567  { cobj->Enter(FirstBase); cobj->SetCommand(C4CMD_Exit); }
568  }
569  }
570  }
571 }
572 
573 void C4Player::PlaceReadyMaterial(int32_t tx1, int32_t tx2, int32_t ty, C4Object *FirstBase)
574 {
575  int32_t cnt,cnt2,ctx,cty;
576  C4Def *def; C4ID cid;
577 
578  // In base
579  if (FirstBase)
580  {
582  }
583 
584  // Outside
585  else
586  {
587  for (cnt=0; (cid=Game.C4S.PlrStart[PlrStartIndex].ReadyMaterial.GetID(cnt)); cnt++)
588  {
589  if ((def=C4Id2Def(cid)))
590  for (cnt2=0; cnt2<Game.C4S.PlrStart[PlrStartIndex].ReadyMaterial.GetCount(cnt); cnt2++)
591  {
592  ctx=tx1+Random(tx2-tx1); cty=ty;
594  FindSolidGround(ctx,cty,def->Shape.Wdt);
595  Game.CreateObject(cid,nullptr,Number,ctx,cty);
596  }
597  }
598  }
599 }
600 
602 {
603  int32_t ptx,pty;
604 
605  // player start index by team, if specified. Otherwise by player number
607  C4Team *pTeam; int32_t i;
608  if (Team && (pTeam = Game.Teams.GetTeamByID(Team))) if ((i=pTeam->GetPlrStartIndex())) PlrStartIndex=i-1;
609 
610  C4PlayerInfo *pInfo = GetInfo();
611  if (!pInfo) { assert(false); LogF("Internal error: ScenarioInit for ghost player %s!", GetName()); return false; }
612 
613  // set color by player info class
614  // re-setting, because runtime team choice may have altered color
615  ColorDw = pInfo->GetColor();
616 
617  // any team selection is over now
618  Status = PS_Normal;
619 
620  // Wealth, home base materials, abilities
628 
629  // Starting position
632 
633  // Zoomed position
634  if (ptx>-1) ptx = Clamp<int32_t>( ptx * Game.C4S.Landscape.MapZoom.Evaluate(), 0, ::Landscape.GetWidth()-1 );
635  if (pty>-1) pty = Clamp<int32_t>( pty * Game.C4S.Landscape.MapZoom.Evaluate(), 0, ::Landscape.GetHeight()-1 );
636 
637  // Standard position (PrefPosition)
638  if (ptx<0)
639  if (Game.StartupPlayerCount>=2)
640  {
641  int32_t iMaxPos=Game.StartupPlayerCount;
642  // Try to initialize PrefPosition using teams. This should put players of a team next to each other.
643  int PrefPosition = 0;
644  C4PlayerInfo *plr;
645  for (int i = 0; (plr = Game.PlayerInfos.GetPlayerInfoByIndex(i)) != nullptr; i++)
646  {
647  if (plr->GetTeam() < Team)
648  PrefPosition++;
649  }
650  // Map preferred position to available positions
651  int32_t iStartPos=Clamp(PrefPosition*iMaxPos/C4P_MaxPosition,0,iMaxPos-1);
652  int32_t iPosition=iStartPos;
653  // Distribute according to availability
654  while (::Players.PositionTaken(iPosition))
655  {
656  ++iPosition;
657  iPosition %= iMaxPos;
658  if (iPosition == iStartPos)
659  break;
660  }
661  Position=iPosition;
662  // Set x position
663  ptx=Clamp(16+Position*(::Landscape.GetWidth()-32)/(iMaxPos-1),0,::Landscape.GetWidth()-16);
664  }
665 
666  // All-random position
667  if (ptx<0) ptx=16+Random(::Landscape.GetWidth()-32);
668  if (pty<0) pty=16+Random(::Landscape.GetHeight()-32);
669 
670  // Place to solid ground
672  {
673  // Use nearest above-ground...
674  FindSolidGround(ptx,pty,30);
675  // Might have hit a small lake, or similar: Seach a real site spot from here
676  FindConSiteSpot(ptx, pty, 30, 50, 400);
677  }
678 
679  // Place Readies
680  C4Object *FirstBase = nullptr;
681  PlaceReadyBase(ptx,pty,&FirstBase);
682  PlaceReadyMaterial(ptx-10,ptx+10,pty,FirstBase);
683  PlaceReadyVehic(ptx-30,ptx+30,pty,FirstBase);
684  PlaceReadyCrew(ptx-30,ptx+30,pty,FirstBase);
685 
686  // set initial hostility by team info
687  if (Team) SetTeamHostility();
688 
689  // Scenario script initialization
691  ptx,
692  pty,
693  FirstBase,
694  Team,
695  C4Id2Def(GetInfo()->GetScriptPlayerExtraID())));
696  return true;
697 }
698 
699 bool C4Player::FinalInit(bool fInitialScore)
700 {
701  if (!Status) return true;
702 
703  // Init player's mouse control
704  if (LocalControl)
705  if (MouseControl)
706  ::MouseControl.Init(Number);
707 
708  // Set initial score
709  if (fInitialScore)
710  {
712  }
713 
714  // Cursor
715  if (!Cursor) AdjustCursorCommand();
716 
717  // Update counts, pointers, views
718  Execute();
719 
720  return true;
721 }
722 
723 void C4Player::SetFoW(bool fEnable)
724 {
725  // set flag
726  fFogOfWar = fEnable;
727 }
728 
729 bool C4Player::DoWealth(int32_t iChange)
730 {
731  if (LocalControl)
732  {
733  if (iChange>0) StartSoundEffect("UI::Cash");
734  if (iChange<0) StartSoundEffect("UI::UnCash");
735  }
736  SetWealth(Wealth+iChange);
737 
738  return true;
739 }
740 
741 bool C4Player::SetWealth(int32_t iVal)
742 {
743  if (iVal == Wealth) return true;
744 
745  Wealth=Clamp<int32_t>(iVal,0,1000000000);
746 
748 
749  return true;
750 }
751 
752 bool C4Player::SetKnowledge(C4ID id, bool fRemove)
753 {
754  if (fRemove)
755  {
756  long iIndex = Knowledge.GetIndex(id);
757  if (iIndex<0) return false;
758  return Knowledge.DeleteItem(iIndex);
759  }
760  else
761  {
762  if (!C4Id2Def(id)) return false;
763  return Knowledge.SetIDCount(id, 1, true);
764  }
765 }
766 
767 void C4Player::SetViewMode(int32_t iMode, C4Object *pTarget, bool immediate_position)
768 {
769  // safe back
770  ViewMode=iMode; ViewTarget=pTarget;
771  // immediate position set desired?
772  if (immediate_position)
773  {
774  UpdateView();
776  if (vp) vp->AdjustPosition(true);
777  }
778 }
779 
780 void C4Player::ResetCursorView(bool immediate_position)
781 {
782  // reset view to cursor if any cursor exists
783  if (!ViewCursor && !Cursor) return;
784  SetViewMode(C4PVM_Cursor, nullptr, immediate_position);
785 }
786 
788 {
789  // do not evaluate twice
790  if (Evaluated) return;
791 
792  const int32_t SuccessBonus=100;
793 
794  // Set last round
796  time(reinterpret_cast<time_t *>(&LastRound.Date));
799  // Melee: personal value gain score ...check ::Objects(C4D_Goal)
800  if (Game.C4S.Game.IsMelee()) LastRound.Score = std::max<int32_t>(CurrentScore-InitialScore,0);
801  // Cooperative: shared score
802  else LastRound.Score = std::max(::Players.AverageScoreGain(),0);
803  LastRound.Level = 0; // unknown...
804  LastRound.Bonus = SuccessBonus * LastRound.Won;
807 
808  // Update player
809  Rounds++;
810  if (LastRound.Won) RoundsWon++; else RoundsLost++;
813 
814  // Crew
816 
817  // league
818  if (Game.Parameters.isLeague())
820 
821  // Player is now evaluated
822  Evaluated = true;
823 
824  // round results
826 }
827 
829 {
830  if (Surrendered) return;
831  Surrendered=true;
832  Eliminated=true;
834  StartSoundEffect("UI::Eliminated");
835  Log(FormatString(LoadResStr("IDS_PRC_PLRSURRENDERED"),GetName()).getData());
836 }
837 
838 bool C4Player::SetHostility(int32_t iOpponent, int32_t hostile, bool fSilent)
839 {
840  assert(hostile == 0 || hostile == 1);
841  // Check opponent valid
842  C4Player *opponent = ::Players.Get(iOpponent);
843  if (!opponent || opponent == this)
844  return false;
845  // Set hostility
846  if (hostile)
847  Hostility.insert(opponent);
848  else
849  Hostility.erase(opponent);
850  // no announce in first frame, or if specified
851  if (!Game.FrameCounter || fSilent) return true;
852  // Announce
853  StartSoundEffect("UI::Trumpet");
854  Log(FormatString(LoadResStr(hostile ? "IDS_PLR_HOSTILITY" : "IDS_PLR_NOHOSTILITY"),
855  GetName(),opponent->GetName()).getData());
856  // Success
857  return true;
858 }
859 
860 bool C4Player::IsHostileTowards(const C4Player *plr) const
861 {
862  assert(plr);
863  if (!plr) return false;
864  return Hostility.find(plr) != Hostility.end();
865 }
866 
868 {
869  C4Object *hiexp=nullptr;
870  int32_t iHighestExp=-2, iExp;
871  for (C4Object *cobj : Crew)
872  {
873  if (!cobj->CrewDisabled)
874  {
875  if (cobj->Info) iExp = cobj->Info->Experience; else iExp=-1;
876  if (!hiexp || (iExp>iHighestExp))
877  {
878  hiexp=cobj;
879  iHighestExp=iExp;
880  }
881  }
882  }
883  return hiexp;
884 }
885 
887 {
888  C4Object *hirank=nullptr;
889  int32_t iHighestRank=-2, iRank;
890  for (C4Object *cobj : Crew)
891  {
892  if (!cobj->CrewDisabled)
893  {
894  if (cobj->Info) iRank = cobj->Info->Rank; else iRank=-1;
895  if (!hirank || (iRank>iHighestRank))
896  {
897  hirank=cobj;
898  iHighestRank=iRank;
899  }
900  }
901  }
902  return hirank;
903 }
904 
906 {
907  C4Object *hirank;
908  if ((hirank=GetHiRankActiveCrew()))
909  if (hirank->Info)
910  if (hirank->Info->Rank<1) // No Fähnrich -> except. promo.
