BasicBlocks.cpp 7.1 KB

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  1. #include "BasicBlocks.h"
  2. #include "BlockType.h"
  3. #include "Game.h"
  4. #include "ItemSlot.h"
  5. #include "ItemType.h"
  6. #include "ModelInfo.h"
  7. BasicBlock::BasicBlock(int typeId, Framework::Vec3<int> pos, int dimensionId)
  8. : BasicBlock(typeId, pos, dimensionId, false)
  9. {}
  10. BasicBlock::BasicBlock(
  11. int typeId, Framework::Vec3<int> pos, int dimensionId, bool hasInventory)
  12. : Block(typeId, pos, dimensionId, hasInventory)
  13. {}
  14. void BasicBlock::addComponent(BlockComponent* component)
  15. {
  16. components.add(component);
  17. }
  18. BlockComponent* BasicBlock::zComponent(int index) const
  19. {
  20. return components.z(index);
  21. }
  22. Framework::XML::Element* BasicBlock::getTargetUIML() const
  23. {
  24. Framework::XML::Element* element
  25. = Block::getTargetUIML(); // Get the base element from Block class
  26. int index = 0;
  27. Framework::XML::Element* last
  28. = element->getChildCount() > 0
  29. ? element->zChild(element->getChildCount() - 1)
  30. : 0;
  31. for (BlockComponent* component : components)
  32. {
  33. Framework::XML::Element* compElement = component->getTooltipUIML();
  34. if (compElement)
  35. {
  36. if (last)
  37. {
  38. if (!last->hasAttribute("id"))
  39. {
  40. last->setAttribute(
  41. "id", Framework::Text("_component_") + (index - 1));
  42. }
  43. compElement->setAttribute(
  44. "alignTop", last->getAttributeValue("id"));
  45. compElement->setAttribute("marginTop", "5");
  46. }
  47. element->addChild(compElement);
  48. last = compElement;
  49. }
  50. index++;
  51. }
  52. return element;
  53. }
  54. bool BasicBlock::onTick(TickQueue* zQueue, int numTicks, bool& blocked)
  55. {
  56. bool ative = false;
  57. for (BlockComponent* component : components)
  58. {
  59. ative |= component->tick(numTicks);
  60. }
  61. return ative;
  62. }
  63. void BasicBlock::onPostTick() {}
  64. void BasicBlock::getLightEmisionColor(unsigned char* result) const
  65. {
  66. Block::getLightEmisionColor(result);
  67. for (BlockComponent* component : components)
  68. {
  69. int color = component->getLightColor();
  70. result[0] = (unsigned char)MIN(result[0] + ((color >> 16) & 0xFF), 255);
  71. result[1] = (unsigned char)MIN(result[1] + ((color >> 8) & 0xFF), 255);
  72. result[2] = (unsigned char)MIN(result[2] + (color & 0xFF), 255);
  73. }
  74. }
  75. TickSourceType BasicBlock::isTickSource() const
  76. {
  77. return components.getEintragAnzahl() > 0 ? TickSourceType::EACH_TICK
  78. : TickSourceType::NONE;
  79. }
  80. void BasicBlock::onApiCall(char messageType,
  81. Framework::StreamReader* zRequest,
  82. NetworkMessage* zResponse,
  83. Entity* zSource)
  84. {
  85. switch (messageType)
  86. {
  87. case 2: // component request
  88. {
  89. int index;
  90. zRequest->lese((char*)&index, sizeof(int));
  91. if (index >= 0 && index < components.getEintragAnzahl())
  92. {
  93. components.z(index)->api(zRequest, zResponse, zSource);
  94. }
  95. break;
  96. }
  97. }
  98. }
  99. BasicBlockType::BasicBlockType()
  100. : BlockType(),
  101. itemTypeName(),
  102. transparent(0),
  103. passable(0),
  104. speedModifier(1.f),
  105. interactable(1)
  106. {}
  107. bool BasicBlockType::initialize(Game* zGame)
  108. {
  109. if (itemTypeName.getLength())
  110. {
  111. itemTypeId = zGame->getItemTypeId(itemTypeName);
  112. }
  113. else
  114. {
  115. itemTypeId = 0;
  116. }
  117. return itemTypeId >= 0 && BlockType::initialize(zGame);
  118. }
  119. void BasicBlockType::loadSuperBlock(
  120. Block* zBlock, Framework::StreamReader* zReader, int dimensionId) const
  121. {
  122. BasicBlock* block = dynamic_cast<BasicBlock*>(zBlock);
  123. for (BlockComponent* component : block->components)
  124. {
  125. component->loadComponent(zReader);
  126. }
