1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
|
#strict 2
static const Object_Status = 0;
static const Object_Name = 1;
static const Object_Owner = 2;
static const Object_Controller = 3;
static const Object_Killer = 4;
static const Object_Category = 5;
static const Object_Position = 6;
static const Object_Speed = 7;
static const Object_Con = 8;
static const Object_OwnMass = 9;
static const Object_Damage = 10;
static const Object_Energy = 11;
static const Object_MagicEnergy = 12;
static const Object_Alive = 13;
static const Object_Breath = 14;
static const Object_ColorDw = 15;
static const Object_Shape = 16;
static const Object_Vertices = 17;
static const Object_SolidMask = 18;
static const Object_Picture = 19;
static const Object_Entrance = 20;
static const Object_Physicals = 21;
static const Object_Action = 22;
static const Object_Components = 23;
static const Object_Contents = 24;
static const Object_PlrViewRange = 25;
static const Object_Visibility = 26;
static const Object_BlitMode = 27;
static const Object_CrewEnabled = 28;
static const Object_ObjectLayer = 29;
static const Object_Locals = 30;
static const Object_Graphics = 31;
static const Object_Effects = 32;
static const Object_ID = 33;
static const Object_ContactDensity = 34;
static const Object_Dir = 35;
static const Object_ComDir = 36;
static const Object_Origin = 37;
static const Object_Custom = 38;
static const Object_CrewPlayer = 39;
static const Object_Count = 40;
// DONT KNOW: OnFire, Commands
global func& LocalX(name, object obj)
{
obj = obj || this;
if(GetType(name) == C4V_String)
{
return LocalN(name, obj);
}
else
{
return Local(name, obj);
}
}
global func GetEffectVarCount(object target, int effectNumber) // WARNING: this could eventually be wrong (with a very very small probability) when some EffectVars are set right coincidentally
{ // based on and inspired by C4Effect::CompileFunc
var name = GetEffect(0, target, effectNumber, 1);
var prio = GetEffect(0, target, effectNumber, 2);
var timer = GetEffect(0, target, effectNumber, 3);
var lifeTime = GetEffect(0, target, effectNumber, 6);
if(!name)
{
return -1;
}
// determine offset for this effect within GetObjectVal
for(var i = 0; ; ++i)
{
if(GetObjectVal("Effects", 0, target, i) == name && GetObjectVal("Effects", 0, target, i + 1) == effectNumber && GetObjectVal("Effects", 0, target, i + 2) == prio && GetObjectVal("Effects", 0, target, i + 3) == lifeTime && GetObjectVal("Effects", 0, target, i + 4) == timer)
{
var count = GetObjectVal("Effects", 0, target, i + 7);
if(count == 1)
{
var nextEffectName = GetObjectVal("Effects", 0, target, i + 8);
if(GetType(nextEffectName) == C4V_String)
{
var nextNumber = GetObjectVal("Effects", 0, target, i + 9);
if(GetType(nextNumber) == C4V_Int && GetEffect(0, target, nextNumber, 1) == nextEffectName)
{
return 0;
}
}
}
return GetType(count) == C4V_Int && count;
}
}
}
global func GetObjectSaveData(object obj)
{
obj = obj || this;
var id = GetID(obj);
var owner = GetOwner(obj);
var ret = CreateArray(Object_Count);
ret[Object_ID] = id;
ret[Object_Origin] = obj;
ret[Object_Status] = GetObjectStatus(obj);
if(GetName(obj) != GetName(0, id))
{
ret[Object_Name] = GetName(obj);
}
ret[Object_Owner] = owner;
ret[Object_Controller] = GetController(obj);
ret[Object_Killer] = GetKiller(obj);
ret[Object_Category] = GetCategory(obj);
ret[Object_Position] = [GetX(obj), GetY(obj), GetR(obj)];
ret[Object_Speed] = [GetXDir(obj, 65536), GetYDir(obj, 65536), GetRDir(obj, 65536)];
ret[Object_Con] = GetCon(obj);
ret[Object_OwnMass] = GetMass(obj) - GetMass(0, id); // maybe save complete Mass instead?