911  if ((hirank=GetHiExpActiveCrew()))
912  hirank->Promote(1,true,false);
913 }
914 
916 {
917  // team only
918  if (!Team) return;
919  // set hostilities
920  for (C4Player *pPlr = ::Players.First; pPlr; pPlr = pPlr->Next)
921  if (pPlr != this)
922  {
923  bool fHostile = (pPlr->Team != Team);
924  SetHostility(pPlr->Number, fHostile, true);
925  pPlr->SetHostility(Number, fHostile, true);
926  }
927 }
928 
929 bool C4Player::Message(const char *szMsg)
930 {
931  if (!szMsg) return false;
932  SCopy(szMsg,MessageBuf,256);
933  MessageStatus=SLen(szMsg)*2;
934  return true;
935 }
936 
937 bool C4Player::Load(const char *szFilename, bool fSavegame)
938 {
939  C4Group hGroup;
940  // Open group
941  if (!Reloc.Open(hGroup, szFilename)) return false;
942  // Remember filename
944  // Load core
945  if (!C4PlayerInfoCore::Load(hGroup))
946  { hGroup.Close(); return false; }
947  // Load BigIcon
948  if (hGroup.FindEntry(C4CFN_BigIcon)) BigIcon.Load(hGroup, C4CFN_BigIcon, C4FCT_Full, C4FCT_Full, false, 0);
949  // Load crew info list
950  CrewInfoList.Load(hGroup);
951  // Close group
952  hGroup.Close();
953  // Success
954  return true;
955 }
956 
957 bool C4Player::Strip(const char *szFilename, bool fAggressive)
958 {
959  // Open group
960  C4Group Grp;
961  if (!Grp.Open(szFilename))
962  return false;
963  // Which type of stripping?
964  if (!fAggressive)
965  {
966  // remove bigicon, if the file size is too large
967  size_t iBigIconSize=0;
968  if (Grp.FindEntry(C4CFN_BigIcon, nullptr, &iBigIconSize))
969  if (iBigIconSize > C4NetResMaxBigicon*1024)
970  Grp.Delete(C4CFN_BigIcon);
971  Grp.Close();
972  }
973  else
974  {
975  // Load info core and crew info list
976  C4PlayerInfoCore PlrInfoCore;
978  if (!PlrInfoCore.Load(Grp) || !CrewInfoList.Load(Grp))
979  return false;
980  // Strip crew info list (remove object infos that are invalid for this scenario)
981  CrewInfoList.Strip(::Definitions);
982  // Create a new group that receives the bare essentials
983  Grp.Close();
984  if (!EraseItem(szFilename) ||
985  !Grp.Open(szFilename, true))
986  return false;
987  // Save info core & crew info list to newly-created file
988  if (!PlrInfoCore.Save(Grp) || !CrewInfoList.Save(Grp, true, true, &::Definitions))
989  return false;
990  Grp.Close();
991  }
992  return true;
993 }
994 
995 void C4Player::DrawHostility(C4Facet &cgo, int32_t iIndex)
996 {
997  C4Player *pPlr;
998  if ((pPlr=::Players.GetByIndex(iIndex)))
999  {
1000  ::GraphicsResource.fctCrewClr.DrawClr(cgo, true, pPlr->ColorDw);
1001  // Other player and hostile
1002  if (pPlr != this)
1003  if (Hostility.find(pPlr) != Hostility.end())
1005  }
1006 }
1007 
1008 bool C4Player::MakeCrewMember(C4Object *pObj, bool fForceInfo, bool fDoCalls)
1009 {
1010  C4ObjectInfo *cInf = nullptr;
1011  if (!pObj || !pObj->Def->CrewMember || !pObj->Status) return false;
1012 
1013  // only if info is not yet assigned
1014  if (!pObj->Info && fForceInfo)
1015  {
1016  // Find crew info by name
1017  if (pObj->nInfo)
1018  cInf = CrewInfoList.GetIdle(pObj->nInfo.getData());
1019 
1020  // Find crew info by id
1021  if (!cInf)
1022  while (!( cInf = CrewInfoList.GetIdle(pObj->id,::Definitions) ))
1023  if (!CrewInfoList.New(pObj->id,&::Definitions))
1024  return false;
1025 
1026  // Set object info
1027  pObj->Info = cInf;
1028  pObj->SetName(cInf->Name);
1029  }
1030 
1031  // Add to crew
1032  if (!Crew.GetLink(pObj))
1033  Crew.Add(pObj, C4ObjectList::stNone);
1034 
1035  // add light
1036  if (!pObj->lightRange)
1037  pObj->SetLightRange(C4FOW_DefLightRangeX, C4FOW_DefLightFadeoutRangeX);
1038  else
1039  pObj->UpdateLight();
1040 
1041  // controlled by the player
1042  pObj->Controller = Number;
1043 
1044  // OnJoinCrew callback
1045  if (fDoCalls)
1046  {
1047  C4AulParSet parset(Number);
1048  pObj->Call(PSF_OnJoinCrew, &parset);
1049  }
1050 
1051  return true;
1052 }
1053 
1055 {
1056  Control.Execute();
1057 }
1058 
1060 {
1061  // Reset view
1062  ResetCursorView();
1063  // Default cursor to hirank clonk
1064  if (!Cursor || Cursor->CrewDisabled)
1065  {
1066  C4Object *pHiRank = GetHiRankActiveCrew();
1067  if (!pHiRank)
1068  return;
1069  SetCursor(pHiRank,true);
1070  UpdateView();
1071  }
1072 }
1073 
1075 {
1076  assert(ID);
1077 
1078  pComp->Value(mkNamingAdapt(Status, "Status", 0));
1079  pComp->Value(mkNamingAdapt(AtClient, "AtClient", C4ClientIDUnknown));
1080  pComp->Value(mkNamingAdapt(toC4CStr(AtClientName),"AtClientName", "Local"));
1081  pComp->Value(mkNamingAdapt(Number, "Index", C4P_Number_None));
1082  pComp->Value(mkNamingAdapt(ID, "ID", 0));
1083  pComp->Value(mkNamingAdapt(Eliminated, "Eliminated", 0));
1084  pComp->Value(mkNamingAdapt(Surrendered, "Surrendered", 0));
1085  pComp->Value(mkNamingAdapt(Evaluated, "Evaluated", false));
1086  pComp->Value(mkNamingAdapt(ColorDw, "ColorDw", 0u));
1087  pComp->Value(mkNamingAdapt(Position, "Position", 0));
1088  pComp->Value(mkNamingAdapt(ViewMode, "ViewMode", C4PVM_Cursor));
1089  pComp->Value(mkNamingAdapt(ViewX, "ViewX", 0));
1090  pComp->Value(mkNamingAdapt(ViewY, "ViewY", 0));
1091  pComp->Value(mkNamingAdapt(ViewLock, "ViewLock", true));
1092  pComp->Value(mkNamingAdapt(ZoomLimitMinWdt, "ZoomLimitMinWdt", 0));
1093  pComp->Value(mkNamingAdapt(ZoomLimitMinHgt, "ZoomLimitMinHgt", 0));
1094  pComp->Value(mkNamingAdapt(ZoomLimitMaxWdt, "ZoomLimitMaxWdt", 0));
1095  pComp->Value(mkNamingAdapt(ZoomLimitMaxHgt, "ZoomLimitMaxHgt", 0));
1096  pComp->Value(mkNamingAdapt(ZoomWdt, "ZoomWdt", 0));
1097  pComp->Value(mkNamingAdapt(ZoomHgt, "ZoomHgt", 0));
1098  pComp->Value(mkNamingAdapt(ZoomLimitMinVal, "ZoomLimitMinVal", Fix0));
1099  pComp->Value(mkNamingAdapt(ZoomLimitMaxVal, "ZoomLimitMaxVal", Fix0));
1100  pComp->Value(mkNamingAdapt(ZoomVal, "ZoomVal", Fix0));
1101  pComp->Value(mkNamingAdapt(fFogOfWar, "FogOfWar", false));
1102  pComp->Value(mkNamingAdapt(ShowStartup, "ShowStartup", false));
1103  pComp->Value(mkNamingAdapt(Wealth, "Wealth", 0));
1104  pComp->Value(mkNamingAdapt(CurrentScore, "Score", 0));
1105  pComp->Value(mkNamingAdapt(InitialScore, "InitialScore", 0));
1106  pComp->Value(mkNamingAdapt(ObjectsOwned, "ObjectsOwned", 0));
1107  pComp->Value(mkNamingAdapt(Hostility, "Hostile" ));
1108  pComp->Value(mkNamingAdapt(ProductionDelay, "ProductionDelay", 0));
1109  pComp->Value(mkNamingAdapt(ProductionUnit, "ProductionUnit", 0));
1110  pComp->Value(mkNamingAdapt(CursorFlash, "CursorFlash", 0));
1111  pComp->Value(mkNamingAdapt(Cursor, "Cursor", C4ObjectPtr::Null));
1112  pComp->Value(mkNamingAdapt(ViewCursor, "ViewCursor", C4ObjectPtr::Null));
1113  pComp->Value(mkNamingAdapt(MessageStatus, "MessageStatus", 0));
1114  pComp->Value(mkNamingAdapt(toC4CStr(MessageBuf),"MessageBuf", ""));
1115  pComp->Value(mkNamingAdapt(BaseMaterial, "BaseMaterial" ));
1116  pComp->Value(mkNamingAdapt(BaseProduction, "BaseProduction" ));
1117  pComp->Value(mkNamingAdapt(Knowledge, "Knowledge" ));
1118  pComp->Value(mkNamingAdapt(mkParAdapt(Crew, numbers), "Crew" ));
1119  pComp->Value(mkNamingAdapt(CrewInfoList.iNumCreated, "CrewCreated", 0));
1120  pComp->Value(mkNamingPtrAdapt( pMsgBoardQuery, "MsgBoardQueries" ));
1121  pComp->Value(mkNamingAdapt(mkParAdapt(SoundModifier, numbers), "SoundModifier", C4Value()));
1122 
1123  if (pComp->isDeserializer())
1124  {
1125  SoundModifier.Denumerate(numbers);
1126  }
1127 
1128  // Keys held down
1129  pComp->Value(Control);
1130 }
1131 
1133 {
1134  const char *pSource;
1135  // Use loaded game text component
1136  if (!(pSource = Game.GameText.GetData())) return false;
1137  // safety: Do nothing if player section is not even present (could kill initialized values)
1138  if (!SSearch(pSource, FormatString("[Player%i]", ID).getData())) return false;
1139  // Compile (Search player section - runtime data is stored by unique player ID)
1140  // Always compile exact. Exact data will not be present for savegame load, so it does not matter
1141  assert(ID);
1142  if (!CompileFromBuf_LogWarn<StdCompilerINIRead>(
1143  mkNamingAdapt(mkParAdapt(*this, numbers), FormatString("Player%i", ID).getData()),
1144  StdStrBuf(pSource),
1146  return false;
1147  // Denumerate pointers
1149  // Success
1150  return true;
1151 }
1152 
1154 {
1155  const int32_t MaxBaseProduction = 25;
1156  ProductionDelay++;
1157  if (ProductionDelay>=60) // Minute Production Unit
1158  {
1160  for (int32_t cnt=0; BaseProduction.GetID(cnt); cnt++)
1161  if (BaseProduction.GetCount(cnt)>0)
1162  if (ProductionUnit % Clamp<int32_t>(11-BaseProduction.GetCount(cnt),1,10) ==0)
1163  if (BaseMaterial.GetIDCount(BaseProduction.GetID(cnt)) < MaxBaseProduction)
1165  }
1166 }
1167 
1169 {
1170  // Standard elimination: no crew
1171  if (!Crew.GetFirstObject())
1172  // Already eliminated safety
1173  if (!Eliminated)
1174  // No automatic elimination desired?
