BasicBlocks.cpp 7.0 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. Framework::XML::Element* BasicBlock::getTargetUIML() const
  19. {
  20. Framework::XML::Element* element
  21. = Block::getTargetUIML(); // Get the base element from Block class
  22. int index = 0;
  23. Framework::XML::Element* last
  24. = element->getChildCount() > 0
  25. ? element->zChild(element->getChildCount() - 1)
  26. : 0;
  27. for (BlockComponent* component : components)
  28. {
  29. Framework::XML::Element* compElement = component->getTooltipUIML();
  30. if (compElement)
  31. {
  32. if (last)
  33. {
  34. if (!last->hasAttribute("id"))
  35. {
  36. last->setAttribute(
  37. "id", Framework::Text("_component_") + (index - 1));
  38. }
  39. compElement->setAttribute(
  40. "alignTop", last->getAttributeValue("id"));
  41. compElement->setAttribute("marginTop", "5");
  42. }
  43. element->addChild(compElement);
  44. last = compElement;
  45. }
  46. index++;
  47. }
  48. return element;
  49. }
  50. bool BasicBlock::onTick(TickQueue* zQueue, int numTicks, bool& blocked)
  51. {
  52. bool ative = false;
  53. for (BlockComponent* component : components)
  54. {
  55. ative |= component->tick(numTicks);
  56. }
  57. return ative;
  58. }
  59. void BasicBlock::onPostTick() {}
  60. void BasicBlock::getLightEmisionColor(unsigned char* result) const
  61. {
  62. Block::getLightEmisionColor(result);
  63. for (BlockComponent* component : components)
  64. {
  65. int color = component->getLightColor();
  66. result[0] = (unsigned char)MIN(result[0] + ((color >> 16) & 0xFF), 255);
  67. result[1] = (unsigned char)MIN(result[1] + ((color >> 8) & 0xFF), 255);
  68. result[2] = (unsigned char)MIN(result[2] + (color & 0xFF), 255);
  69. }
  70. }
  71. TickSourceType BasicBlock::isTickSource() const
  72. {
  73. return components.getEintragAnzahl() > 0 ? TickSourceType::EACH_TICK
  74. : TickSourceType::NONE;
  75. }
  76. void BasicBlock::onApiCall(char messageType,
  77. Framework::StreamReader* zRequest,
  78. NetworkMessage* zResponse,
  79. Entity* zSource)
  80. {
  81. switch (messageType)
  82. {
  83. case 2: // component request
  84. {
  85. int index;
  86. zRequest->lese((char*)&index, sizeof(int));
  87. if (index >= 0 && index < components.getEintragAnzahl())
  88. {
  89. components.z(index)->api(zRequest, zResponse, zSource);
  90. }
  91. break;
  92. }
  93. }
  94. }
  95. BasicBlockType::BasicBlockType()
  96. : BlockType(),
  97. itemTypeName(),
  98. transparent(0),
  99. passable(0),
  100. speedModifier(1.f),
  101. interactable(1)
  102. {}
  103. bool BasicBlockType::initialize(Game* zGame)
  104. {
  105. if (itemTypeName.getLength())
  106. {
  107. itemTypeId = zGame->getItemTypeId(itemTypeName);
  108. }
  109. else
  110. {
  111. itemTypeId = 0;
  112. }
  113. return itemTypeId >= 0 && BlockType::initialize(zGame);
  114. }
  115. void BasicBlockType::loadSuperBlock(
  116. Block* zBlock, Framework::StreamReader* zReader, int dimensionId) const
  117. {
  118. BasicBlock* block = dynamic_cast<BasicBlock*>(zBlock);
  119. for (BlockComponent* component : block->components)
  120. {
  121. component->loadComponent(zReader);
  122. }
  123. BlockType::loadSuperBlock(zBlock, zReader, dimensionId);
  124. }
  125. void BasicBlockType::saveSuperBlock(
  126. Block* zBlock, Framework::StreamWriter* zWriter) const
  127. {
  128. BasicBlock* block = dynamic_cast<BasicBlock*>(zBlock);
  129. for (BlockComponent* component : block->components)
  130. {
  131. component->saveComponent(zWriter);
  132. }
