Basements combine in all four directions when constructing!

qteditor
Clonkonaut 2016-08-05 18:21:34 +02:00
parent ad2bbbf5fd
commit f4ca4466f1
3 changed files with 217 additions and 72 deletions

View File

@ -8,6 +8,7 @@
static const CONSTRUCTION_STICK_Left = 1;
static const CONSTRUCTION_STICK_Right = 2;
static const CONSTRUCTION_STICK_Bottom = 4;
static const CONSTRUCTION_STICK_Top = 8;
local extra_overlay, dimension_x, dimension_y, clonk, structure, direction, stick_to, blocked;
local GFX_StructureOverlay = 1;
@ -110,47 +111,118 @@ public func AdjustPreview(bool below_surface, bool look_up, bool no_call)
// x and y are refined mouse coordinates so always centered at the clonk
func Reposition(int x, int y)
{
x = BoundBy(x, -dimension_x/2, dimension_x/2);
y = BoundBy(y, -dimension_y/2, dimension_y/2);
var clonk_width = clonk->GetObjWidth();
var clonk_height = clonk->GetObjHeight();
x = BoundBy(x, -dimension_x - clonk_width/2, dimension_x + clonk_width/2);
y = BoundBy(y, -dimension_y - clonk_height/2, dimension_y + clonk_height/2);
// Try to combine the structure with other structures.
var found = false;
if (structure->~ConstructionCombineWith())
{
var stick_dir = structure->~ConstructionCombineDirection();
var find_rect = Find_InRect(AbsX(clonk->GetX() + x - dimension_x/2 - 10), AbsY(clonk->GetY() + y - dimension_y/2 - 10), dimension_x + 20, dimension_y + 20);
if ((stick_dir & CONSTRUCTION_STICK_Bottom))
find_rect = Find_AtPoint(AbsX(clonk->GetX() + x), AbsY(clonk->GetY() + y));
var other = FindObject(Find_Func(structure->ConstructionCombineWith(), this),
find_rect,
Find_OCF(OCF_Fullcon),
Find_Layer(clonk->GetObjectLayer()),
Find_Allied(clonk->GetOwner()),
Find_NoContainer());
if (other)
// There is no use in doing all the other checks if no sticking direction is defined at all
// That's just wrong use of ConstructionCombineWith
if (structure->~ConstructionCombineDirection())
{
x = other->GetX();
y = other->GetY();
// Combine to different directions.
if ((stick_dir & CONSTRUCTION_STICK_Left) && other->GetX() >= GetX())
x = other->GetX() - other->GetObjWidth()/2 - dimension_x / 2;
if ((stick_dir & CONSTRUCTION_STICK_Right) && other->GetX() < GetX())
x = other->GetX() + other->GetObjWidth()/2 + dimension_x / 2;
if ((stick_dir & CONSTRUCTION_STICK_Bottom))
y = other->GetY() + other->GetObjHeight()/2 + dimension_y / 2;
// Add an additional offset if needed, for example a basement can be place
// only under a part of the structure.
var stick_offset = structure->~ConstructionCombineOffset(other);
if (stick_offset)
//var find_rect = Find_InRect(AbsX(clonk->GetX() + x - dimension_x/2 - 10), AbsY(clonk->GetY() + y - dimension_y/2 - 10), dimension_x + 20, dimension_y + 20);
//if ((stick_dir & CONSTRUCTION_STICK_Bottom))
var find_rect = Find_AtPoint(clonk->GetX() - GetX() + x, clonk->GetY() - GetY() + y);
var other = FindObject(Find_Func(structure->ConstructionCombineWith(), this),
find_rect,
Find_OCF(OCF_Fullcon),
Find_Layer(clonk->GetObjectLayer()),
Find_Allied(clonk->GetOwner()),
Find_NoContainer());
if (other)
{
x += stick_offset[0];
y += stick_offset[1];
var stick_dir = structure->ConstructionCombineDirection(other);
var other_width = other->GetObjWidth();
var other_height = other->GetObjHeight();
// Determine the position from the other object's center currently hovered
var other_offset_x = clonk->GetX() + x - other->GetX();
var other_offset_y = clonk->GetY() + y - other->GetY();
// The tricky part is now to determine which of the four possible directions should be used
// The shape of the 'other' is divided like this (* is center):
// __________________________
// | | Top | |
// | Left |----*----| Right |
// |_______|_Bottom__|_______|
//
// Whichever part is howered on is checked first for stick direction
// Hopefully, in the end this contains a single sticking direction.