1175  if (!NoEliminationCheck)
1176  // Do elimination!
1177  Eliminate();
1178 }
1179 
1181 {
1182  // view target/cursor
1183  switch (ViewMode)
1184  {
1185  case C4PVM_Cursor:
1186  {
1187  C4Object *pViewObj;
1188  if (!(pViewObj=ViewCursor)) pViewObj=Cursor;
1189  if (pViewObj)
1190  {
1191  ViewX=pViewObj->GetX(); ViewY=pViewObj->GetY();
1192  }
1193  break;
1194  }
1195  case C4PVM_Target:
1196  if (ViewTarget)
1197  {
1199  }
1200  break;
1201  case C4PVM_Scrolling:
1202  break;
1203  }
1204 }
1205 
1207 {
1208  Status=0;
1209  Eliminated=0;
1210  Surrendered=0;
1212  SCopy("Local",AtClientName);
1213  ControlSet = nullptr;
1215  MouseControl=false;
1216  Position=-1;
1217  PlrStartIndex=0;
1218  RetireDelay=0;
1220  ViewX=ViewY=0;
1221  ViewTarget=nullptr;
1222  ShowStartup=true;
1223  Wealth=0;
1225  ObjectsOwned=0;
1227  Cursor=ViewCursor=nullptr;
1228  CursorFlash=30;
1229  MessageStatus=0;
1230  MessageBuf[0]=0;
1231  Hostility.clear();
1234  Knowledge.Default();
1235  FlashCom=0;
1236 }
1237 
1239 {
1240  // Menu symbol/init
1241  bool fSwitch = !(Status==PS_TeamSelection);
1244  Menu.Refill();
1245  // Go back to options menu on close
1246  if (fFromMain) Menu.SetCloseCommand("ActivateMenu:Main");
1247  return true;
1248 }
1249 
1250 void C4Player::DoTeamSelection(int32_t idTeam)
1251 {
1252  // stop team selection. This might close the menu forever if the control gets lost
1253  // let's hope it doesn't!
1256 }
1257 
1259 {
1260  // Crew
1262  // Cursor
1264  // ViewCursor
1266  // messageboard-queries
1267  for (C4MessageBoardQuery *pCheck = pMsgBoardQuery; pCheck; pCheck = pCheck->pNext)
1268  pCheck->CallbackObj.DenumeratePointers();
1269 }
1270 
1272 {
1273  C4Object *pCrew;
1274 
1275  // Remove all crew objects
1276  while ((pCrew = Crew.GetObject())) pCrew->AssignRemoval(true);
1277 }
1278 
1279 int32_t C4Player::FindNewOwner() const
1280 {
1281  int32_t iNewOwner = NO_OWNER;
1282  C4Team *pTeam;
1283  if (Team) if ((pTeam = Game.Teams.GetTeamByID(Team)))
1284  {
1285  for (int32_t i=0; i<pTeam->GetPlayerCount(); ++i)
1286  {
1287  int32_t iPlrID = pTeam->GetIndexedPlayer(i);
1288  if (iPlrID && iPlrID != ID)
1289  {
1290  C4PlayerInfo *pPlrInfo = Game.PlayerInfos.GetPlayerInfoByID(iPlrID);
1291  if (pPlrInfo) if (pPlrInfo->IsJoined())
1292  {
1293  // this looks like a good new owner
1294  iNewOwner = pPlrInfo->GetInGameNumber();
1295  break;
1296  }
1297  }
1298  }
1299  }
1300  // if noone from the same team was found, try to find another non-hostile player
1301  // (necessary for cooperative rounds without teams)
1302  if (iNewOwner == NO_OWNER)
1303  for (C4Player *pOtherPlr = ::Players.First; pOtherPlr; pOtherPlr = pOtherPlr->Next)
1304  if (pOtherPlr != this) if (!pOtherPlr->Eliminated)
1305  if (!::Players.Hostile(pOtherPlr->Number, Number))
1306  iNewOwner = pOtherPlr->Number;
1307 
1308  return iNewOwner;
1309 }
1310 
1312 {
1313  int32_t iNewOwner = FindNewOwner();
1314  // notify objects in all object lists
1315  for (C4ObjectList *pList = &::Objects; pList; pList = ((pList == &::Objects) ? &::Objects.InactiveObjects : nullptr))
1316  {
1317  for (C4Object *cobj : *pList)
1318  {
1319  if (cobj->Status && cobj->Owner == Number)
1320  {
1321  C4AulFunc *pFn = cobj->GetFunc(PSF_OnOwnerRemoved);
1322  if (pFn)
1323  {
1324  C4AulParSet pars(iNewOwner);
1325  pFn->Exec(cobj, &pars);
1326  }
1327  else
1328  {
1329  // crew members: Those are removed later (AFTER the player has been removed, for backwards compatiblity with relaunch scripting)
1330  if (Crew.IsContained(cobj))
1331  continue;
1332  // Regular objects: Try to find a new, suitable owner from the same team
1333  // Ignore StaticBack, because this would not be compatible with many internal objects such as team account
1334  if ((cobj->Category & C4D_StaticBack) == 0)
1335  cobj->SetOwner(iNewOwner);
1336  }
1337  }
1338  }
1339  }
1340 }
1341 
1342 bool C4Player::DoScore(int32_t iChange)
1343 {
1344  CurrentScore = Clamp<int32_t>( CurrentScore+iChange, -100000, 100000 );
1345  return true;
1346 }
1347 
1348 void C4Player::SetCursor(C4Object *pObj, bool fSelectArrow)
1349 {
1350  // check disabled
1351  if (pObj) if (pObj->CrewDisabled) return;
1352  bool fChanged = pObj != Cursor;
1353  C4Object *pPrev = Cursor;
1354  // Set cursor
1355  Cursor=pObj;
1356  // unselect previous
1357  if (pPrev && fChanged) pPrev->UnSelect();
1358  // Select object
1359  if (fChanged && Cursor) { Cursor->DoSelect(); }
1360  // View flash
1361  if (fSelectArrow) CursorFlash=30;
1362 }
1363 
1364 void C4Player::ScrollView(float iX, float iY, float ViewWdt, float ViewHgt)
1365 {
1366  if (ViewLock) return;
1368  float ViewportScrollBorder = Application.isEditor ? 0 : C4ViewportScrollBorder;
1369  ViewX = Clamp<C4Real>( ViewX+ftofix(iX), ftofix(ViewWdt/2.0f-ViewportScrollBorder), ftofix(::Landscape.GetWidth()+ViewportScrollBorder-ViewWdt/2.0f) );
1370  ViewY = Clamp<C4Real>( ViewY+ftofix(iY), ftofix(ViewHgt/2.0f-ViewportScrollBorder), ftofix(::Landscape.GetHeight()+ViewportScrollBorder-ViewHgt/2.0f) );
1371 }
1372 
1374 {
1375  // Mark any control set as unused
1376  Control.Clear();
1377  // Reset control
1378  LocalControl = false;
1380  ControlSet=nullptr;
1381  MouseControl = false;
1382  if (pGamepad)
1383  {
1384  pGamepad->SetPlayer(NO_OWNER);
1385  pGamepad.reset();
1386  }
1387  // no controls issued yet
1388  ControlCount = ActionCount = 0;
1390  LastControlID = 0;
1391 }
1392 
1394 {
1395  // Check local control
1396  if (AtClient == ::Control.ClientID())
1397  if (!GetInfo() || GetInfo()->GetType() == C4PT_User)
1398  if (!::Control.isReplay())
1399  LocalControl=true;
1400  // needs to init control for local players only
1401  if (LocalControl)
1402  {
1403  // Preferred control
1406  // control set unassigned/not known? fallback to some default then (=first defined control set)
1408  // gamepad control safety (assuming the default control set is not using gamepad)
1410  {
1412  }
1413  // Choose next while control taken
1414  // TODO
1415  // init gamepad
1416  if (ControlSet && ControlSet->HasGamepad())
1417  {
1418  if (!FindGamepad())
1419  {
1420  LogF("No gamepad available for %s, please plug one in!", Name.getData());
1421  ::Game.Pause();
1422  }
1423  }
1424  // Mouse
1425  if (ControlSet && ControlSet->HasMouse() && PrefMouse)
1426  if (!::Players.MouseControlTaken())
1427  MouseControl=true;
1428  // Some controls such as gamepad control need special synced GUI elements
1429  // Do a script callback for selected control
1431  }
1432  // clear old control method and register new
1434 }
1435 
1436 bool C4Player::FindGamepad()
1437 {
1439  if (!newPad) return false;
1440  newPad->SetPlayer(ID);
1441  // Release the old gamepad.
