Object Scripts
Object scripts control the complex behaviour of an object. For details on scripting see the C4Script documentation.
Creation
For every object, the engine calls the function Initialize in the object script when it is created and completed.
func Initialize()
{
CreateContents(Rock);
}
An object with this script will be given a rock right after it has been created. The Initialize function is called only when the object has reached full size (a building only when its construction has been completed and a living being only when it is fully grown).
ActMap
An active object can also define activity script calls in its ActMap. The defined StartCall is made whenever an action begins (or repeats), an EndCall is made at the end of each activity. PhaseCall is called at each animation phase step and should only be used for very short animations. The call frequency of PhaseCalls is determined by the speed of the animation.
#include
An object script can also include the functionality of another script.
#include Clonk
At this position the complete script of the specified object definition (that of the clonk, in this case) is inserted, including all scripts that that script includes or got via #appendto. The only exception is that every script is included only once, so including both the Clonk script and a script that is included by the Clonk script doesn't include that script twice. Other Obviously, the included definition must be valid and loaded. Declared functions can be overloaded by functions of the same name that occur later in the script. Also see inherited().
Interaction from other scripts
Other scripts can call functions of an object
obj with the -> and ->~ operators.var obj = CreateObject(Flint); obj->Hit();
Object calls made by the engine
The engine calls the following functions is objects at the given time.
| Function | Parameter | Description |
|---|---|---|
| Initialize | When the object is completed (Con >= 100). | |
| Construction | object by_object | When the object is created. The parameter is a pointer to the object the script of which has created this object. Also see Construction |
| Destruction | When the object is removed. | |
| Hit | When the object collides with the landscape or is collected at high velocity (>=15). | |
| Hit2 | Like Hit, with speeds >= 20 (see OCF_HitSpeed2). | |
| Hit3 | Like Hit, with speeds >= 60 (see OCF_HitSpeed3). | |
| Grab | object target, bool grab | When the object grabs or lets go of another object. |
| Grabbed | object by_object, bool grab | When the object is grabbed or let go by another object. |
| Get | object target | When the object takes another object from a container. |
| Put | When the object puts another object into a container. | |
| Damage | int change, int cause, int by_player | When the object is damaged. See Fx*Damagefor cause values. |
| DeepBreath | When a living being surfaces after having used up more than half of its breath. | |
| Incineration | int by_player | When the object is incinerated. Notice: with objects changing their definition via BurnTo, this call is made to the burned version! |
| IncinerationEx | int by_player | When the object is incinerated in and immediately extinguished by a surrounding liquid. Otherwise as Incineration. |
| Death | When a living being dies. | |
| Activate | object by_object | Activation by double dig. Only applies to collected items or directly controlled crew objects. Called after internal handling of the double dig command has been completed (e.g. chopping of trees etc.) |
| Contact_ | When the object collides with the landscape. See CNAT - Contact Attachment. | |
| Control_ | object by_object | When the object is controlled from the outside. See Control Functions. |
| Contained_ | object by_object | When the object is controlled from the inside. See Control Functions. |
| ControlCommand | string command, object target, int x, int y, object target2, int data, object command_object | When the object has received a command to be independently executed. See Control functions. |
| ControlCommandFinished | string command, object target, int x, int y, object target2, any Data | When the object has completed a command or execution of a command has failed. |
| ControlTransfer | object obj, int x, int y | When an object (obj) using the internal pathfinding algorithm is trying to pass the transfer zone of this object on its way to point x/y. The transfer function can then help the object along by giving special script commands and returning true. Also see SetTransferZone(). |
| UpdateTransferZone | When an object is loaded from a savegame or network synchronization is performed. Objects with a transfer zone should reset the zone in this call. Also see SetTransferZone(). | |
| MenuQueryCancel | int selection, object menu_object | When the player wants to close a user defined object menu. Return value true will keep the menu open. |
| IsFulfilled | Only in game goal objects. A return value true indicates that this goal is fulfilled. |
|
| ControlContents | id target | When a new inventory object is selected. See Control Functions. |
| Selection | object container | When the object is selected in an inventory change. If you are processing this event, the function should play its own selection sound. |
| CatchBlow | int level, object by | When the object is hit or punched by another object. |
| QueryCatchBlow | object by | Called before the object is hit or punched by another object. By returning true, QueryCatchBlow can reject physical blows. |
| LineBreak | int cause | When a line object is broken. cause: 0 by movement, 1 because of a missing or incomplete target object. |
| BuildNeedsMaterial | id material_definition, int amount | When the object is building another object and building material is required. The parameters are the type and amount of the first needed material. If this function returns true, no material message is displayed above the object. |
| AttachTargetLost | When the object is in an ATTACH action and has lost its action target. At this time, the object's action has already been reset. | |
| CrewSelection | bool deselect, bool cursor_only | When crew selection is changed. cursor_only specifies whether only that crew member has been selected which is also the cursor. |
| GetObject2Drop | object for_collection_of_object | Called to determine the least needed inventory object when a clonk tries to collect a new object and his inventory is full. The function should return the object to be dropped to gain space, or nil if none. |
| OnMenuSelection | int index, object menu_object | When an object menu entry is selected. |
| CalcValue | object in_base, int for_player | Calculates the value of an object. Also see GetValue(). |
| CalcDefValue | object in_base, int for_player | Calculates the value of an object type available to buy. Also see GetValue(). |
| CalcBuyValue | id item, int value | Returns the buying price of the object type. |
| CalcSellValue | object obj, int object_value | Returns the selling price of the object type. |
| LiftTop | When an object with LIFT action lifts its action target to the height specified in its DefCore or above. | |
| Stuck | When the action target of the object's PUSH or LIFT action is stuck. | |
| GrabLost | When the action target of the object's PUSH or PULL action is lost. | |
| Collection | object obj, bool put | When the object has collected another object (obj) (by ingame collection or grabbing and getting). |
| Collection2 | object obj | When the object has collected another object (obj) (in all cases, even in script controlled collection or entering). |
| ContentsDestruction | object destroyed | When an object contained in the object has been destroyed/removed. The object still exists when the callback is called, but will be destroyed afterwards. |
| Departure | object container | When this object has left another object (container). |
| Ejection | object obj | When another object (obj) has left the contents of this object (also see script command Exit). |
| Entrance | object container | When the object has entered another object (container). |
| ActivateEntrance | object by_object | When another object is trying to enter this object through the entrance. |
| RejectCollect | id def, object obj | Called before Collection. If RejectCollect returns true, the collection of the other object is prevented. |
| RejectEntrance | object into_object | Called before Entrance. If RejectEntrance returns true, then entrance of the other object is prevented. |
| InitializePlayer | int player | Called in game goals, rules, or environment objects after the joining of a new player and before the corresponding call in the scenario script. |
| SellTo | int by_player | When the object is sold. Should return nil or the id of the object type which is actually added to the player's homebase material. |
| Sale | int by_player | When the object is sold. |
| Purchase | int by_player, object buy_object | When the object is bought. |
| Recruitment | int player | When the objet is added to the crew of a player. |
| RejectTeamSwitch | int player, int new_team | Callback in game goal, rule, and environment objects and in the scenario script. If RejectTeamSwitch returns true, the team switch of a player can be prevented (see SetPlayerTeam). |
| OnTeamSwitch | int player, int new_team, int old_team | Callback in game goal, rule, and environment objects and in the scenario script. Called when a player has successfully switch from old_team to new_team (see SetPlayerTeam). |