var single_stick_to = 0;
// Left
if (other_offset_x < other_width / -6)
{
single_stick_to = GetStickingDirection(stick_dir, CONSTRUCTION_STICK_Left, CONSTRUCTION_STICK_Bottom, CONSTRUCTION_STICK_Top, CONSTRUCTION_STICK_Right, other_offset_y, 0);
}
// Right
else if (other_offset_x > other_width / 6)
{
single_stick_to = GetStickingDirection(stick_dir, CONSTRUCTION_STICK_Right, CONSTRUCTION_STICK_Bottom, CONSTRUCTION_STICK_Top, CONSTRUCTION_STICK_Left, other_offset_y, 0);
}
// Bottom
else if (other_offset_y >= 0)
{
single_stick_to = GetStickingDirection(stick_dir, CONSTRUCTION_STICK_Bottom, CONSTRUCTION_STICK_Right, CONSTRUCTION_STICK_Left, CONSTRUCTION_STICK_Top, other_offset_x, 0);
}
// Top
else if (other_offset_y < 0)
{
single_stick_to = GetStickingDirection(stick_dir, CONSTRUCTION_STICK_Top, CONSTRUCTION_STICK_Right, CONSTRUCTION_STICK_Left, CONSTRUCTION_STICK_Bottom, other_offset_x, 0);
}
// If no direction is found, something went wrong.
// Probably ConstructionCombineDirection() returned garbage.
if (single_stick_to)
{
if (single_stick_to == CONSTRUCTION_STICK_Left)
{
x = other->GetX() - other_width/2 - dimension_x/2;
y = other->GetY();
}
if (single_stick_to == CONSTRUCTION_STICK_Right)
{
x = other->GetX() + other_width/2 + dimension_x/2;
y = other->GetY();
}
if (single_stick_to == CONSTRUCTION_STICK_Bottom)
{
x = other->GetX();
y = other->GetY() + other_height/2 + dimension_y/2;
}
if (single_stick_to == CONSTRUCTION_STICK_Top)
{
x = other->GetX();
y = other->GetY() - other_height/2 - dimension_y/2;
}
// Add an additional offset if needed, for example a basement can be place
// only under a part of the structure.
var stick_offset = structure->~ConstructionCombineOffset(other, single_stick_to);
if (stick_offset)
{
x += stick_offset[0];
y += stick_offset[1];
}
// Save the other building for use in AdjustPreview and for color changing
stick_to = other;
// Found another building and a way to stick to it!