1442  if (pGamepad) pGamepad->SetPlayer(NO_OWNER);
1443  pGamepad = newPad;
1444  LogF("%s: Using gamepad #%d.", Name.getData(), pGamepad->GetID());
1445  return true;
1446 }
1447 
1449 
1450 int VisibilityCheck(int iVis, int sx, int sy, int cx, int cy)
1451 {
1452  sx -= igOffX; sy -= igOffY; cx -= igOffX; cy -= igOffY;
1453  int st = std::max(1, std::max(Abs(sx - cx), Abs(sy - cy)));
1454  for (int i = 0; i <= st; i++)
1455  {
1456  int x = (sx * (st - i) + cx * i) / st, y = (sy * (st - i) + cy * i) / st;
1457  if (GBackSolid(x, y))
1458  {
1459  if ((iVis -= 2) <= 0)
1460  return 0;
1461  }
1462  }
1463  return iVis;
1464 }
1465 
1467 {
1468  // cancel all player menus
1469  Menu.Close(false);
1470 }
1471 
1473 {
1474  if (Eliminated) return;
1475  Eliminated=true;
1477  StartSoundEffect("UI::Eliminated");
1478  Log(FormatString(LoadResStr("IDS_PRC_PLRELIMINATED"),GetName()).getData());
1479 
1480  // Early client deactivation check
1481  if (::Control.isCtrlHost() && AtClient > C4ClientIDHost && !::Application.isEditor)
1482  {
1483  // Check: Any player left at this client?
1484  C4Player *pPlr = nullptr;
1485  for (int i = 0; (pPlr = ::Players.GetAtClient(AtClient, i)); i++)
1486  if (!pPlr->Eliminated)
1487  break;
1488  // If not, deactivate the client
1489  if (!pPlr)
1490  ::Control.DoInput(CID_ClientUpdate,
1492  CDT_Sync);
1493  }
1494 }
1495 
1497 {
1498  // get number of objects in crew that is not disabled
1499  int32_t iNum=0;
1500  for (C4Object *cObj : Crew)
1501  if (cObj)
1502  if (!cObj->CrewDisabled)
1503  ++iNum;
1504  // return it
1505  return iNum;
1506 }
1507 
1509 {
1510  if (Cursor && !Cursor->CrewDisabled)
1511  return 1;
1512  return 0;
1513 }
1514 
1515 void C4Player::EvaluateLeague(bool fDisconnected, bool fWon)
1516 {
1517  // already evaluated?
1518  if (LeagueEvaluated) return; LeagueEvaluated=true;
1519  // set fate
1520  C4PlayerInfo *pInfo = GetInfo();
1521  if (pInfo)
1522  {
1523  if (fDisconnected)
1524  pInfo->SetDisconnected();
1525  if (fWon)
1526  pInfo->SetWinner();
1527  }
1528 }
1529 
1531 {
1532  // local sync not necessary for script players
1533  if (GetType() == C4PT_Script) return true;
1534  // evaluate total playing time
1537  // evaluate total playing time of all the crew
1538  for (C4ObjectInfo *pInf = CrewInfoList.GetFirst(); pInf; pInf=pInf->Next)
1539  if (pInf->InAction)
1540  {
1541  pInf->TotalPlayingTime+=(Game.Time-pInf->InActionTime);
1542  pInf->InActionTime = Game.Time;
1543  }
1544  // save player
1545  if (!Save())
1546  return false;
1547  // done, success
1548  return true;
1549 }
1550 
1552 {
1554 }
1555 
1556 bool C4Player::SetObjectCrewStatus(C4Object *pCrew, bool fNewStatus)
1557 {
1558  // either add...
1559  if (fNewStatus)
1560  {
1561  // is in crew already?
1562  if (Crew.IsContained(pCrew)) return true;
1563  return MakeCrewMember(pCrew, false);
1564  }
1565  else
1566  {
1567  // already outside?
1568  if (!Crew.IsContained(pCrew)) return true;
1569  // ...or remove
1570  Crew.Remove(pCrew);
1571  C4AulParSet parset(Number);
1572  pCrew->Call(PSF_OnRemoveCrew, &parset);
1573  // remove info, if assigned to this player
1574  // theoretically, info objects could remain when the player is deleted
1575  // but then they would be reassigned to the player crew when loaded in a savegame
1576  // by the crew-assignment code kept for backwards compatibility with pre-4.95.2-savegames
1577  if (pCrew->Info && CrewInfoList.IsElement(pCrew->Info))
1578  {
1579  pCrew->Info->Retire();
1580  pCrew->Info = nullptr;
1581  }
1582  }
1583  // done, success
1584  return true;
1585 }
1586 
1588 {
1589  // del prev
1590  ClearGraphs();
1591  // create graphs
1593  {
1594  DWORD dwGraphClr = ColorDw;
1595  C4PlayerInfo *pInfo;
1596  if (ID && (pInfo = Game.PlayerInfos.GetPlayerInfoByID(ID)))
1597  {
1598  // set color by player info class
1599  dwGraphClr = pInfo->GetColor();
1600  }
1601  C4GUI::MakeColorReadableOnBlack(dwGraphClr); dwGraphClr &= 0xffffff;
1603  pstatControls->SetColorDw(dwGraphClr);
1606  pstatActions->SetColorDw(dwGraphClr);
1608  // register into
1609  Game.pNetworkStatistics->statControls.AddGraph(pstatControls);
1610  Game.pNetworkStatistics->statActions.AddGraph(pstatActions);
1611  }
1612 }
1613 
1615 {
1616  // del all assigned graphs
1617  if (pstatControls)
1618  {
1619  if (Game.pNetworkStatistics) Game.pNetworkStatistics->statControls.RemoveGraph(pstatControls);
1620  delete pstatControls;
1621  pstatControls = nullptr;
1622  }
1623  if (pstatActions)
1624  {
1625  if (Game.pNetworkStatistics) Game.pNetworkStatistics->statActions.RemoveGraph(pstatActions);
1626  delete pstatActions;
1627  pstatActions = nullptr;
1628  }
1629 }
1630 
1631 void C4Player::CountControl(ControlType eType, int32_t iID, int32_t iCntAdd)
1632 {
1633  // count it
1634  ControlCount += iCntAdd;
1635  // catch doubles
1636  if (eType == LastControlType && iID == LastControlID) return;
1637  // no double: count as action
1638  LastControlType = eType;
1639  LastControlID = iID;
1640  ActionCount += iCntAdd;
1641  // and give experience
1642  if (Cursor && Cursor->Info)
1643  {
1644  if (Cursor->Info)
1645  {
1646  Cursor->Info->ControlCount++; if ((Cursor->Info->ControlCount%5) == 0) Cursor->DoExperience(+1);
1647  }
1648  }
1649 }
1650 
1651 void C4Player::ExecMsgBoardQueries()
1652 {
1653  // already active?
1654  if (::MessageInput.IsTypeIn()) return;
1655  // find an un-evaluated query
1657  while (pCheck) if (!pCheck->fAnswered) break; else pCheck = pCheck->pNext;
1658  if (!pCheck) return;
1659  // open it
1660  ::MessageInput.StartTypeIn(true, pCheck->CallbackObj, pCheck->fIsUppercase, false, Number, pCheck->sInputQuery);
1661 }
1662 
1663 void C4Player::CallMessageBoard(C4Object *pForObj, const StdStrBuf &sQueryString, bool fIsUppercase)
1664 {
1665  // remove any previous query for the same object
1666  RemoveMessageBoardQuery(pForObj);
1667  // sort new query to end of list
1668  C4MessageBoardQuery **ppTarget = &pMsgBoardQuery;
1669  while (*ppTarget) ppTarget = &((*ppTarget)->pNext);
1670  *ppTarget = new C4MessageBoardQuery(pForObj, sQueryString, fIsUppercase);
1671 }
1672 
1674 {
1675  // get matching query
1676  C4MessageBoardQuery **ppCheck = &pMsgBoardQuery, *pFound;
1677  while (*ppCheck) if ((*ppCheck)->CallbackObj == pForObj) break; else ppCheck = &((*ppCheck)->pNext);
1678  pFound = *ppCheck;
1679  if (!pFound) return false;
1680  // remove it
1681  *ppCheck = (*ppCheck)->pNext;
1682  delete pFound;
1683  return true;
1684 }
1685 
1687 {
1688  // get matching query
1690  while (pCheck) if (pCheck->CallbackObj == pForObj && !pCheck->fAnswered) break; else pCheck = pCheck->pNext;
1691  if (!pCheck) return false;
1692  // mark it
1693  pCheck->fAnswered = true;
1694  return true;
1695 }
1696 
1698 {
1699  // return whether any object has a messageboard-query
1700  return !!pMsgBoardQuery;
1701 }
1702 
1704 {
1705  // looks like a selected team was not available: Go back to team selection if this is not a mislead call
1708 }
1709 
1710 void C4Player::SetPlayerColor(uint32_t dwNewClr)
1711 {
1712  // no change?
