1 /**
2 ConstructionPreviewer
3
4
5 @author Clonkonaut
6 */
7
8 static const CONSTRUCTION_STICK_Left = 1;
9 static const CONSTRUCTION_STICK_Right = 2;
10 static const CONSTRUCTION_STICK_Bottom = 4;
11 static const CONSTRUCTION_STICK_Top = 8;
12
13 local extra_overlay, dimension_x, dimension_y, clonk, structure, direction, stick_to, blocked;
14 local GFX_StructureOverlay = 1;
15 local GFX_CombineIconOverlay = 2;
16 local GFX_PreviewerPictureOverlay = 2;
17
GetFlipDescription()18 public func GetFlipDescription() { return "$TxtFlipDesc$"; }
19
Initialize()20 func Initialize()
21 {
22 SetProperty("Visibility", VIS_Owner);
23 }
24
Set(id to_construct,object constructing_clonk)25 func Set(id to_construct, object constructing_clonk)
26 {
27 SetGraphics(nil, to_construct, GFX_StructureOverlay, GFXOV_MODE_Base);
28 SetGraphics(nil, to_construct, GFX_PreviewerPictureOverlay, GFXOV_MODE_Picture, nil, GFX_BLIT_Wireframe);
29 // Buildings may add something to the preview and can do so on GFX_PreviewerPictureOverlay
30 // This is used by the elevator to preview the case
31 // The definition should return true
32 extra_overlay = to_construct->~ConstructionPreview(this, GFX_PreviewerPictureOverlay, direction);
33 dimension_x = to_construct->GetDefWidth();
34 dimension_y = to_construct->GetDefHeight();
35 clonk = constructing_clonk;
36 structure = to_construct;
37 direction = DIR_Left;
38 blocked = true;
39 // Allow the definition to draw an alternative preview.
40 to_construct->~AlternativeConstructionPreview(this, direction);
41 AdjustPreview(structure->~IsBelowSurfaceConstruction());
42 return;
43 }
44
45 // Positions the preview according to the landscape, coloring it green, yellow or red
AdjustPreview(bool below_surface,bool look_up,bool no_call)46 public func AdjustPreview(bool below_surface, bool look_up, bool no_call)
47 {
48 var half_y = dimension_y / 2;
49 blocked = false;
50 // Do only if not sticking to another object
51 if (!stick_to)
52 {
53 // Place on material
54 var search_dir = 1;
55 if (look_up) search_dir = -1;
56 var x = 0, y = 0;
57 while (!(!GBackSolid(x,y + half_y) && GBackSolid(x,y + half_y + 1)))
58 {
59 y += search_dir;
60 if (Abs(y) > half_y)
61 {
62 blocked = true;
63 break;
64 }
65 }
66
67 if (blocked && !no_call)
68 return AdjustPreview(below_surface, !look_up, true);
69 if (blocked)
70 {
71 if (extra_overlay) SetClrModulation(RGBa(255,50,50, 100), GFX_PreviewerPictureOverlay);
72 return SetClrModulation(RGBa(255,50,50, 100), GFX_StructureOverlay);
73 }
74 // Position depends on whether the object should below surface.
75 if (!below_surface)
76 SetPosition(GetX(), GetY() + y);
77 else
78 SetPosition(GetX(), GetY() + y + dimension_y + 1);
79 }
80 // Check for construction site.
81 if (!below_surface && !CheckConstructionSite(structure, 0, half_y))
82 blocked = true;
83 // intersection-check with all other construction sites... bah
84 for (var other_site in FindObjects(Find_ID(ConstructionSite)))
85 {
86 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))
87 blocked = true;
88 }
89
90 if(!blocked)
91 {
92 if (!stick_to)
93 {
94 if (extra_overlay) SetClrModulation(RGBa(50,255,50, 100), GFX_PreviewerPictureOverlay);
95 SetClrModulation(RGBa(50,255,50, 100), GFX_StructureOverlay);
96 }
97 else
98 {
99 if (extra_overlay) SetClrModulation(RGBa(255,255,50, 200), GFX_PreviewerPictureOverlay);
100 SetClrModulation(RGBa(255,255,50, 200), GFX_StructureOverlay);
101 }
102 }
103 else
104 {
105 if (extra_overlay) SetClrModulation(RGBa(255,50,50, 100), GFX_PreviewerPictureOverlay);
106 SetClrModulation(RGBa(255,50,50, 100), GFX_StructureOverlay);
107 }
108 }
109
110 // Positions the preview according to the mouse cursor, calls AdjustPreview afterwards
111 // x and y are refined mouse coordinates so always centered at the clonk
Reposition(int x,int y)112 func Reposition(int x, int y)
113 {
114 var clonk_width = clonk->GetObjWidth();
115 var clonk_height = clonk->GetObjHeight();
116 x = BoundBy(x, -dimension_x - clonk_width/2, dimension_x + clonk_width/2);
117 y = BoundBy(y, -dimension_y - clonk_height/2, dimension_y + clonk_height/2);
118 // Try to combine the structure with other structures.
