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- #include "BasicBlocks.h"
- #include <Model3D.h>
- #include <Globals.h>
- #include <GraphicsApi.h>
- #include <Bild.h>
- #include <Model3DList.h>
- #include "Globals.h"
- BasicBlock::BasicBlock( const BlockType* zType, const char* texture, ItemType* zTool, Framework::Vec3<int> pos, Framework::Textur* t )
- : Block( zType, zTool, pos, false )
- {
- Model3DData* data = 0;
- if( window->zBildschirm()->zGraphicsApi()->hasModel( "cube" ) )
- data = window->zBildschirm()->zGraphicsApi()->getModel( "cube" );
- else
- {
- data = window->zBildschirm()->zGraphicsApi()->createModel( "cube" );
- data->setAmbientFactor( 0.8f );
- data->setDiffusFactor( 0.1f );
- data->setSpecularFactor( 0.1f );
- float size = 1;
- float left, right, top, bottom;
- // Calculate the screen coordinates of the left side of the bitmap.
- left = (float)((size / 2.0) * -1);
- // Calculate the screen coordinates of the right side of the bitmap.
- right = left + (float)size;
- // Calculate the screen coordinates of the top of the bitmap.
- top = (float)(size / 2.0);
- // Calculate the screen coordinates of the bottom of the bitmap.
- bottom = top - (float)size;
- float front = -size / 2;
- float back = front + size;
- Vertex3D* vertecies = new Vertex3D[ 24 ];
- for( int i = 0; i < 24; i++ )
- vertecies[ i ].knochenId = 0;
- vertecies[ 0 ].pos = Vec3<float >( left, top, front );
- vertecies[ 0 ].tPos = Vec2< float >( 0.f, 0.f );
- vertecies[ 1 ].pos = Vec3<float >( right, top, front );
- vertecies[ 1 ].tPos = Vec2< float >( 1.f, 0.f );
- vertecies[ 2 ].pos = Vec3<float >( left, bottom, front );
- vertecies[ 2 ].tPos = Vec2< float >( 0.f, 1.f );
- vertecies[ 3 ].pos = Vec3<float >( right, bottom, front );
- vertecies[ 3 ].tPos = Vec2< float >( 1.f, 1.f );
- vertecies[ 4 ].pos = Vec3<float >( left, top, back );
- vertecies[ 4 ].tPos = Vec2< float >( 0.0f, 0.0f );
- vertecies[ 5 ].pos = Vec3<float >( right, top, back );
- vertecies[ 5 ].tPos = Vec2< float >( 1.0f, 0.0f );
- vertecies[ 6 ].pos = Vec3<float >( left, bottom, back );
- vertecies[ 6 ].tPos = Vec2< float >( 0.0f, 1.0f );
- vertecies[ 7 ].pos = Vec3<float >( right, bottom, back );
- vertecies[ 7 ].tPos = Vec2< float >( 1.0f, 1.0f );
- vertecies[ 8 ].pos = Vec3<float >( left, top, front );
- vertecies[ 8 ].tPos = Vec2< float >( 1.f, 0.f );
- vertecies[ 9 ].pos = Vec3<float >( right, top, front );
- vertecies[ 9 ].tPos = Vec2< float >( 0.f, 0.f );
- vertecies[ 10 ].pos = Vec3<float >( left, bottom, front );
- vertecies[ 10 ].tPos = Vec2< float >( 1.f, 1.f );
- vertecies[ 11 ].pos = Vec3<float >( right, bottom, front );
- vertecies[ 11 ].tPos = Vec2< float >( 0.f, 1.f );
- vertecies[ 12 ].pos = Vec3<float >( left, top, back );
- vertecies[ 12 ].tPos = Vec2< float >( 0.0f, 0.0f );
- vertecies[ 13 ].pos = Vec3<float >( right, top, back );
- vertecies[ 13 ].tPos = Vec2< float >( 1.0f, 0.0f );
- vertecies[ 14 ].pos = Vec3<float >( left, bottom, back );
- vertecies[ 14 ].tPos = Vec2< float >( 0.0f, 1.0f );
- vertecies[ 15 ].pos = Vec3<float >( right, bottom, back );
- vertecies[ 15 ].tPos = Vec2< float >( 1.0f, 1.0f );
- vertecies[ 16 ].pos = Vec3<float >( left, top, front );
- vertecies[ 16 ].tPos = Vec2< float >( 0.f, 1.f );
- vertecies[ 17 ].pos = Vec3<float >( right, top, front );
- vertecies[ 17 ].tPos = Vec2< float >( 1.f, 1.f );
- vertecies[ 18 ].pos = Vec3<float >( left, bottom, front );
- vertecies[ 18 ].tPos = Vec2< float >( 0.f, 0.f );
- vertecies[ 19 ].pos = Vec3<float >( right, bottom, front );
- vertecies[ 19 ].tPos = Vec2< float >( 1.f, 0.f );
- vertecies[ 20 ].pos = Vec3<float >( left, top, back );
- vertecies[ 20 ].tPos = Vec2< float >( 0.0f, 0.0f );
- vertecies[ 21 ].pos = Vec3<float >( right, top, back );
- vertecies[ 21 ].tPos = Vec2< float >( 1.0f, 0.0f );
- vertecies[ 22 ].pos = Vec3<float >( left, bottom, back );
- vertecies[ 22 ].tPos = Vec2< float >( 0.0f, 1.0f );
- vertecies[ 23 ].pos = Vec3<float >( right, bottom, back );
- vertecies[ 23 ].tPos = Vec2< float >( 1.0f, 1.0f );