1713  if (dwNewClr == ColorDw) return;
1714  // reflect change in all active, player-owned objects
1715  // this can never catch everything (thinking of overlays, etc.); scenarios that allow team changes should take care of the rest
1716  uint32_t dwOldClr = ColorDw;
1717  ColorDw = dwNewClr;
1718  for (C4Object *pObj : Objects)
1719  if (pObj && pObj->Status && pObj->Owner == Number)
1720  {
1721  if ((pObj->Color & 0xffffff) == (dwOldClr & 0xffffff))
1722  pObj->Color = (pObj->Color & 0xff000000u) | (dwNewClr & 0xffffff);
1723  }
1724 }
1725 
1727 {
1728  // type by info
1730  if (pInfo) return pInfo->GetType(); else { assert(false); return C4PT_User; }
1731 }
1732 
1734 {
1735  // invisible by info
1737  if (pInfo) return pInfo->IsInvisible(); else { assert(false); return false; }
1738 }
1739 
1741 {
1742  // Activate mouse control if it's available
1743  if (!MouseControl && !::Players.MouseControlTaken())
1744  {
1745  ::MouseControl.Init(Number);
1746  MouseControl=true;
1747  }
1748  // Deactivate mouse control
1749  else if (MouseControl)
1750  {
1751  ::MouseControl.Clear();
1752  ::MouseControl.Default();
1753  MouseControl = 0;
1754  // Scrolling isn't possible any more
1755  if (ViewMode == C4PVM_Scrolling)
1757  }
1758 }
1759 
1761 {
1762  // Not during game over dialog
1763  if (C4GameOverDlg::IsShown()) return false;
1764  // Open menu
1765  return !!Menu.ActivateMain(Number);
1766 }
1767 
1769 {
1770  int entries = size();
1771  if (pComp->isDeserializer())
1772  {
1773  clear();
1774  pComp->Value(entries);
1775  while (entries--)
1776  {
1777  int number;
1778  pComp->Value(number);
1779  assert(::Players.Valid(number));
1780  C4Player *plr = ::Players.Get(number);
1781  if (plr)
1782  insert(plr);
1783  }
1784  }
1785  else
1786  {
1787  pComp->Value(entries);
1788  for (auto it : *this)
1789  {
1790  int32_t num = it->Number;
1791  pComp->Value(num); // Can't use (*it)->Number directly because StdCompiler is dumb about constness
1792  }
1793  }
1794 }
1795 
1796 void C4Player::SetZoomByViewRange(int32_t range_wdt, int32_t range_hgt, bool direct, bool no_increase, bool no_decrease)
1797 {
1798  AdjustZoomParameter(&ZoomWdt, range_wdt, no_increase, no_decrease);
1799  AdjustZoomParameter(&ZoomHgt, range_hgt, no_increase, no_decrease);
1800  ZoomToViewports(direct, no_decrease, no_increase); // inc/dec swapped for zoom, because it's inversely proportional to range
1801 }
1802 
1803 void C4Player::SetMinZoomByViewRange(int32_t range_wdt, int32_t range_hgt, bool no_increase, bool no_decrease)
1804 {
1805  AdjustZoomParameter(&ZoomLimitMinWdt, range_wdt, no_increase, no_decrease);
1806  AdjustZoomParameter(&ZoomLimitMinHgt, range_hgt, no_increase, no_decrease);
1808 }
1809 
1810 void C4Player::SetMaxZoomByViewRange(int32_t range_wdt, int32_t range_hgt, bool no_increase, bool no_decrease)
1811 {
1812  AdjustZoomParameter(&ZoomLimitMaxWdt, range_wdt, no_increase, no_decrease);
1813  AdjustZoomParameter(&ZoomLimitMaxHgt, range_hgt, no_increase, no_decrease);
1815 }
1816 
1817 void C4Player::SetZoom(C4Real zoom, bool direct, bool no_increase, bool no_decrease)
1818 {
1819  AdjustZoomParameter(&ZoomVal, zoom, no_increase, no_decrease);
1820  ZoomToViewports(direct, no_increase, no_decrease);
1821 }
1822 
1823 void C4Player::SetMinZoom(C4Real zoom, bool no_increase, bool no_decrease)
1824 {
1825  AdjustZoomParameter(&ZoomLimitMinVal, zoom, no_increase, no_decrease);
1827 }
1828 
1829 void C4Player::SetMaxZoom(C4Real zoom, bool no_increase, bool no_decrease)
1830 {
1831  AdjustZoomParameter(&ZoomLimitMaxVal, zoom, no_increase, no_decrease);
1833 }
1834 
1835 void C4Player::ZoomToViewports(bool direct, bool no_increase, bool no_decrease)
1836 {
1837  C4Viewport *vp = nullptr;
1838  while((vp = ::Viewports.GetViewport(Number, vp)) != nullptr)
1839  ZoomToViewport(vp, direct, no_increase, no_decrease);
1840 }
1841 
1842 void C4Player::ZoomToViewport(C4Viewport* vp, bool direct, bool no_increase, bool no_decrease)
1843 {
1844  float new_zoom = ZoomVal ? fixtof(ZoomVal) : vp->GetZoomByViewRange((ZoomWdt || ZoomHgt) ? ZoomWdt : C4VP_DefViewRangeX,ZoomHgt);
1845  float old_zoom = vp->GetZoomTarget();
1846  if (new_zoom > old_zoom && no_increase) return;
1847  if (new_zoom < old_zoom && no_decrease) return;
1848  vp->SetZoom(new_zoom, direct);
1849 }
1850 
1852 {
1853  C4Viewport *vp = nullptr;
1854  while((vp = ::Viewports.GetViewport(Number, vp)) != nullptr)
1856 }
1857 
1859 {
1862  vp->SetZoomLimits(zoom_min, zoom_max);
1863 }
1864 
1865 bool C4Player::AdjustZoomParameter(int32_t *range_par, int32_t new_val, bool no_increase, bool no_decrease)
1866 {
1867  // helper function: Adjust *range_par to new_val if increase/decrease not forbidden
1868  if (new_val < *range_par)
1869  {
1870  if (!no_decrease) *range_par = new_val;
1871  return !no_decrease;
1872  }
1873  else if(new_val > *range_par)
1874  {
1875  if (!no_increase) *range_par = new_val;
1876  return !no_increase;
1877  }
1878  return true;
1879 }
1880 
1881 bool C4Player::AdjustZoomParameter(C4Real *zoom_par, C4Real new_val, bool no_increase, bool no_decrease)
1882 {
1883  // helper function: Adjust *zoom_par to new_val if increase/decrease not forbidden
1884  if (new_val < *zoom_par)
1885  {
1886  if (!no_decrease) *zoom_par = new_val;
1887  return !no_decrease;
1888  }
1889  else if(new_val > *zoom_par)
1890  {
1891  if (!no_increase) *zoom_par = new_val;
1892  return !no_increase;
1893  }
1894  return true;
1895 }
1896 
1897 void C4Player::SetViewLocked(bool to_val)
1898 {
1899  if ((ViewLock = to_val))
1900  {
1901  // view was locked - cancel any scrolling
1903  }
1904 }
1905 
1906 bool C4Player::GainScenarioAchievement(const char *achievement_id, int32_t value, const char *scen_name_override)
1907 {
1908  // Determine full ID of achievement
1909  if (!scen_name_override)
1910  {
1911  if (::Game.C4S.Head.Origin.getLength())
1912  scen_name_override = ::Game.C4S.Head.Origin.getData();
1913  else
1914  scen_name_override = ::Game.ScenarioFilename;
1915  }
1916  StdStrBuf sAchvID = C4ScenarioParameters::AddFilename2ID(scen_name_override, achievement_id);
1917  // Gain achievement iff it's an improvement
1918  Achievements.SetValue(sAchvID.getData(), value, true);
1919  return true;
1920 }
1921 
1923 {
1924  // set modifier to be applied to all new sounds being played in a player's viewport
1925  // update prop list parameter
1926  C4SoundModifier *mod;
1927  if (new_modifier)
1928  {
1929  SoundModifier.SetPropList(new_modifier);
1930  mod = ::Application.SoundSystem.Modifiers.Get(new_modifier, true);
1931  }
1932  else
1933  {
1934  SoundModifier.Set0();
1935  mod = nullptr;
1936  }
1937  // update in sound system
1939 }
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StdCopyStrBuf PrefControl
Definition: C4InfoCore.h:96
bool ScenarioAndTeamInit(int32_t idTeam)
Definition: C4Player.cpp:118
C4PlayerInfo * GetPlayerInfoByIndex(int32_t index) const
ControlType LastControlType
Definition: C4Player.h:148
bool IsInvisible() const
Definition: C4PlayerInfo.h:175
void Close(bool fOK)
bool Load(const char *szFilename, bool fSavegame)
Definition: C4Player.cpp:937
C4ObjectInfo * Next
Definition: C4ObjectInfo.h:41
std::shared_ptr< C4GamePadOpener > GetAvailableGamePad()
int32_t ZoomLimitMinHgt
Definition: C4Player.h:112
void DrawClr(C4Facet &cgo, bool fAspect=true, DWORD dwClr=0)
Definition: C4Facet.cpp:213
bool IsNoEliminationCheck() const
Definition: C4PlayerInfo.h:179