119 var found = false;
120 if (structure->~ConstructionCombineWith())
121 {
122 // There is no use in doing all the other checks if no sticking direction is defined at all
123 // That's just wrong use of ConstructionCombineWith
124 if (structure->~ConstructionCombineDirection())
125 {
126 //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);
127 //if ((stick_dir & CONSTRUCTION_STICK_Bottom))
128
129 var find_rect = Find_AtPoint(clonk->GetX() - GetX() + x, clonk->GetY() - GetY() + y);
130
131 var other = FindObject(Find_Func(structure->ConstructionCombineWith(), this),
132 find_rect,
133 Find_OCF(OCF_Fullcon),
134 Find_Layer(clonk->GetObjectLayer()),
135 Find_Allied(clonk->GetOwner()),
136 Find_NoContainer());
137
138 if (other)
139 {
140 var stick_dir = structure->ConstructionCombineDirection(other);
141 var other_width = other->GetObjWidth();
142 var other_height = other->GetObjHeight();
143 // Determine the position from the other object's center currently hovered
144 var other_offset_x = clonk->GetX() + x - other->GetX();
145 var other_offset_y = clonk->GetY() + y - other->GetY();
146
147 // The tricky part is now to determine which of the four possible directions should be used
148 // The shape of the 'other' is divided like this (* is center):
149 // __________________________
150 // | | Top | |
151 // | Left |----*----| Right |
152 // |_______|_Bottom__|_______|
153 //
154 // Whichever part is howered on is checked first for stick direction
155
156 // Hopefully, in the end this contains a single sticking direction.
157 var single_stick_to = 0;
158
159 // Left
160 if (other_offset_x < other_width / -6)
161 {
162 single_stick_to = GetStickingDirection(stick_dir, CONSTRUCTION_STICK_Left, CONSTRUCTION_STICK_Bottom, CONSTRUCTION_STICK_Top, CONSTRUCTION_STICK_Right, other_offset_y, 0);
163 }
164 // Right
165 else if (other_offset_x > other_width / 6)
166 {
167 single_stick_to = GetStickingDirection(stick_dir, CONSTRUCTION_STICK_Right, CONSTRUCTION_STICK_Bottom, CONSTRUCTION_STICK_Top, CONSTRUCTION_STICK_Left, other_offset_y, 0);
168 }
169 // Bottom
170 else if (other_offset_y >= 0)
171 {
172 single_stick_to = GetStickingDirection(stick_dir, CONSTRUCTION_STICK_Bottom, CONSTRUCTION_STICK_Right, CONSTRUCTION_STICK_Left, CONSTRUCTION_STICK_Top, other_offset_x, 0);
173 }
174 // Top
175 else if (other_offset_y < 0)
176 {
177 single_stick_to = GetStickingDirection(stick_dir, CONSTRUCTION_STICK_Top, CONSTRUCTION_STICK_Right, CONSTRUCTION_STICK_Left, CONSTRUCTION_STICK_Bottom, other_offset_x, 0);
178 }
179
180 // If no direction is found, something went wrong.
181 // Probably ConstructionCombineDirection() returned garbage.
182 if (single_stick_to)
183 {
184 if (single_stick_to == CONSTRUCTION_STICK_Left)
185 {
186 x = other->GetX() - other_width/2 - dimension_x/2;
187 y = other->GetY();
188 }
189 if (single_stick_to == CONSTRUCTION_STICK_Right)
190 {
191 x = other->GetX() + other_width/2 + dimension_x/2;
192 y = other->GetY();
193 }
194 if (single_stick_to == CONSTRUCTION_STICK_Bottom)
195 {
196 x = other->GetX();
197 y = other->GetY() + other_height/2 + dimension_y/2;
198 }
199 if (single_stick_to == CONSTRUCTION_STICK_Top)
200 {
201 x = other->GetX();
202 y = other->GetY() - other_height/2 - dimension_y/2;
203 }
204 // Add an additional offset if needed, for example a basement can be place
205 // only under a part of the structure.