  127. BlockType::loadSuperBlock(zBlock, zReader, dimensionId);
  128. }
  129. void BasicBlockType::saveSuperBlock(
  130. Block* zBlock, Framework::StreamWriter* zWriter) const
  131. {
  132. BasicBlock* block = dynamic_cast<BasicBlock*>(zBlock);
  133. for (BlockComponent* component : block->components)
  134. {
  135. component->saveComponent(zWriter);
  136. }
  137. BlockType::saveSuperBlock(zBlock, zWriter);
  138. }
  139. void BasicBlockType::createSuperBlock(Block* zBlock, Item* zItem) const
  140. {
  141. BasicBlock* block = dynamic_cast<BasicBlock*>(zBlock);
  142. block->transparent = transparent;
  143. block->passable = passable;
  144. block->hp = (float)getInitialMaxHP();
  145. block->maxHP = (float)getInitialMaxHP();
  146. block->hardness = getHardness();
  147. block->speedModifier = speedModifier;
  148. block->interactable = interactable;
  149. for (ItemSlot* slot : itemSlots)
  150. {
  151. block->addSlot(new ItemSlot(*slot));
  152. }
  153. for (Framework::JSON::JSONValue* component : components)
  154. {
  155. BlockComponent* blockComponent
  156. = Game::INSTANCE->zTypeRegistry()->fromJson<BlockComponent>(
  157. component);
  158. blockComponent->initialize(block);
  159. block->addComponent(blockComponent);
  160. }
  161. BlockType::createSuperBlock(zBlock, zItem);
  162. }
  163. Block* BasicBlockType::createBlock(
  164. Framework::Vec3<int> position, int dimensionId) const
  165. {
  166. return new BasicBlock(
  167. getId(), position, dimensionId, itemSlots.getEintragAnzahl() > 0);
  168. }
  169. Item* BasicBlockType::createItem() const
  170. {
  171. if (getItemTypeName().istGleich(""))
  172. {
  173. return 0;
  174. }
  175. return Game::INSTANCE->zItemType(itemTypeId)->createItem();
  176. }
  177. Framework::Text BasicBlockType::getItemTypeName() const
  178. {
  179. return itemTypeName;
  180. }
  181. ItemType* BasicBlockType::createItemType() const
  182. {
  183. if (getItemTypeName().istGleich(""))
  184. {
  185. return 0;
  186. }
  187. return new BasicBlockItemType(getItemTypeName(),
  188. new ModelInfo(zModel()->getModelPath(),
  189. zModel()->getTexturePaths(),
  190. zModel()->isTransparent(),
  191. zModel()->getSize() / 2.f),
  192. transparent,
  193. passable,
  194. getHardness(),
  195. speedModifier,
  196. getName(),
  197. 0,
  198. 50,
  199. getGroupNames());
  200. }
  201. void BasicBlockType::setItemTypeName(Framework::Text itemTypeName)
  202. {
  203. this->itemTypeName = itemTypeName;
  204. }
  205. int BasicBlockType::getItemTypeId() const
  206. {
  207. return itemTypeId;
  208. }
  209. void BasicBlockType::setTransparent(bool transparent)
  210. {
  211. this->transparent = transparent;
  212. }
  213. bool BasicBlockType::isTransparent() const
  214. {
  215. return transparent;
  216. }
  217. void BasicBlockType::setPassable(bool passable)
  218. {
  219. this->passable = passable;
  220. }
  221. bool BasicBlockType::isPassable() const
  222. {
  223. return passable;
  224. }
  225. void BasicBlockType::setSpeedModifier(float speedModifier)
  226. {
  227. this->speedModifier = speedModifier;
  228. }
  229. float BasicBlockType::getSpeedModifier() const
  230. {
  231. return speedModifier;
  232. }
  233. void BasicBlockType::setInteractable(bool interactable)
  234. {
  235. this->interactable = interactable;
  236. }
  237. bool BasicBlockType::isInteractable() const
  238. {
  239. return interactable;
  240. }
  241. const Framework::RCArray<ItemSlot>& BasicBlockType::getInventorySlots() const
  242. {
  243. return itemSlots;
  244. }
  245. void BasicBlockType::addInventorySlot(ItemSlot* slot)
  246. {
  247. itemSlots.add(slot);
  248. }
  249. const Framework::RCArray<Framework::JSON::JSONValue>&
  250. BasicBlockType::getComponents() const
  251. {
  252. return components;
  253. }
  254. void BasicBlockType::addComponent(Framework::JSON::JSONValue* component)
  255. {
  256. components.add(component);
  257. }