DWORD MakeColorReadableOnBlack(DWORD &rdwClr)
Definition: C4Gui.cpp:98
C4Player * First
Definition: C4PlayerList.h:31
void Set0()
Definition: C4Value.h:336
bool Hostile(int iPlayer1, int iPlayer2) const
const int C4S_MaxPlayer
Definition: C4Constants.h:53
const int C4ViewportScrollBorder
Definition: C4Constants.h:65
C4MessageInput MessageInput
int32_t GetSelectedCrewCount()
Definition: C4Player.cpp:1508
C4ObjectPtr CallbackObj
C4Viewport * GetViewport(int32_t iPlayer, C4Viewport *pPrev=nullptr)
C4PlayerControl Control
Definition: C4Player.h:129
bool GamepadEnabled
Definition: C4Config.h:58
int32_t PlrStartIndex
Definition: C4Player.h:94
bool Delete(const char *szFiles, bool fRecursive=false)
Definition: C4Group.cpp:1334
#define toC4CStr(szString)
Definition: StdAdaptors.h:24
C4Team * GetTeamByID(int32_t iID) const
Definition: C4Teams.cpp:383
#define _MAX_PATH
int32_t Position
Definition: C4Player.h:93
C4SoundModifier * Get(class C4PropList *props, bool create_if_not_found)
void SetCursor(C4Object *pObj, bool fSelectArrow)
Definition: C4Player.cpp:1348
size_t SLen(const char *sptr)
Definition: Standard.h:74
void ZoomLimitsToViewports()
Definition: C4Player.cpp:1851
int32_t ProductionUnit
Definition: C4Player.h:122
void DrawHostility(C4Facet &cgo, int32_t iIndex)
Definition: C4Player.cpp:995
C4GraphicsResource GraphicsResource
int igOffX
Definition: C4Player.cpp:1448
C4GameParameters & Parameters
Definition: C4Game.h:67
StdStrBuf Name
Definition: C4Player.h:81
void ZoomToViewport(C4Viewport *vp, bool direct, bool no_increase=false, bool no_decrease=false)
Definition: C4Player.cpp:1842
int32_t ZoomLimitMaxWdt
Definition: C4Player.h:112
void ClearPointers(C4Object *tptr, bool fDeath)
Definition: C4Player.cpp:98
void DenumeratePointers()
Definition: C4Player.cpp:1258
C4Player * GetAtClient(int iClient, int iIndex=0) const
bool Promote(int32_t torank, bool exception, bool fForceRankName)
Definition: C4Object.cpp:1716
char MessageBuf[256+1]
Definition: C4Player.h:135
C4PlayerInfo * GetPlayerInfoByID(int32_t id) const
C4TeamList & Teams
Definition: C4Game.h:70
bool ActivateMenuTeamSelection(bool fFromMain)
Definition: C4Player.cpp:1238
void DenumeratePointers()
Definition: C4ObjectPtr.cpp:47
int32_t PrefMouse
Definition: C4InfoCore.h:97
C4ObjectInfo * GetFirst()
C4ObjectInfo * Info
Definition: C4Object.h:145
std::shared_ptr< class C4GamePadOpener > pGamepad
Definition: C4Player.h:132
const char * LoadResStr(const char *id)
Definition: C4Language.h:83
int32_t RoundsLost
Definition: C4InfoCore.h:90
Definition: C4Real.h:58
T Clamp(T bval, T lbound, T rbound)
Definition: Standard.h:44
bool Pause()
Definition: C4Game.cpp:950
bool FinalInit(bool fInitialScore)
Definition: C4Player.cpp:699
const int32_t FullCon
Definition: C4Constants.h:182
void Default()
Definition: C4FacetEx.h:43
StdNamingAdapt< T > mkNamingAdapt(T &&rValue, const char *szName)
Definition: StdAdaptors.h:92
uint32_t ColorDw
Definition: C4Player.h:89
static StdStrBuf AddFilename2ID(const char *filename, const char *id)
C4SoundInstance * StartSoundEffect(const char *szSndName, bool fLoop, int32_t iVolume, C4Object *pObj, int32_t iCustomFalloffDistance, int32_t iPitch, C4SoundModifier *modifier)
void SetZoom(C4Real zoom, bool direct, bool no_increase, bool no_decrease)
Definition: C4Player.cpp:1817
C4ObjectList InactiveObjects
Definition: C4GameObjects.h:43
const C4ObjectLink * GetLink(const C4Object *pObj) const
int32_t CursorFlash
Definition: C4Player.h:131
void CallMessageBoard(C4Object *pForObj, const StdStrBuf &sQueryString, bool fUppercase)
Definition: C4Player.cpp:1663
static const C4ObjectPtr Null
Definition: C4ObjectPtr.h:28
int32_t Wdt
Definition: C4Rect.h:30
bool StartTypeIn(bool fObjInput=false, C4Object *pObj=nullptr, bool fUpperCase=false, bool fTeam=false, int32_t iPlr=-1, const StdStrBuf &rsInputQuery=StdStrBuf())
C4Player * Get(int iPlayer) const
int32_t ZoomWdt
Definition: C4Player.h:112
void OnTeamSelectionFailed()
Definition: C4Player.cpp:1703
bool SaveGame
Definition: C4Scenario.h:71
int32_t FrameCounter
Definition: C4Game.h:128
const int32_t C4P_Number_None
Definition: C4Player.h:35
class C4PlayerControlAssignmentSet * ControlSet
Definition: C4Player.h:90
static bool Strip(const char *szFilename, bool fAggressive)
Definition: C4Player.cpp:957
~C4Player()
Definition: C4Player.cpp:76
void Default()
Definition: stub-handle.cpp:63
void Denumerate(C4ValueNumbers *)
Definition: C4Value.cpp:251
bool LoadRuntimeData(C4Group &hGroup, C4ValueNumbers *)
Definition: C4Player.cpp:1132
C4Shape Shape
Definition: C4Def.h:104
C4SoundModifierList Modifiers
Definition: C4SoundSystem.h:54
C4SVal MapZoom
Definition: C4Scenario.h:176
C4Network2 Network
Definition: C4Globals.cpp:53
C4Def * Def
Definition: C4Object.h:143
bool Message(const char *szMsg)
Definition: C4Player.cpp:929
void SetZoomLimits(float to_min_zoom, float to_max_zoom)
Definition: C4Viewport.cpp:459
bool CrewDisabled
Definition: C4Object.h:163
C4Player * GetByIndex(int iIndex) const
bool FindConSiteSpot(int32_t &rx, int32_t &ry, int32_t wdt, int32_t hgt, int32_t hrange)
void NotifyOwnedObjects()
Definition: C4Player.cpp:1311
bool Load(C4Group &hGroup)
Definition: C4InfoCore.cpp:78
void ScrollView(float iX, float iY, float ViewWdt, float ViewHgt)
Definition: C4Player.cpp:1364
float GetZoomTarget() const
Definition: C4Viewport.h:58
bool IncreaseIDCount(C4ID c_id, bool fAddNewID=true, int32_t IncreaseBy=1, bool fRemoveEmpty=false)
Definition: C4IDList.cpp:220
uint32_t Date
Definition: C4InfoCore.h:68
bool GameOver
Definition: C4Game.h:114
int32_t Status
Definition: C4Player.h:82
C4Object * GetHiRankActiveCrew()
Definition: C4Player.cpp:886
ControlType
Definition: C4Player.h:58
bool Valid(int iPlayer) const
StdStrBuf GetFullName() const
Definition: C4Group.cpp:2078
void CreateGraphs()
Definition: C4Player.cpp:1587
C4IDList Knowledge
Definition: C4Player.h:127
C4SVal Wealth
Definition: C4Scenario.h:142
int32_t lightRange
Definition: C4Object.h:122
void SetZoomByViewRange(int32_t range_wdt, int32_t range_hgt, bool direct, bool no_increase, bool no_decrease)
Definition: C4Player.cpp:1796
C4MenuItem * GetSelectedItem()
Definition: C4Menu.cpp:583
int32_t FindNewOwner() const
Definition: C4Player.cpp:1279
int32_t GetForcedTeamSelection(int32_t idForPlayer) const
Definition: C4Teams.cpp:850
C4Landscape Landscape
void SetViewMode(int32_t iMode, C4Object *pTarget=nullptr, bool immediate_position=false)
Definition: C4Player.cpp:767
bool Save(C4Group &hGroup)
Definition: C4InfoCore.cpp:107
C4GraphicsSystem GraphicsSystem
Definition: C4Globals.cpp:51
bool IsJoined() const
Definition: C4PlayerInfo.h:166
bool Open(const char *szGroupName, bool fCreate=false)
Definition: C4Group.cpp:514
void SetZoom(float zoomValue)
Definition: C4Viewport.cpp:495
C4ID GetScriptPlayerExtraID() const
Definition: C4PlayerInfo.h:178
void AddPlayer(class C4PlayerInfo &rInfo, bool fAdjustPlayer)
Definition: C4Teams.cpp:52
void Execute()
Definition: C4Player.cpp:162
C4FacetSurface BigIcon
Definition: C4Player.h:138
C4Group ScenarioFile
Definition: C4Game.h:86
static bool IsShown()
Definition: C4GameOverDlg.h:92
C4PlayerList Players
bool C4Group_CopyItem(const char *szSource, const char *szTarget1, bool fNoSort, bool fResetAttributes)
Definition: C4Group.cpp:100
int32_t Time
Definition: C4Game.h:131
int32_t GetTeam() const
Definition: C4PlayerInfo.h:195
void ClearPointers(C4Object *pObj)
Definition: C4Menu.cpp:1158
int32_t GetPlrStartIndex() const