ret[Object_Damage] = GetDamage(obj);
ret[Object_Energy] = GetObjectVal("Energy", 0, obj);
ret[Object_MagicEnergy] = GetMagicEnergy(obj);
ret[Object_Alive] = GetAlive(obj);
ret[Object_Breath] = GetBreath(obj);
ret[Object_ColorDw] = GetColorDw(obj);
ret[Object_Shape] = [GetObjectVal("Offset", 0, obj, 0), GetObjectVal("Offset", 0, obj, 1), GetObjectVal("Width", 0, obj), GetObjectVal("Height", 0, obj)];
if(GetObjectVal("OwnVertices", 0, obj))
{
var vertexNum = GetVertexNum(obj);
var vertices = CreateArray(vertexNum);
for(var i = 0; i < vertexNum; ++i)
{
vertices[i] = [GetVertex(i, VTX_X, obj), GetVertex(i, VTX_Y, obj), GetVertex(i, VTX_CNAT, obj), GetVertex(i, VTX_Friction, obj)];
}
ret[Object_Vertices] = vertices;
}
var crewPlayer = NO_OWNER;
if(CrewMember(obj))
{
for(var i = 0; i < GetCrewCount(owner); ++i)
{
if(GetCrew(owner, i) == obj)
{
crewPlayer = owner;
break;
}
}
}
ret[Object_CrewPlayer] = crewPlayer;
ret[Object_SolidMask] = GetSolidMask(obj);
ret[Object_Picture] = [GetObjectVal("Picture", 0, obj, 0), GetObjectVal("Picture", 0, obj, 1), GetObjectVal("Picture", 0, obj, 2), GetObjectVal("Picture", 0, obj, 3)];
ret[Object_Entrance] = GetEntrance(obj);
var action = GetAction(obj);
ret[Object_Action] = [action, GetPhase(obj), GetActionTarget(0, obj), GetActionTarget(1, obj), GetObjectVal("ActionData", 0, obj)];
var defComponents = [], objComponents = [];
for(var i = 0, componentID; componentID = GetComponent(0, i, 0, id); ++i)
{
var cnt = GetComponent(componentID, 0, 0, id);
if(cnt != 0)
{
defComponents[] = [componentID, cnt];
}
}
for(var i = 0, componentID; componentID = GetComponent(0, i, obj); ++i)
{
var cnt = GetComponent(componentID, 0, obj);
if(cnt != 0)
{
objComponents[] = [componentID, cnt];
}
}
var diffComponents = [];
for(var i = 0; i < GetLength(defComponents); ++i)
{
var defID = defComponents[i][0], defCnt = defComponents[i][1];
var cnt = 0;
for(var j = 0; j < GetLength(objComponents); ++j)
{
if(objComponents[j][0] == defID)
{
cnt = objComponents[j][1];
ArrayErase(objComponents, j);
break;
}
}
if(cnt != defCnt)
{
diffComponents[] = [defID, cnt];
}
}
ArrayAppendArray(diffComponents, objComponents);
if(GetLength(diffComponents) != 0)
{
ret[Object_Components] = diffComponents;
}
var contents = [];
for(var content in obj->GetContents())
{
contents[] = GetObjectSaveData(content);
}
ret[Object_Contents] = contents;
ret[Object_PlrViewRange] = GetObjectVal("PlrViewRange", 0, obj);
ret[Object_Visibility] = GetVisibility(obj);
ret[Object_BlitMode] = GetObjectBlitMode(obj);
ret[Object_CrewEnabled] = GetCrewEnabled(obj);
ret[Object_ObjectLayer] = GetObjectLayer(obj);
ret[Object_Dir] = GetDir(obj);
ret[Object_ComDir] = GetComDir(obj);
ret[Object_ContactDensity] = GetObjectVal("ContactDensity", 0, obj);
var locals = [];
for(var f in [0, 1])
{
var cnt = GetLocalCount(obj, f);
for(var i = 0; i < cnt; ++i)
{
var name = GetLocalByIndex(i, obj, f);
locals[] = [name, LocalX(name, obj)];
}
}
ret[Object_Locals] = locals;
var overlays = [[GetGraphics(1, obj, 0), GetGraphics(0, obj, 0), 0, GetGraphics(2, obj, 0), GetGraphics(3, obj, 0), GetGraphics(4, obj, 0), 0, obj->GetObjDrawTransform(0), GetClrModulation(obj, 0)]];
var offset = 0, diffIndex = 0;
while((offset = obj->GetOverlayValueByIndex(diffIndex, offset)) >= 0)
{
var overlayID = obj->GetOverlayValueByIndex(0, offset, 1);