206 var stick_offset = structure->~ConstructionCombineOffset(other, single_stick_to);
207 if (stick_offset)
208 {
209 x += stick_offset[0];
210 y += stick_offset[1];
211 }
212 // Save the other building for use in AdjustPreview and for color changing
213 stick_to = other;
214 // Found another building and a way to stick to it!
215 found = true;
216 }
217 }
218 }
219 }
220
221 if (!found)
222 {
223 // Narrow the distance a construction site can be built around the clonk
224 x = BoundBy(x, -dimension_x/2 - clonk_width/2, dimension_x/2 + clonk_width/2);
225 y = BoundBy(y, -dimension_y/2 - clonk_height/2, dimension_y/2 + clonk_height/2);
226 x = clonk->GetX() + x;
227 y = clonk->GetY() + y;
228 }
229
230 if (!found && stick_to)
231 {
232 stick_to = nil;
233 SetGraphics(nil, nil, GFX_CombineIconOverlay);
234 }
235 else if (stick_to)
236 {
237 SetGraphics(nil, ConstructionPreviewer_IconCombine, GFX_CombineIconOverlay, GFXOV_MODE_Base);
238 var x_dir = 1, y_dir = 1;
239 if (stick_to->GetX() < GetX()) x_dir = -1;
240 if (stick_to->GetY() < GetY()) y_dir = -1;
241 if (single_stick_to == CONSTRUCTION_STICK_Bottom || single_stick_to == CONSTRUCTION_STICK_Top)
242 x_dir = 0;
243 if (single_stick_to == CONSTRUCTION_STICK_Left || single_stick_to == CONSTRUCTION_STICK_Right)
244 y_dir = 0;
245 SetObjDrawTransform(1000, 0, dimension_x/2 * 1000 * x_dir, 0, 1000, dimension_y/2 * 1000 * y_dir, GFX_CombineIconOverlay);
246 }
247 // Update the extra overlay possibly added to the preview.
248 extra_overlay = structure->~ConstructionPreview(this, GFX_PreviewerPictureOverlay, direction);
249 // Update alternative preview in the definition to be placed.
250 structure->~AlternativeConstructionPreview(this, direction, stick_to);
251 SetPosition(x, y);
252 AdjustPreview(structure->~IsBelowSurfaceConstruction());
253 }
254
255 // Helper function to return a definite sticking direction.
256 // Used whenever the cursor hovers the 'left' or 'right' part of the other building.
257 // See Reposition() to see an example of the four parts.
GetStickingDirection(int stick_dir,int primary_dir,int secondary_dir,int tertiary_dir,int fourth_dir,int cursor_coord,int other_coord)258 func GetStickingDirection(int stick_dir, int primary_dir, int secondary_dir, int tertiary_dir, int fourth_dir, int cursor_coord, int other_coord)
259 {
260 // If the primary direction is in stick_dir, we're done
261 if (stick_dir & primary_dir)
262 {
263 return primary_dir;
264 }
265 // Afterwards check second / third directions
266 else if (stick_dir & secondary_dir || stick_dir & tertiary_dir)
267 {
268 // If one of those isn't in stick_dir, no coordinate checking is necessary
269 if (!(stick_dir & tertiary_dir))
270 {
271 return secondary_dir;
272 }
273 else if (!(stick_dir & secondary_dir))
274 {
275 return tertiary_dir;
276 }
277 else
278 {
279 // Coordinates have to be checked
280 // secondary always is one pixel better than tertiary
281 if (cursor_coord >= other_coord)
282 return secondary_dir;
283 else
284 return tertiary_dir;
285 }
286 }
287 // Fourth direction is returned last but no other directions takes the point
288 else if (stick_dir & fourth_dir)
289 {
290 return fourth_dir;
291 }
292 // If this happens, something is wrong
293 return 0;
294 }
295
296 // Flips the preview horizontally
Flip()297 func Flip()
298 {
299 // Flip not allowed?
300 if (structure->~NoConstructionFlip()) return;
301
302 if (direction == DIR_Left)
303 {
304 direction = DIR_Right;
305 SetObjDrawTransform(-1000,0,0, 0,1000,0, GFX_StructureOverlay);
306 } else {
307 direction = DIR_Left;
308 SetObjDrawTransform(1000,0,0, 0,1000,0, GFX_StructureOverlay);
309 }
310 if (extra_overlay)
311 structure->~ConstructionPreview(this, GFX_PreviewerPictureOverlay, direction);
312 }
313
314 // UI not saved.
SaveScenarioObject()315 func SaveScenarioObject() { return false; }
316
317 local Plane = 210;