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Author Topic: action_move_to  (Read 11459 times)
Offline (Male) polygone
Posted on: February 27, 2011, 08:17:43 pm

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Code: (C++) [Select]
inline void action_move_to(double x, double y)
{
  enigma::object_planar* const inst = ((enigma::object_planar*)enigma::instance_event_iterator->inst);
  if (argument_relative)
  {
    inst->x += x;
    inst->y += y;
  }
  else
  {
    inst->x = x;
    inst->y = y;
  }
}
How the fuck does relative work? It isn't specified as an argument in gml....
« Last Edit: March 02, 2011, 12:13:39 am by polygone » Logged
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Offline (Male) RetroX
Reply #1 Posted on: February 27, 2011, 08:42:46 pm

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Code: [Select]
inline void action_move_to(double x, double y) { move_towards_point(x, y); }
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Offline (Male) Rusky
Reply #2 Posted on: February 27, 2011, 10:40:02 pm

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argument_relative
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Offline (Male) RetroX
Reply #3 Posted on: February 27, 2011, 11:02:38 pm

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Code: [Select]
void action_move_to(double x, double y, bool argument_relative)
{
  enigma::object_planar* const inst = ((enigma::object_planar*)enigma::instance_event_iterator->inst);
  if (argument_relative)
  {
    inst->x += x;
    inst->y += y;
  }
  else
  {
    inst->x = x;
    inst->y = y;
  }
}
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Offline (Female) IsmAvatar
Reply #4 Posted on: February 27, 2011, 11:58:14 pm

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It's codematically generated when The Plugin translates your DND to code. Immediately prior to the code it will set argument_relative to true if it's relative, or false otherwise.
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Offline (Male) polygone
Reply #5 Posted on: February 28, 2011, 12:03:54 am

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I meant when using action_ functions. In gml the relative argument doesn't seem to be used..
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Offline (Female) IsmAvatar
Reply #6 Posted on: February 28, 2011, 01:40:15 am

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No, I don't think relative is treated as an argument. Instead, it's treated as an internal mechanism, probably not unlike how we've implemented it as a kind of global variable.
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Offline (Unknown gender) TGMG
Reply #7 Posted on: February 28, 2011, 10:09:04 am

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This is not the best place to report this but before I forget (I was going to investigate further before filing a bug report). but there is a serious problem with the way the enigma plugin writes the action code.
Before it calls any action it writes the code "argument_relative=true; action_whatever()". Which works fine normally but it doesn't work when the if action is used without the block actions! as this happens:
"if (false) argument_relative=true; action_whatever()"
So it still calls action_whatever even although it shouldn't. I think a similar thing happens with the "with" statement.

It might be better to pass argument_relative into the function as a parameter that has a default value (so it is optional incase its used in normal gml).
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Offline (Male) polygone
Reply #8 Posted on: March 01, 2011, 11:50:28 pm

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So I see, you would work relative like so EDL:

Code: (EDL) [Select]
argument_relative = true;
action_move_to(4, 4);
Should use the action relative. This I presume would actually work in gml however it doesn't allow you to set the argument_relative variable.

Calling plain as:
Code: (EDL) [Select]
action_move_to(4, 4);Should always use the action not relative. This means that the argument_relative variable should always be set false after an action is called.
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Offline (Female) IsmAvatar
Reply #9 Posted on: March 02, 2011, 12:21:40 am

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Yes, that's exactly the way it works.
In fact, at one point I had forgotten to reset argument_relative, so we had a bug, but it has since been fixed.
Actually, the way we handle it is to *always* set argument_relative prior to any action that allows relative. Maybe not the most efficient, but I don't think DND users are going to complain about an additional variable set before some DND actions.

However, as TGMG has pointed out, using an IF action before a relative action causes a problem with this conversion method:
* If Action
* Set Motion Relative

gets converted to:
Code: [Select]
if (blah)
  argument_relative = blah;
action_set_motion(blah);

Even though action_set_motion should belong to the if statement.
Solved by either:
Code: [Select]
if (blah)
  { argument_relative = blah; action_set_motion(blah);
or
Code: [Select]
if (blah)
  action_set_motion(blah,argument_relative_value);
« Last Edit: March 02, 2011, 12:23:16 am by IsmAvatar » Logged
Offline (Male) polygone
Reply #10 Posted on: March 02, 2011, 01:08:05 am

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I've just seen in Universal System:
https://enigma-dev.svn.sourceforge.net/svnroot/enigma-dev/trunk/ENIGMAsystem/SHELL/Universal_System/actions.h

I'm presuming this isn't actually called, but will be?
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Offline (Unknown gender) TGMG
Reply #11 Posted on: March 02, 2011, 06:05:26 am

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@IsmAvatar I initially tried to solve the problem by changing the plugin to add "{" around it. But it causes a problem when using multiple if statements:
{argument relative=false //this argument_relative is part of the action_if_something
if(action_if_something()) { //can't close the '}' for argument_relative until the end
{argument relative=false //this argument_relative is part of the action_if_something
if(action_if_something()) {
{argument relative=false
if(action_if_something()) {
{argument relative=false
action_something();}
}}}}}} //close al the if statements and the argument_relative blocks

So it needs to keep track of where to actually close the '{' for action_if's (that have the relatvie checkbox) which is much more complex than passing the value in by the argument.

@polygone: I forgot that file was still in enigma, it isn't included, it provides all the function prototypes so i can easily test out game maker games which use actions without actually implementing each action properly. As you can see its very messy and unoptimised, it was really just a way to quickly test games that otherwise wouldn't convert.
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Offline (Male) polygone
Reply #12 Posted on: March 02, 2011, 11:40:32 am

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So it needs to keep track of where to actually close the '{' for action_if's (that have the relatvie checkbox) which is much more complex than passing the value in by the argument.
Can't you put the closing brace in then move back up into the statements?
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Offline (Unknown gender) TGMG
Reply #13 Posted on: March 02, 2011, 12:11:57 pm

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I don't understand what you mean by moving back up into the statements :/
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Offline (Male) Rusky
Reply #14 Posted on: March 02, 2011, 12:38:15 pm

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Keeping track of braces is trivial if you're not doing a find-and-replace parser, which I hope is the case by now.
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