overlays[] = [obj->GetOverlayValueByIndex(0, offset, 4), obj->GetOverlayValueByIndex(0, offset, 3), overlayID, obj->GetOverlayValueByIndex(0, offset, 2), obj->GetOverlayValueByIndex(0, offset, 5), obj->GetOverlayValueByIndex(0, offset, 6), Object(obj->GetOverlayValueByIndex(0, offset, 8)), obj->GetObjDrawTransform(-1, offset), GetClrModulation(obj, overlayID)];
diffIndex = 1;
}
if(GetActMapVal("FlipDir", action, id) && GetDir(obj) == DIR_Right)
{
overlays[0][7][0] *= -1;
}
ret[Object_Graphics] = overlays;
var physicals = []; // TODO: Think about StackTemporary? What about Effects? Maybe pop the whole stack while saving and restore afterwards
for(var physical in ["Energy", "Breath", "Walk", "Jump", "Scale", "Hangle", "Dig", "Swim", "Throw", "Push", "Fight", "Magic", "Float", "CanScale", "CanHangle", "CanDig", "CanConstruct", "CanChop", "CanSwimDig", "CanFly", "CorrosionResist", "BreatheWater"])
{
var value = GetPhysical(physical, PHYS_Current, obj);
if(value != GetPhysical(physical, 0, 0, id))
{
physicals[] = [physical, value];
}
}
if(GetLength(physicals) != 0)
{
ret[Object_Physicals] = physicals;
}
var effects = [];
for(var i = 0, index; index = GetEffect("*", obj, i, 0); ++i)
{
var varCnt = GetEffectVarCount(obj, index);
var effectVars = CreateArray(varCnt);
for(var j = 0; j < varCnt; ++j)
{
effectVars[j] = EffectVar(j, obj, index);
}
effects[i] = [GetEffect(0, obj, index, 1), GetEffect(0, obj, index, 2), GetEffect(0, obj, index, 3), GetEffect(0, obj, index, 4), GetEffect(0, obj, index, 5), GetEffect(0, obj, index, 6), effectVars, index];
}
if(GetLength(effects) != 0)
{
ret[Object_Effects] = effects;
}
// TODO: Custom
return ret;
}
global func ApplyObjectSaveData(array data, object obj)
{
obj = obj || this;
// set values which can trigger callbacks before changing def
obj->SetObjectStatus(data[Object_Status]);
obj->SetCon(data[Object_Con]);
obj->SetOwner(data[Object_Owner]);
obj->DoDamage(data[Object_Damage] - obj->GetDamage());
if(data[Object_Energy])
{
if(GetPhysical("Energy", PHYS_Current, obj) < data[Object_Energy])
{
SetPhysical("Energy", data[Object_Energy], PHYS_Temporary, obj);
}
obj->DoEnergy(data[Object_Energy] - GetObjectVal("Energy", 0, obj), obj, true);
}
for(var content in data[Object_Contents])
{
var temp = obj->CreateContents(ROCK);
temp->ApplyObjectSaveData(content);
}
obj->ChangeDef(data[Object_ID]);
// the following changes should not call Callbacks anymore
if(data[Object_CrewPlayer] != NO_OWNER)
{
MakeCrewMember(obj, data[Object_CrewPlayer]);
}
obj->SetName(data[Object_Name]);
obj->SetController(data[Object_Controller]);
obj->SetKiller(data[Object_Killer]);
obj->SetCategory(data[Object_Category]);
obj->SetPosition(data[Object_Position][0], data[Object_Position][1]);
obj->SetR(data[Object_Position][2]);
SetXDir(data[Object_Speed][0], obj, 65536);
SetYDir(data[Object_Speed][1], obj, 65536);
SetRDir(data[Object_Speed][2], obj, 65536);
obj->SetMass(data[Object_OwnMass] - obj->GetMass());
obj->SetColorDw(data[Object_ColorDw]);
obj->SetShape(data[Object_Shape][0], data[Object_Shape][1], data[Object_Shape][2], data[Object_Shape][3]);
obj->SetSolidMask(data[Object_SolidMask][0], data[Object_SolidMask][1], data[Object_SolidMask][2], data[Object_SolidMask][3], data[Object_SolidMask][4], data[Object_SolidMask][5]);