found = true;
}
}
stick_to = other;
found = true;
}
}
if (!found)
{
// Narrow the distance a construction site can be built around the clonk
x = BoundBy(x, -dimension_x/2 - clonk_width/2, dimension_x/2 + clonk_width/2);
y = BoundBy(y, -dimension_y/2 - clonk_height/2, dimension_y/2 + clonk_height/2);
x = clonk->GetX() + x;
y = clonk->GetY() + y;
}
@ -163,11 +235,14 @@ func Reposition(int x, int y)
else if (stick_to)
{
SetGraphics(nil, ConstructionPreviewer_IconCombine, GFX_CombineIconOverlay, GFXOV_MODE_Base);
var dir = 1;
if (stick_to->GetX() < GetX()) dir = -1;
if (structure->~CombineToBottom())
dir = 0;
SetObjDrawTransform(1000, 0, dimension_x/2 * 1000 * dir, 0, 1000, 0, GFX_CombineIconOverlay);
var x_dir = 1, y_dir = 1;
if (stick_to->GetX() < GetX()) x_dir = -1;
if (stick_to->GetY() < GetY()) y_dir = -1;
if (single_stick_to == CONSTRUCTION_STICK_Bottom || single_stick_to == CONSTRUCTION_STICK_Top)
x_dir = 0;
if (single_stick_to == CONSTRUCTION_STICK_Left || single_stick_to == CONSTRUCTION_STICK_Right)
y_dir = 0;
SetObjDrawTransform(1000, 0, dimension_x/2 * 1000 * x_dir, 0, 1000, dimension_y/2 * 1000 * y_dir, GFX_CombineIconOverlay);
}
// Update the extra overlay possibly added to the preview.
extra_overlay = structure->~ConstructionPreview(this, GFX_PreviewerPictureOverlay, direction);
@ -177,6 +252,47 @@ func Reposition(int x, int y)
AdjustPreview(structure->~IsBelowSurfaceConstruction());
}
// Helper function to return a definite sticking direction.
// Used whenever the cursor hovers the 'left' or 'right' part of the other building.
// See Reposition() to see an example of the four parts.
func GetStickingDirection(int stick_dir, int primary_dir, int secondary_dir, int tertiary_dir, int fourth_dir, int cursor_coord, int other_coord)
{
// If the primary direction is in stick_dir, we're done
if (stick_dir & primary_dir)
{
return primary_dir;
}
// Afterwards check second / third directions
else if (stick_dir & secondary_dir || stick_dir & tertiary_dir)
{
// If one of those isn't in stick_dir, no coordinate checking is necessary
if (!(stick_dir & tertiary_dir))
{
return secondary_dir;
}
else if (!(stick_dir & secondary_dir))
{
return tertiary_dir;
}
else
{
// Coordinates have to be checked
// secondary always is one pixel better than tertiary
if (cursor_coord >= other_coord)
return secondary_dir;
else
return tertiary_dir;
}
}
// Fourth direction is returned last but no other directions takes the point
else if (stick_dir & fourth_dir)
{
return fourth_dir;
}
// If this happens, something is wrong
return 0;
}
// Flips the preview horizontally
func Flip()
{
@ -196,4 +312,6 @@ func Flip()
}
// UI not saved.
func SaveScenarioObject() { return false; }
func SaveScenarioObject() { return false; }
local Plane = 210;

View File

@ -2,7 +2,7 @@
Basement
Provides basements to structures, but can also be built as a single object.
@author Maikel
@author: Maikel
*/
#include Library_Structure
@ -10,16 +10,14 @@
local parent;
local width;
protected func Construction()
func Construction()
{
// Make sure the basement does not move while constructing.
SetCategory(C4D_StaticBack);
return _inherited(...);
}
public func IsHammerBuildable() { return true; }
protected func Initialize()
func Initialize()
{
var wdt = GetObjWidth();
if (parent)
@ -34,7 +32,7 @@ protected func Initialize()
return _inherited(...);
}
protected func Destruction()
func Destruction()
{
// Cast a single rock.
CastObjects(Rock, 1, 15, 0, -5);
@ -53,13 +51,6 @@ public func SetWidth(int wdt)
public func GetWidth() { return width; }
// Set the parent if the basement is attached to a structure.
public func CombineWith(object stick_to)
{
SetParent(stick_to);
return;
}
public func SetParent(object to_parent)
{
parent = to_parent;
@ -74,12 +65,48 @@ public func SetParent(object to_parent)
public func GetParent() { return parent; }
/*-- Saving --*/
public func SaveScenarioObject(proplist props)
{
if (!inherited(props, ...))
return false;
if (parent)
props->AddCall("BasementParent", this, "SetParent", parent);
else if (width != GetObjWidth())
props->AddCall("BasementWidth", this, "SetWidth", width);
props->Remove("Category");
return true;
}
/*-- Construction --*/
public func IsHammerBuildable() { return true; }
// It should not be a structure.
public func IsStructure() { return false; }
// But a basement!
public func IsBasement() { return true; }
// Is a construction that is built just below the surface.
public func IsBelowSurfaceConstruction() { return true; }
// Sticking to other structures, at the bottom of that structure.
