openclonk/planet/Objects.ocd/Libraries.ocd/Constructor.ocd/ConstructionPreviewer.ocd/Script.c

318 lines
11 KiB
C

/**
ConstructionPreviewer
@author Clonkonaut
*/
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;
local GFX_CombineIconOverlay = 2;
local GFX_PreviewerPictureOverlay = 2;
public func GetFlipDescription() { return "$TxtFlipDesc$"; }
func Initialize()
{
SetProperty("Visibility", VIS_Owner);
}
func Set(id to_construct, object constructing_clonk)
{
SetGraphics(nil, to_construct, GFX_StructureOverlay, GFXOV_MODE_Base);
SetGraphics(nil, to_construct, GFX_PreviewerPictureOverlay, GFXOV_MODE_Picture, nil, GFX_BLIT_Wireframe);
// Buildings may add something to the preview and can do so on GFX_PreviewerPictureOverlay
// This is used by the elevator to preview the case
// The definition should return true
extra_overlay = to_construct->~ConstructionPreview(this, GFX_PreviewerPictureOverlay, direction);
dimension_x = to_construct->GetDefWidth();
dimension_y = to_construct->GetDefHeight();
clonk = constructing_clonk;
structure = to_construct;
direction = DIR_Left;
blocked = true;
// Allow the definition to draw an alternative preview.
to_construct->~AlternativeConstructionPreview(this, direction);
AdjustPreview(structure->~IsBelowSurfaceConstruction());
return;
}
// Positions the preview according to the landscape, coloring it green, yellow or red
public func AdjustPreview(bool below_surface, bool look_up, bool no_call)
{
var half_y = dimension_y / 2;
blocked = false;
// Do only if not sticking to another object
if (!stick_to)
{
// Place on material
var search_dir = 1;
if (look_up) search_dir = -1;
var x = 0, y = 0;
while (!(!GBackSolid(x,y + half_y) && GBackSolid(x,y + half_y + 1)))
{
y += search_dir;
if (Abs(y) > half_y)
{
blocked = true;
break;
}
}
if (blocked && !no_call)
return AdjustPreview(below_surface, !look_up, true);
if (blocked)
{
if (extra_overlay) SetClrModulation(RGBa(255,50,50, 100), GFX_PreviewerPictureOverlay);
return SetClrModulation(RGBa(255,50,50, 100), GFX_StructureOverlay);
}
// Position depends on whether the object should below surface.
if (!below_surface)
SetPosition(GetX(), GetY() + y);
else
SetPosition(GetX(), GetY() + y + dimension_y + 1);
}
// Check for construction site.
if (!below_surface && !CheckConstructionSite(structure, 0, half_y))
blocked = true;
// intersection-check with all other construction sites... bah
for (var other_site in FindObjects(Find_ID(ConstructionSite)))
{
if (!(other_site->GetLeftEdge() > GetX()+dimension_x/2 || other_site->GetRightEdge() < GetX()-dimension_x/2 || other_site->GetTopEdge() > GetY()+half_y || other_site->GetBottomEdge() < GetY()-half_y))
blocked = true;
}
if(!blocked)
{
if (!stick_to)
{
if (extra_overlay) SetClrModulation(RGBa(50,255,50, 100), GFX_PreviewerPictureOverlay);
SetClrModulation(RGBa(50,255,50, 100), GFX_StructureOverlay);
}
else
{
if (extra_overlay) SetClrModulation(RGBa(255,255,50, 200), GFX_PreviewerPictureOverlay);
SetClrModulation(RGBa(255,255,50, 200), GFX_StructureOverlay);
}
}
else
{
if (extra_overlay) SetClrModulation(RGBa(255,50,50, 100), GFX_PreviewerPictureOverlay);
SetClrModulation(RGBa(255,50,50, 100), GFX_StructureOverlay);
}
}
// Positions the preview according to the mouse cursor, calls AdjustPreview afterwards
// x and y are refined mouse coordinates so always centered at the clonk
func Reposition(int x, int y)
{
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;
// Hopefully, in the end this contains a single sticking direction.
var single_stick_to = 0;
if (structure->~ConstructionCombineWith())
{
// 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())
{
//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)
{
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
// 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;
}
}
}
}
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;
}
if (!found && stick_to)
{
stick_to = nil;
SetGraphics(nil, nil, GFX_CombineIconOverlay);
}
else if (stick_to)
{
SetGraphics(nil, ConstructionPreviewer_IconCombine, GFX_CombineIconOverlay, GFXOV_MODE_Base);
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);
// Update alternative preview in the definition to be placed.
structure->~AlternativeConstructionPreview(this, direction, stick_to);
SetPosition(x, 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()
{
// Flip not allowed?
if (structure->~NoConstructionFlip()) return;
if (direction == DIR_Left)
{
direction = DIR_Right;
SetObjDrawTransform(-1000,0,0, 0,1000,0, GFX_StructureOverlay);
} else {
direction = DIR_Left;
SetObjDrawTransform(1000,0,0, 0,1000,0, GFX_StructureOverlay);
}
if (extra_overlay)
structure->~ConstructionPreview(this, GFX_PreviewerPictureOverlay, direction);
}
// UI not saved.
func SaveScenarioObject() { return false; }
local Plane = 210;