obj->SetPicture(data[Object_Picture][0], data[Object_Picture][1], data[Object_Picture][2], data[Object_Picture][3]);
obj->SetAlive(data[Object_Alive]);
obj->DoMagicEnergy(data[Object_MagicEnergy] - obj->GetMagicEnergy());
obj->DoBreath(data[Object_Breath] - obj->GetBreath());
obj->SetEntrance(data[Object_Entrance]);
if(data[Object_Vertices])
{
var cnt = GetLength(data[Object_Vertices]);
while(obj->GetVertexNum() < cnt)
{
obj->AddVertex();
}
var i = 0;
for(var vertex in data[Object_Vertices])
{
obj->SetVertex(i, VTX_X, vertex[0], VTX_SetPermanent);
obj->SetVertex(i, VTX_Y, vertex[1], VTX_SetPermanent);
obj->SetVertex(i, VTX_CNAT, vertex[2], VTX_SetPermanent);
obj->SetVertex(i, VTX_Friction, vertex[3], (i == cnt - 1 && VTX_SetPermanentUpd) || VTX_SetPermanent);
++i;
}
}
var id = data[Object_ID];
for(var physical in ["Energy", "Breath", "Walk", "Jump", "Scale", "Hangle", "Dig", "Swim", "Throw", "Push", "Fight", "Magic", "Float", "CanScale", "CanHangle", "CanDig", "CanConstruct", "CanChop", "CanSwimDig", "CanFly", "CorrosionResist", "BreatheWater"])
{
obj->SetPhysical(physical, GetPhysical(physical, 0, 0, id), PHYS_Temporary);
}
if(data[Object_Physicals]) // TODO: Update for StackTemporary and try to represent right mode
{
for(var physical in data[Object_Physicals])
{
obj->SetPhysical(physical[0], physical[1], PHYS_Temporary);
}
}
for(var localVar in data[Object_Locals])
{
LocalX(localVar[0]) = localVar[1];
}
if(data[Object_Components])
{
for(var component in data[Object_Components])
{
obj->SetComponent(component[0], component[1]);
}
}
SetPlrViewRange(data[Object_PlrViewRange], obj, true);
obj->SetVisibility(data[Object_Visibility]);
obj->SetObjectBlitMode(data[Object_BlitMode]);
obj->SetCrewEnabled(data[Object_CrewEnabled]);
obj->SetObjectLayer(data[Object_ObjectLayer]);
obj->SetContactDensity(data[Object_ContactDensity]);
obj->SetComDir(data[Object_ComDir]);
// unfortunately there is no SetAction without triggering CallCallbacks
// SetAction at last, so the important stuff is setup already
obj->SetAction(data[Object_Action][0], data[Object_Action][2], data[Object_Action][3], true);
obj->SetPhase(data[Object_Action][1]);
obj->SetActionData(data[Object_Action][4]);
obj->SetDir(data[Object_Dir]); // Set Dir after Action because Dirs are enabled per action
for(var graphic in data[Object_Graphics])
{
SetGraphics(graphic[0], obj, graphic[1], graphic[2], graphic[3], graphic[4], graphic[5], graphic[6]);
var transform = graphic[7];
if(GetLength(transform) == 6)
{
SetObjDrawTransform(transform[0], transform[1], transform[2], transform[3], transform[4], transform[5], obj, graphic[2]);
}
else
{
SetObjDrawTransform(1000, 0, 0, 0, 1000, 0, obj, graphic[2]);
obj->SetObjDrawTransform2(transform[0], transform[1], transform[2], transform[3], transform[4], transform[5], transform[6], transform[7], transform[8], graphic[2]);
}
SetClrModulation(graphic[8], obj, graphic[2]);
}
if(data[Object_Effects])
{
// WARNING: Can't restore lifetime
for(var effect in data[Object_Effects])
{
var temp = AddEffect("ApplyEffectDummy", obj, effect[1], effect[2], effect[3], effect[4]);
for(var i = 0; i < GetLength(effect[6]); ++i)
{
EffectVar(i, obj, temp) = effect[6][i];
}
ChangeEffect(0, obj, temp, effect[0], -1);
}
}
// TODO: Custom
}
global func InstantiateObjectSaveData(array data)
{
var ret = CreateObject(ROCK);
ret->ApplyObjectSaveData(data);
return ret;
}
|