Definition: C4Teams.h:69
void RegisterKeyset(int32_t iPlr, C4PlayerControlAssignmentSet *pKeyset)
class C4TableGraph * pstatControls
Definition: C4Player.h:145
void Draw(C4Facet &cgo, bool fAspect=true, int32_t iPhaseX=0, int32_t iPhaseY=0, bool fTransparent=true)
Definition: C4Facet.cpp:154
void SetMinZoom(C4Real zoom, bool no_increase, bool no_decrease)
Definition: C4Player.cpp:1823
int32_t GetX() const
Definition: C4Object.h:286
C4Network2Res::Ref Derive()
void AssignRemoval(bool fExitContents=false)
Definition: C4Object.cpp:254
void SetPlayerColor(uint32_t dwNewClr)
Definition: C4Player.cpp:1710
Definition: C4Def.h:98
const int NO_OWNER
Definition: C4Constants.h:138
void SetMaxZoomByViewRange(int32_t range_wdt, int32_t range_hgt, bool no_increase, bool no_decrease)
Definition: C4Player.cpp:1810
bool Close()
Definition: C4Group.cpp:755
bool SetObjectCrewStatus(C4Object *pCrew, bool fNewStatus)
Definition: C4Player.cpp:1556
bool DoWealth(int32_t change)
Definition: C4Player.cpp:729
C4Value Exec(C4PropList *p=nullptr, C4AulParSet *pPars=nullptr, bool fPassErrors=false)
Definition: C4AulFunc.h:73
C4Object * GetHiExpActiveCrew()
Definition: C4Player.cpp:867
char Name[C4MaxName+1]
Definition: C4InfoCore.h:37
bool Open(C4Group &hGroup, const char *filename) const
Definition: C4Reloc.cpp:68
C4Object * GetObject(int Index=0) const
bool InitRefSym(const C4Facet &fctSymbol, const char *szEmpty, int32_t iPlayer, int32_t iExtra=C4MN_Extra_None, int32_t iExtraData=0, int32_t iId=0, int32_t iStyle=C4MN_Style_Normal)
Definition: C4MainMenu.cpp:56
int32_t MessageStatus
Definition: C4Player.h:134
int32_t Status
Definition: C4PropList.h:168
void SetViewLocked(bool to_val)
Definition: C4Player.cpp:1897
void SetCommand(int32_t iCommand, C4Object *pTarget, C4Value iTx, int32_t iTy=0, C4Object *pTarget2=nullptr, bool fControl=false, C4Value iData=C4VNull, int32_t iRetries=0, C4String *szText=nullptr)
Definition: C4Object.cpp:2599
bool SetKnowledge(C4ID id, bool fRemove)
Definition: C4Player.cpp:752
const int32_t C4D_StaticBack
Definition: C4Def.h:40
C4Network2Res::Ref getRefRes(int32_t iResID)
int32_t GameJoinTime
Definition: C4Player.h:96
void Value(const T &rStruct)
Definition: StdCompiler.h:161
static C4ControlPlayerAction * InitScenarioPlayer(const C4Player *source, int32_t team)
Definition: C4Control.cpp:605
C4Fixed ftofix(float x)
Definition: C4Real.h:258
void AdjustPosition(bool immediate=false)
Definition: C4Viewport.cpp:544
bool Evaluated
Definition: C4Player.h:85
Definition: C4Id.h:25
bool MouseControlTaken() const
const int32_t C4ClientIDUnknown
Definition: C4Client.h:24
C4PlayerType
Definition: C4Constants.h:152
C4RoundResults & RoundResults
Definition: C4Game.h:73
C4Network2ResList ResList
Definition: C4Network2.h:113
int32_t GetIdentification()
Definition: C4Menu.cpp:612
const int32_t TEAMID_New
Definition: C4Teams.h:27
int32_t Surrendered
Definition: C4Player.h:84
C4ObjectList Crew
Definition: C4Player.h:125
int32_t Eliminated
Definition: C4Player.h:83
C4Value SoundModifier
Definition: C4Player.h:140
void PlaceReadyCrew(int32_t tx1, int32_t tx2, int32_t ty, C4Object *FirstBase)
Definition: C4Player.cpp:479
C4SPlrStart PlrStart[C4S_MaxPlayer]
Definition: C4Scenario.h:233
C4Reloc Reloc
Definition: C4Reloc.cpp:21
void PlaceReadyBase(int32_t &tx, int32_t &ty, C4Object **pFirstBase)
Definition: C4Player.cpp:527
int32_t CurrentScore
Definition: C4Player.h:116
bool ActivateMenuMain()
Definition: C4Player.cpp:1760
bool ScenarioInit()
Definition: C4Player.cpp:601
bool PositionTaken(int iPosition) const
int32_t Wealth
Definition: C4Player.h:115
bool IsActive()
Definition: C4Menu.cpp:480
int32_t CrewMember
Definition: C4Def.h:112
void CheckElimination()
Definition: C4Player.cpp:1168
void Evaluate()
Definition: C4Player.cpp:787
void DoTeamSelection(int32_t idTeam)
Definition: C4Player.cpp:1250
bool IsScenarioInitDesired() const
Definition: C4PlayerInfo.h:176
bool TryClose(bool fOK, bool fControl)
Definition: C4Menu.cpp:280
static C4ControlPlayerAction * InitPlayerControl(const C4Player *source, const C4PlayerControlAssignmentSet *ctrl_set=nullptr)
Definition: C4Control.cpp:613
int32_t ZoomLimitMinWdt
Definition: C4Player.h:112
void SetGlobalModifier(C4SoundModifier *new_modifier, int32_t player_index)
C4IDList ReadyBase
Definition: C4Scenario.h:146
virtual bool isDeserializer()
Definition: StdCompiler.h:53
int32_t AtClient
Definition: C4Player.h:97
bool NoEliminationCheck
Definition: C4Player.h:101
int32_t GetHeight() const
int32_t ID
Definition: C4Player.h:87
bool Save(C4Group &hGroup, bool fSavegame, bool fStoreTiny, C4DefList *pDefs)
int32_t FinalScore
Definition: C4InfoCore.h:71
uint32_t GetColor() const
Definition: C4PlayerInfo.h:153
int32_t ZoomLimitMaxHgt
Definition: C4Player.h:112
bool C4Group_MoveItem(const char *szSource, const char *szTarget1, bool fNoSort)
Definition: C4Group.cpp:144
int32_t StartupPlayerCount
Definition: C4Game.h:109
void RemovePlayerByID(int32_t iID)
Definition: C4Teams.cpp:94
C4PlayerInfoList & PlayerInfos
Definition: C4Game.h:71
C4Def * C4Id2Def(C4ID id)
Definition: C4DefList.h:80
C4ViewportList Viewports
Definition: C4Viewport.cpp:841
C4IDList ReadyVehic
Definition: C4Scenario.h:147
const char * GetName() const
Definition: C4Player.h:151
void EvaluateLeague(bool fDisconnected, bool fWon)
Definition: C4Player.cpp:1515
float GetZoomByViewRange(int32_t size_x, int32_t size_y) const
Definition: C4Viewport.cpp:467
void UnSelect()
Definition: C4Object.cpp:4323
C4Real ViewY
Definition: C4Player.h:106
int32_t TotalScore
Definition: C4InfoCore.h:89
#define C4CFN_BigIcon
Definition: C4Components.h:111
StdCopyStrBuf nInfo
Definition: C4Object.h:168
void CountControl(ControlType eType, int32_t iID, int32_t iCntAdd=1)
Definition: C4Player.cpp:1631
#define PSF_OnWealthChanged
Definition: C4GameScript.h:151
void DoExperience(int32_t change)
Definition: C4Object.cpp:1214
#define C4CFN_TempPlayer
Definition: C4Components.h:162
StdCopyStrBuf ControlSetName
Definition: C4Player.h:91
void SetTeamHostility()
Definition: C4Player.cpp:915
bool IsElement(C4ObjectInfo *pInfo)
C4Real ZoomLimitMaxVal
Definition: C4Player.h:113
std::unique_ptr< C4MessageBoard > MessageBoard
int32_t GetMapZoom() const
bool DoScore(int32_t iChange)
Definition: C4Player.cpp:1342
bool EraseItem(const char *szItemName)
Definition: StdFile.cpp:809
void Execute()
Definition: C4Menu.cpp:903
const char * AtUserDataPath(const char *szFilename)
Definition: C4Config.cpp:526
void SetName(const char *NewName=nullptr) override
Definition: C4Object.cpp:1683
bool SetLightRange(int32_t iToRange, int32_t iToFadeoutRange)
Definition: C4Object.cpp:4009
void ResetCursorView(bool immediate_position=false)
Definition: C4Player.cpp:780
int32_t GetInGameNumber() const
Definition: C4PlayerInfo.h:189
C4Value GRBroadcast(const char *szFunction, C4AulParSet *pPars=nullptr, bool fPassError=false, bool fRejectTest=false)
Definition: C4Game.cpp:3846
bool SetIDCount(C4ID c_id, int32_t iCount, bool fAddNewID=false)
Definition: stub-handle.cpp:68
#define PSF_PreInitializePlayer
Definition: C4GameScript.h:42
bool LeagueEvaluated
Definition: C4Player.h:100
void UpdateLight()
Definition: C4Object.cpp:4032
void ExecuteControl()
Definition: C4Player.cpp:1054
const int C4P_MaxPosition
Definition: C4Constants.h:63
C4SGame Game
Definition: C4Scenario.h:232
bool Log(const char *szMessage)
Definition: C4Log.cpp:192
C4Player * Next
Definition: C4Player.h:142
void EvaluatePlayer(C4Player *pPlr)