// This makes it possible to combine basements with each other.
public func IsStructureWithoutBasement() { return true; }
// Sticking to other structures.
public func ConstructionCombineWith() { return "IsStructureWithoutBasement"; }
public func ConstructionCombineDirection() { return CONSTRUCTION_STICK_Bottom; }
public func ConstructionCombineDirection(object other)
{
// All directions are possible for other basements
if (other && other->~IsBasement())
return CONSTRUCTION_STICK_Left | CONSTRUCTION_STICK_Right | CONSTRUCTION_STICK_Bottom | CONSTRUCTION_STICK_Top;
// For everything else, the basement is below.
return CONSTRUCTION_STICK_Bottom;
}
public func ConstructionCombineOffset(object other)
{
// Some structures like the elevator require the basement to have an offset.
@ -90,9 +117,10 @@ public func NoConstructionFlip() { return true; }
public func AlternativeConstructionPreview(object previewer, int direction, object combine_with)
{
if (combine_with && combine_with->~IsBasement()) return;
var wdt = GetSiteWidth(direction, combine_with);
previewer->SetObjDrawTransform(1000 * wdt / 40, 0, 0, 0, 1000, 0, previewer.GFX_StructureOverlay);
return;
}
public func GetSiteWidth(int direction, object combine_with)
@ -109,6 +137,8 @@ public func GetSiteWidth(int direction, object combine_with)
public func SetConstructionSiteOverlay(object site, int direction, object combine_with)
{
if (combine_with && combine_with->~IsBasement()) return;
var wdt = GetSiteWidth(direction, combine_with);
site->SetGraphics(nil, Basement, 1, GFXOV_MODE_Base);
site->SetClrModulation(RGBa(255, 255, 255, 128), 1);
@ -116,26 +146,15 @@ public func SetConstructionSiteOverlay(object site, int direction, object combin
return true;
}
// Don't stick to itself, so it should not be a structure.
public func IsStructure() { return false; }
/*-- Saving --*/
public func SaveScenarioObject(proplist props)
// Set the parent if the basement is attached to a structure.
public func CombineWith(object stick_to)
{
if (!inherited(props, ...))
return false;
if (parent)
props->AddCall("BasementParent", this, "SetParent", parent);
else if (width != GetObjWidth())
props->AddCall("BasementWidth", this, "SetWidth", width);
props->Remove("Category");
return true;
if (stick_to && stick_to->~IsBasement()) return;
SetParent(stick_to);
}
/*-- Proplist --*/
/*-- Properties --*/
local Name = "$Name$";
local Description ="$Description$";

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@ -227,11 +227,19 @@ public func ConstructionPreview(object previewer, int overlay, int dir)
}
// Sticking to other elevators
public func ConstructionCombineWith() { return "IsElevator"; }
public func ConstructionCombineDirection() { return CONSTRUCTION_STICK_Left | CONSTRUCTION_STICK_Right; }
public func ConstructionCombineWith() { return "CanCombineElevator"; }
public func ConstructionCombineDirection(object other)
{
if (!other) return CONSTRUCTION_STICK_Left | CONSTRUCTION_STICK_Right;
// Only combine when facing correctly
if (other->GetDir() == DIR_Left)
return CONSTRUCTION_STICK_Right;
return CONSTRUCTION_STICK_Left;
}
// Called to determine if sticking is possible
public func IsElevator(object previewer)
public func CanCombineElevator(object previewer)
{
if (!previewer) return true;