- data->setVertecies( vertecies, 24 );
- // the order of the polygons has to be NORTH, EAST, SOUTH, WEST, TOP, BOTTOM according to the Area definition
- // down side
- Polygon3D* p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexList[ 0 ] = 6 + 16;
- p->indexList[ 1 ] = 2 + 16;
- p->indexList[ 2 ] = 3 + 16;
- p->indexList[ 3 ] = 6 + 16;
- p->indexList[ 4 ] = 3 + 16;
- p->indexList[ 5 ] = 7 + 16;
- data->addPolygon( p );
- // right side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexList[ 0 ] = 1 + 8;
- p->indexList[ 1 ] = 7 + 8;
- p->indexList[ 2 ] = 3 + 8;
- p->indexList[ 3 ] = 1 + 8;
- p->indexList[ 4 ] = 5 + 8;
- p->indexList[ 5 ] = 7 + 8;
- data->addPolygon( p );
- // top side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexList[ 0 ] = 4 + 16;
- p->indexList[ 1 ] = 1 + 16;
- p->indexList[ 2 ] = 0 + 16;
- p->indexList[ 3 ] = 4 + 16;
- p->indexList[ 4 ] = 5 + 16;
- p->indexList[ 5 ] = 1 + 16;
- data->addPolygon( p );
- // left side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexList[ 0 ] = 0 + 8;
- p->indexList[ 1 ] = 2 + 8;
- p->indexList[ 2 ] = 6 + 8;
- p->indexList[ 3 ] = 0 + 8;
- p->indexList[ 4 ] = 6 + 8;
- p->indexList[ 5 ] = 4 + 8;
- data->addPolygon( p );
- // back side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexList[ 0 ] = 4;
- p->indexList[ 1 ] = 6;
- p->indexList[ 2 ] = 7;
- p->indexList[ 3 ] = 4;
- p->indexList[ 4 ] = 7;
- p->indexList[ 5 ] = 5;
- data->addPolygon( p );
- // front side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexList[ 0 ] = 0;
- p->indexList[ 1 ] = 3;
- p->indexList[ 2 ] = 2;
- p->indexList[ 3 ] = 0;
- p->indexList[ 4 ] = 1;
- p->indexList[ 5 ] = 3;
- data->addPolygon( p );
- data->calculateNormals();
- }
- setModelDaten( data );
- Bild* b = new Bild();
- b->neuBild( 10, 10, 0xFFFFFFFF );
- Textur* tex = currentGame->zScreen()->zGraphicsApi()->createOrGetTextur( texture, 0 );
- if( !tex->zBild() )
- tex->setBildZ( b );
- else
- b->release();
- Model3DTextur* textur = new Model3DTextur();
- textur->setPolygonTextur( 0, dynamic_cast<Textur*>(tex->getThis()) );
- textur->setPolygonTextur( 1, dynamic_cast<Textur*>(tex->getThis()) );
- textur->setPolygonTextur( 2, dynamic_cast<Textur*>(tex->getThis()) );
- textur->setPolygonTextur( 3, dynamic_cast<Textur*>(tex->getThis()) );
- textur->setPolygonTextur( 4, dynamic_cast<Textur*>(tex->getThis()) );
- textur->setPolygonTextur( 5, tex );
- setModelTextur( textur );
- breakTextur = currentGame->zScreen()->zGraphicsApi()->createOrGetTextur( "blocks.ltdb/crack", 0 );
- }
- BasicBlock::~BasicBlock()
- {
- breakTextur->release();
- }
- bool BasicBlock::needRenderPolygon( int index )
- {
- return 1;
- }
- Textur* BasicBlock::zEffectTextur()
- {
- if( hp < maxHP )
- return breakTextur;
- return 0;
- }
- float BasicBlock::getEffectPercentage()
- {
- return 1 - hp / maxHP;
- }
- DirtBlockType::DirtBlockType()
- : BlockType( ID )
- {}
- void DirtBlockType::loadSuperBlock( Block* zBlock, Framework::StreamReader* zReader )
- {
- BlockType::loadSuperBlock( zBlock, zReader );
- }
- Block* DirtBlockType::createBlock( Framework::Vec3<int> position )
- {
- Block* b = new BasicBlock( DirtBlockType::INSTANCE, "blocks.ltdb/dirt", 0, position, 0 ); // TODO: add efective tool
- initializeSuperBlock( b );
- return b;
- }
- void DirtBlockType::initializeSuperBlock( Block* zBlock )
- {
- BasicBlock* block = dynamic_cast<BasicBlock*>(zBlock);
- if( !block )
- throw "DirtBlockType::createSuperBlock was called with a block witch is not an instance of BasicBlock";
- block->transparent = 0;
- block->passable = 0;
- block->hp = 100;
- block->maxHP = 100;
- block->hardness = 1;
- block->zTool = 0;
- block->speedModifier = 1;
- }
- bool DirtBlockType::needsInstance() const
- {
- return 1;
- }
- DirtBlockItemType::DirtBlockItemType()
- : BasicBlockItemType( ID )
- {}
- Item* DirtBlockItemType::createItem() const
- {
- BasicBlockItem* item = new BasicBlockItem( (ItemType*)this, "Dirt" );
- return item;
- }
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