float fixtof(const C4Fixed &x)
Definition: C4Real.h:257
void InitControl()
Definition: C4Player.cpp:1393
void Surrender()
Definition: C4Player.cpp:828
C4ObjectInfoList CrewInfoList
Definition: C4Player.h:124
int32_t InitialScore
Definition: C4Player.h:116
void ClearGraphs()
Definition: C4Player.cpp:1614
#define C4FLS_Player
Definition: C4Components.h:193
void Clear()
Definition: C4Menu.cpp:271
bool isLeague() const
bool DeleteItem(size_t iIndex)
Definition: C4IDList.cpp:423
int32_t RetireDelay
Definition: C4Player.h:95
int32_t Position[2]
Definition: C4Scenario.h:143
virtual void Default()
void AdjustCursorCommand()
Definition: C4Player.cpp:1059
bool IsContained(const C4Object *pObj) const
const int32_t C4PVM_Target
Definition: C4Player.h:32
StdParameterAdapt< T, P > mkParAdapt(T &&rObj, P &&rPar)
Definition: StdAdaptors.h:458
int32_t Experience
Definition: C4InfoCore.h:43
void PlaceReadyVehic(int32_t tx1, int32_t tx2, int32_t ty, C4Object *FirstBase)
Definition: C4Player.cpp:552
size_t getLength() const
Definition: StdBuf.h:445
void SetTitle(const char *szNewTitle)
C4Object * ViewTarget
Definition: C4Player.h:108
void SetMinZoomByViewRange(int32_t range_wdt, int32_t range_hgt, bool no_increase, bool no_decrease)
Definition: C4Player.cpp:1803
C4DefList Definitions
Definition: C4Globals.cpp:49
bool Save()
Definition: C4Player.cpp:415
C4IDList ReadyMaterial
Definition: C4Scenario.h:148
int32_t GetID() const
Definition: C4PlayerInfo.h:194
C4MessageBoardQuery * pNext
C4PlayerType GetType() const
Definition: C4PlayerInfo.h:152
const int32_t C4PVM_Cursor
Definition: C4Player.h:31
bool Sort(const char *szSortList)
Definition: C4Group.cpp:1963
void RemoveCrewObjects()
Definition: C4Player.cpp:1271
bool IsRuntimeJoinTeamChoice() const
Definition: C4Teams.h:173
C4Rect Entrance
Definition: C4Def.h:105
bool SetWealth(int32_t val)
Definition: C4Player.cpp:741
const char * AtTempPath(const char *szFilename)
Definition: C4Config.cpp:540
void SetPropList(C4PropList *PropList)
Definition: C4Value.h:141
int32_t ZoomHgt
Definition: C4Player.h:112
int32_t Hgt
Definition: C4Rect.h:30
T Abs(T val)
Definition: Standard.h:42
bool IsJoin2TeamAllowed(int32_t idTeam, C4PlayerType plrType)
Definition: C4Teams.cpp:534
C4SHead Head
Definition: C4Scenario.h:230
StdPtrAdapt< T > mkNamingPtrAdapt(T *&rpObj, const char *szNaming)
Definition: StdAdaptors.h:604
const char * AtRelativePath(const char *szFilename)
Definition: C4Config.cpp:656
bool fFogOfWar
Definition: C4Player.h:111
#define PSF_InitializePlayer
Definition: C4GameScript.h:40
void MakeTempFilename(char *szFilename)
Definition: StdFile.cpp:323
int igOffY
Definition: C4Player.cpp:1448
void Strip(C4DefList &rDefs)
C4ObjectPtr ViewCursor
Definition: C4Player.h:130
bool ItemExists(const char *szItemName)
Definition: StdFile.h:75
bool GainScenarioAchievement(const char *achievement_id, int32_t value, const char *scen_name_override=nullptr)
Definition: C4Player.cpp:1906
C4GamePadControl * pGamePadControl
Definition: C4Application.h:43
int32_t Rounds
Definition: C4InfoCore.h:90
C4ObjectInfo * New(C4ID n_id, C4DefList *pDefs)
void DefaultRuntimeData()
Definition: C4Player.cpp:1206
C4ID GetID(size_t index, int32_t *ipCount=nullptr) const
Definition: C4IDList.cpp:99
C4IDList BaseMaterial
Definition: C4Player.h:120
bool FindSolidGround(int32_t &rx, int32_t &ry, int32_t width)
const char * GetCommand() const
Definition: C4Menu.h:113
std::unique_ptr< C4Network2Stats > pNetworkStatistics
Definition: C4Game.h:95
uint32_t DWORD
bool ObjectInCrew(C4Object *tobj)
Definition: C4Player.cpp:90
const char * GetFilePath() const
bool LogF(const char *strMessage,...)
Definition: C4Log.cpp:250
const int C4FCT_Full
Definition: C4FacetEx.h:26
#define PSF_InitializeScriptPlayer
Definition: C4GameScript.h:41
C4ObjectInfo * GetIdle(C4ID c_id, C4DefList &rDefs)
int32_t Controller
Definition: C4Object.h:111
void Copy()
Definition: StdBuf.h:467
C4Facet GetPhase(int iPhaseX=0, int iPhaseY=0)
Definition: C4Facet.cpp:59
int32_t Duration
Definition: C4InfoCore.h:69
int32_t Level
Definition: C4InfoCore.h:73
C4ScenarioParameters Achievements
Definition: C4InfoCore.h:108
class C4MessageBoardQuery * pMsgBoardQuery
Definition: C4Player.h:136
C4PlayerControlAssignmentSets PlayerControlUserAssignmentSets
Definition: C4Game.h:93
int32_t Bonus
Definition: C4InfoCore.h:72
int32_t Evaluate()
Definition: C4Scenario.cpp:50
constexpr bool DEBUGREC_RECRUITMENT
Definition: C4Include.h:36
int32_t ActionCount
Definition: C4Player.h:147
C4Application Application
Definition: C4Globals.cpp:44
static C4Facet GetIconFacet(Icons icoIconIndex)
void SetJoined(int32_t iNumber)
bool ActivateMain(int32_t iPlayer)
Definition: C4MainMenu.cpp:566
bool FindLevelGround(int32_t &rx, int32_t &ry, int32_t width, int32_t hrange)
void CompileFunc(C4Real &rValue, StdCompiler *pComp)
Definition: C4Real.cpp:9033
C4Object * CreateInfoObject(C4ObjectInfo *cinf, int32_t owner, int32_t tx=50, int32_t ty=50)
Definition: C4Game.cpp:1086
int32_t GetWidth() const
bool Init(int32_t iNumber, int32_t iAtClient, const char *szAtClientName, const char *szFilename, bool fScenarioInit, class C4PlayerInfo *pInfo, C4ValueNumbers *)
Definition: C4Player.cpp:257
void ZoomToViewports(bool direct, bool no_increase=false, bool no_decrease=false)
Definition: C4Player.cpp:1835
C4Object * CreateObject(C4PropList *type, C4Object *pCreator, int32_t owner=NO_OWNER, int32_t x=50, int32_t y=50, int32_t r=0, bool grow_from_center=false, C4Real xdir=Fix0, C4Real ydir=Fix0, C4Real rdir=Fix0, int32_t iController=NO_OWNER)
Definition: C4Game.cpp:1072
void SetSoundModifier(C4PropList *new_modifier)
Definition: C4Player.cpp:1922
bool MarkMessageBoardQueryAnswered(C4Object *pForObj)
Definition: C4Player.cpp:1686
const int32_t C4NetResMaxBigicon
Definition: C4Network2Res.h:36
void PlaceReadyMaterial(int32_t tx1, int32_t tx2, int32_t ty, C4Object *FirstBase)
Definition: C4Player.cpp:573
void SetColorDw(DWORD dwClr)
virtual bool Remove(C4Object *pObj)
C4IDList BaseProduction
Definition: C4Player.h:121
C4GameObjects Objects
Definition: C4Globals.cpp:48
StdCopyStrBuf Title
Definition: C4InfoCore.h:67
const int32_t C4ClientIDHost
Definition: C4Client.h:25
void SetValue(const char *id, int32_t value, bool only_if_larger)
int32_t GetIndex(C4ID c_id) const
Definition: C4IDList.cpp:202
const C4Real Fix0
Definition: C4Real.h:312
bool SetHostility(int32_t iOpponent, int32_t iHostility, bool fSilent=false)
Definition: C4Player.cpp:838
bool LocalSync()
Definition: C4Player.cpp:1530
bool GBackSolid(int32_t x, int32_t y)
Definition: C4Landscape.h:231
void ExecBaseProduction()
Definition: C4Player.cpp:1153
bool RemoveMessageBoardQuery(C4Object *pForObj)
Definition: C4Player.cpp:1673
int32_t GetIndexedPlayer(int32_t iIndex) const
Definition: C4Teams.h:76
bool LocalControl
Definition: C4Player.h:99
C4IDList BaseMaterial
Definition: C4Scenario.h:150
C4Real ViewX
Definition: C4Player.h:106
StdStrBuf FormatString(const char *szFmt,...)
Definition: StdBuf.cpp:270
HostilitySet Hostility
Definition: C4Player.h:118
C4RoundResult LastRound
Definition: C4InfoCore.h:92
C4Value Call(C4PropertyName k, C4AulParSet *pPars=nullptr, bool fPassErrors=false)
Definition: C4PropList.h:110
void SetWinner()
Definition: C4PlayerInfo.h:201
C4PlayerType GetType() const
Definition: C4Player.cpp:1726
C4Real ZoomLimitMinVal
Definition: C4Player.h:113
void Default() override
Definition: C4MainMenu.cpp:43
C4PropList * getPropList() const
Definition: C4Value.h:116