1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149
|
/* Wall kit */
#include Library_Stackable
func MaxStackCount() { return 4; }
/* Item usage */
func ControlUseStart(object clonk, int x, int y)
{
clonk->Sound("Objects::WallKit::Click");
SetPreview(clonk,x,y);
return true;
}
func HoldingEnabled() { return true; }
func ControlUseHolding(object clonk, int new_x, int new_y)
{
SetPreview(clonk, new_x, new_y);
return true;
}
public func ControlUseStop(object clonk, int x, int y)
{
StopPreview(clonk);
var item = TakeObject();
if (!item) return true; // zero stack count?
item->CreateBridge(clonk, x, y);
if (item) item->RemoveObject();
return true;
}
public func ControlUseCancel(object clonk, int x, int y)
{
StopPreview(clonk);
return true;
}
/* Bridge building */
private func CreateBridge(object clonk, int x, int y)
{
// Get the bridge coordinates.
var c = Offset2BridgeCoords(clonk, x, y);
x = clonk->GetX();
y = clonk->GetY();
// Get living objects near the bridge which are not stuck yet.
var non_stuck_living = clonk->FindObjects(Find_OCF(OCF_Alive), Find_Distance(this.BridgeLength + 8, (c.x1 + c.x2) / 2, (c.y1 + c.y2) / 2));
for (var index = GetLength(non_stuck_living) - 1; index >= 0; index--)
if (non_stuck_living[index]->Stuck())
RemoveArrayIndex(non_stuck_living, index);
// Construct the bridge.
DrawMaterialQuad(BridgeMaterial, x + c.x1 - c.dxm, y + c.y1 - c.dym, x + c.x1 + c.dxp, y + c.y1 + c.dyp, x + c.x2 + c.dxp, y + c.y2 + c.dyp, x + c.x2 - c.dxm, y + c.y2 - c.dym, DMQ_Bridge);
clonk->Sound("Objects::WallKit::Lock");
// Now check whether some of the living objects got stuck and try to move them out of the bridge.
for (var obj in non_stuck_living)
{
var nr_tries = 200;
var try_nr = 0;
var max_dist = 6;
var ox = obj->GetX();
var oy = obj->GetY();
// Unstuck objects by moving them in a random direction.
while (obj->Stuck() && try_nr++ < nr_tries)
{
var try_dist = BoundBy(try_nr * max_dist / nr_tries, 1, max_dist);
obj->SetPosition(ox + RandomX(-try_dist, try_dist), oy + RandomX(- 2 * try_dist, 2 * try_dist));
}
// If still stuck, keep the object at its original position.
if (obj->Stuck())
obj->SetPosition(ox, oy);
}
return true;
}
/* Bridge position calculation */
private func Offset2BridgeCoords(object clonk, int x, int y)
{
// Returns starting and end point offset of bridge to be built as player points to offset x/y
var dx = clonk->GetDefWidth(), dy = clonk->GetDefHeight(), ox, oy, rx, ry;
var l = BridgeLength;
var d = BridgeThickness;
ox = x * 2 / Abs(y + !y);
oy = y * 2 / Abs(x + !x);
ry = ox /= Abs(ox) + !ox;
rx = oy /= Abs(oy) + !oy;
// Offset of the bridge: more for vertical and horizontal bridges.
ox *= dx / 2 + 3 * !oy;
oy *= dy / 2 + 3 * !ox;
// Reduce thickness and length for diagonal bridges.
l -= l * 3 * Abs(rx * ry) / 10;
d -= d * 3 * Abs(rx * ry) / 10;
return { dxp = ry * d / 2, dyp = rx * d / 2, dxm = ry * (d + 1) / 2, dym = rx * (d + 1) / 2, x1 = ox + rx * l, y1 = oy - ry * l, x2 = ox - rx * l, y2 = oy + ry * l };
}
/* Preview */
local preview;
func SetPreview(object clonk, int x, int y)
{
var c = Offset2BridgeCoords(clonk, x, y), clr = 0xffa0a0a0;
x=clonk->GetX(); y=clonk->GetY();
if (!preview)
{
preview = WallKit_Preview->Create(x+c.x1,y+c.y1,x+c.x2,y+c.y2,clr);
preview->SetOwner(clonk->GetOwner());
preview.Visibility = VIS_Owner;
}
else
{
preview->Set(x+c.x1,y+c.y1,x+c.x2,y+c.y2,clr);
}
return true;
}
func StopPreview(object clonk)
{
if (preview) preview->RemoveObject();
return true;
}
/* Impact sound */
func Hit()
{
Sound("Hits::GeneralHit?");
return true;
}
/* Status */
public func IsTool() { return true; }
public func IsToolProduct() { return true; }
local Collectible = 1;
local Name = "$Name$";
local Description = "$Description$";
local BridgeLength = 20;
local BridgeThickness = 5;
local BridgeMaterial = "Granite-granite";
local Components = {Metal = 2};
|