  133. BlockType::saveSuperBlock(zBlock, zWriter);
  134. }
  135. void BasicBlockType::createSuperBlock(Block* zBlock, Item* zItem) const
  136. {
  137. BasicBlock* block = dynamic_cast<BasicBlock*>(zBlock);
  138. block->transparent = transparent;
  139. block->passable = passable;
  140. block->hp = (float)getInitialMaxHP();
  141. block->maxHP = (float)getInitialMaxHP();
  142. block->hardness = getHardness();
  143. block->speedModifier = speedModifier;
  144. block->interactable = interactable;
  145. for (ItemSlot* slot : itemSlots)
  146. {
  147. block->addSlot(new ItemSlot(*slot));
  148. }
  149. for (Framework::JSON::JSONValue* component : components)
  150. {
  151. BlockComponent* blockComponent
  152. = Game::INSTANCE->zTypeRegistry()->fromJson<BlockComponent>(
  153. component);
  154. blockComponent->initialize(block);
  155. block->addComponent(blockComponent);
  156. }
  157. BlockType::createSuperBlock(zBlock, zItem);
  158. }
  159. Block* BasicBlockType::createBlock(
  160. Framework::Vec3<int> position, int dimensionId) const
  161. {
  162. return new BasicBlock(
  163. getId(), position, dimensionId, itemSlots.getEintragAnzahl() > 0);
  164. }
  165. Item* BasicBlockType::createItem() const
  166. {
  167. if (getItemTypeName().istGleich(""))
  168. {
  169. return 0;
  170. }
  171. return Game::INSTANCE->zItemType(itemTypeId)->createItem();
  172. }
  173. Framework::Text BasicBlockType::getItemTypeName() const
  174. {
  175. return itemTypeName;
  176. }
  177. ItemType* BasicBlockType::createItemType() const
  178. {
  179. if (getItemTypeName().istGleich(""))
  180. {
  181. return 0;
  182. }
  183. return new BasicBlockItemType(getItemTypeName(),
  184. new ModelInfo(zModel()->getModelPath(),
  185. zModel()->getTexturePaths(),
  186. zModel()->isTransparent(),
  187. zModel()->getSize() / 2.f),
  188. transparent,
  189. passable,
  190. getHardness(),
  191. speedModifier,
  192. getName(),
  193. 0,
  194. 50,
  195. getGroupNames());
  196. }
  197. void BasicBlockType::setItemTypeName(Framework::Text itemTypeName)
  198. {
  199. this->itemTypeName = itemTypeName;
  200. }
  201. int BasicBlockType::getItemTypeId() const
  202. {
  203. return itemTypeId;
  204. }
  205. void BasicBlockType::setTransparent(bool transparent)
  206. {
  207. this->transparent = transparent;
  208. }
  209. bool BasicBlockType::isTransparent() const
  210. {
  211. return transparent;
  212. }
  213. void BasicBlockType::setPassable(bool passable)
  214. {
  215. this->passable = passable;
  216. }
  217. bool BasicBlockType::isPassable() const
  218. {
  219. return passable;
  220. }
  221. void BasicBlockType::setSpeedModifier(float speedModifier)
  222. {
  223. this->speedModifier = speedModifier;
  224. }
  225. float BasicBlockType::getSpeedModifier() const
  226. {
  227. return speedModifier;
  228. }
  229. void BasicBlockType::setInteractable(bool interactable)
  230. {
  231. this->interactable = interactable;
  232. }
  233. bool BasicBlockType::isInteractable() const
  234. {
  235. return interactable;
  236. }
  237. const Framework::RCArray<ItemSlot>& BasicBlockType::getInventorySlots() const
  238. {
  239. return itemSlots;
  240. }
  241. void BasicBlockType::addInventorySlot(ItemSlot* slot)
  242. {
  243. itemSlots.add(slot);
  244. }
  245. const Framework::RCArray<Framework::JSON::JSONValue>&
  246. BasicBlockType::getComponents() const
  247. {
  248. return components;
  249. }
  250. void BasicBlockType::addComponent(Framework::JSON::JSONValue* component)
  251. {
  252. components.add(component);
  253. }