forked from Mirrors/openclonk
230 lines
6.5 KiB
C
230 lines
6.5 KiB
C
/**
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Constructor
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Library for objects which are able to construct structures.
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@author Maikel
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*/
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public func IsConstructor() { return true; }
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public func ControlUseStart(object clonk, num x, num y)
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{
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// Is the clonk able to construct?
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if(clonk->GetProcedure() != "WALK")
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{
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clonk->CancelUse();
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return true;
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}
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// Is the clonk at an construction site?
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// TODO: check for multiple objects
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var structure = FindObject(Find_Category(C4D_Structure), Find_Or(Find_Distance(20), Find_AtPoint()), Find_Layer(GetObjectLayer()));
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if (structure)
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{
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if (structure->GetDamage() > 0)
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{
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Repair(clonk, structure);
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return true;
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}
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}
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// Otherwise create a menu with possible structures to build.
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clonk->CreateConstructionMenu(this, true);
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clonk->CancelUse();
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return true;
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}
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public func HoldingEnabled() { return true; }
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public func ControlUseHolding(object clonk, num x, num y)
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{
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// Is the clonk still able to construct?
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if (clonk->GetProcedure() != "WALK")
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{
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clonk->CancelUse();
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return true;
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}
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// Is the clonk still at an construction site?
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var structure = FindObject(Find_Category(C4D_Structure), Find_Or(Find_Distance(20), Find_AtPoint()), Find_Layer(GetObjectLayer()));
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if (structure)
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{
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if (structure->GetDamage() > 0)
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{
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Repair(clonk, structure);
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return true;
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}
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}
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clonk->CancelUse();
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return true;
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}
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private func ShowConstructionMaterial(object clonk, object structure)
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{
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var mat_msg = "$TxtNeeds$";
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var structure_id = structure->GetID();
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var comp, index = 0;
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while (comp = structure->GetComponent(nil, index))
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{
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var current_amount = structure->GetComponent(comp);
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var max_amount = GetComponent(comp, nil, nil, structure_id);
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mat_msg = Format("%s %dx{{%i}}", mat_msg, Max(0, max_amount - current_amount), comp);
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index++;
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}
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clonk->Message(mat_msg);
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return;
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}
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private func Repair(object clonk, object structure)
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{
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}
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/** Gives a list of ids of the players knowledge.
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*/
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public func GetConstructionPlans(int plr)
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{
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var construction_plans = [];
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var construct_id, index = 0;
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while (construct_id = GetPlrKnowledge(plr, 0, index++, C4D_Structure))
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construction_plans[index-1] = construct_id;
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return construction_plans;
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}
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/* Construction preview */
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func ShowConstructionPreview(object clonk, id structure_id)
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{
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AddEffect("ControlConstructionPreview", clonk, 1, 0, this, nil, structure_id, clonk);
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SetPlayerControlEnabled(clonk->GetOwner(), CON_Aim, true);
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return true;
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}
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func FxControlConstructionPreviewStart(object clonk, effect, int temp, id structure_id, object clonk)
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{
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if (temp) return;
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effect.structure = structure_id;
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effect.flipable = !structure_id->~NoConstructionFlip();
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effect.preview = CreateObject(ConstructionPreviewer, AbsX(clonk->GetX()), AbsY(clonk->GetY()), clonk->GetOwner());
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effect.preview->Set(structure_id, clonk);
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}
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// Called by Control2Effect
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func FxControlConstructionPreviewControl(object clonk, effect, int ctrl, num x, num y, num strength, bool repeat, bool release)
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{
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if (ctrl != CON_Aim)
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{
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// CON_Use is accept
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if (ctrl == CON_Use)
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CreateConstructionSite(clonk, effect.structure, AbsX(effect.preview->GetX()), AbsY(effect.preview->GetY() + effect.preview.dimension_y/2), effect.preview.direction, effect.preview.stick_to);
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// movement is allowed
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else if (IsMovementControl(ctrl))
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return false;
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// Flipping
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// this is actually realized twice. Once as an Extra-Interaction in the clonk, and here. We don't want the Clonk to get any non-movement controls though, so we handle it here too.
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// (yes, this means that actionbar-hotkeys wont work for it. However clicking the button will.)
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else if (IsInteractionControl(ctrl))
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{
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if (release)
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effect.preview->Flip();
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return true;
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}
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// everything else declines
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RemoveEffect("ControlConstructionPreview", clonk, effect);
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return true;
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}
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effect.preview->Reposition(x, y);
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return true;
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}
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func FxControlConstructionPreviewStop(object clonk, effect, int reason, bool temp)
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{
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if (temp) return;
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effect.preview->RemoveObject();
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SetPlayerControlEnabled(clonk->GetOwner(), CON_Aim, false);
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}
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/* Construction */
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func CreateConstructionSite(object clonk, id structure_id, num x, num y, int dir, object stick_to)
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{
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// Only when the clonk is standing and outdoors
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if (clonk->GetAction() != "Walk")
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return false;
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if (clonk->Contained())
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return false;
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// Check if the building can be build here
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if (structure_id->~RejectConstruction(x, y, clonk))
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return false;
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if (!CheckConstructionSite(structure_id, x, y))
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{
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CustomMessage("$TxtNoSiteHere$", this, clonk->GetOwner(), nil,nil, RGB(255,0,0)); // todo: stringtable
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return false;
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}
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// intersection-check with all other construction sites... bah
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for(var other_site in FindObjects(Find_ID(ConstructionSite)))
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{
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if(!(other_site->GetLeftEdge() > GetX()+x+structure_id->GetDefWidth()/2 ||
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other_site->GetRightEdge() < GetX()+x-structure_id->GetDefWidth()/2 ||
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other_site->GetTopEdge() > GetY()+y+structure_id->GetDefHeight()/2 ||
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other_site->GetBottomEdge() < GetY()+y-structure_id->GetDefHeight()/2 ))
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{
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CustomMessage(Format("$TxtBlocked$",other_site->GetName()), this, clonk->GetOwner(), nil,nil, RGB(255,0,0)); // todo: stringtable
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return false;
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}
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}
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// Set owner for CreateConstruction
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SetOwner(clonk->GetOwner());
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// Create construction site
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var site;
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site = CreateObject(ConstructionSite, x, y, Contained()->GetOwner());
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site->Set(structure_id, dir, stick_to);
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//if(!(site = CreateConstruction(structure_id, x, y, Contained()->GetOwner(), 1, 1, 1)))
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//return false;
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// check for material
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var comp, index = 0;
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var mat;
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var w = structure_id->GetDefWidth()+10;
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var h = structure_id->GetDefHeight()+10;
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while (comp = GetComponent(nil, index, nil, structure_id))
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{
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// find material
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var count_needed = GetComponent(comp, nil, nil, structure_id);
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index++;
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mat = CreateArray();
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// 1. look for stuff in the clonk
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mat[0] = FindObjects(Find_ID(comp), Find_Container(clonk));
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// 2. look for stuff lying around
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mat[1] = clonk->FindObjects(Find_ID(comp), Find_NoContainer(), Find_InRect(-w/2, -h/2, w,h));
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// 3. look for stuff in nearby lorries/containers
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var i = 2;
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for(var cont in clonk->FindObjects(Find_Or(Find_Func("IsLorry"), Find_Func("IsContainer")), Find_InRect(-w/2, -h/2, w,h)))
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mat[i] = FindObjects(Find_ID(comp), Find_Container(cont));
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// move it
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for(var mat2 in mat)
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{
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for(var o in mat2)
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{
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if(count_needed <= 0)
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break;
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o->Exit();
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o->Enter(site);
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count_needed--;
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}
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}
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}
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// Message
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clonk->Message("$TxtConstructions$", structure_id->GetName());
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return true;
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} |