BasicBlocks.cpp 3.4 KB

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  1. #include "BasicBlocks.h"
  2. #include "Game.h"
  3. #include "ItemEntity.h"
  4. #include "ItemSlot.h"
  5. #include "ItemStack.h"
  6. #include "ModelInfo.h"
  7. #include "TreeSeblingBlock.h"
  8. BasicBlock::BasicBlock(int typeId, Framework::Vec3<int> pos, int dimensionId)
  9. : BasicBlock(typeId, pos, dimensionId, false)
  10. {}
  11. BasicBlock::BasicBlock(
  12. int typeId, Framework::Vec3<int> pos, int dimensionId, bool hasInventory)
  13. : Block(typeId, pos, dimensionId, hasInventory)
  14. {}
  15. bool BasicBlock::onTick(TickQueue* zQueue, int numTicks, bool& blocked)
  16. {
  17. return 0;
  18. }
  19. void BasicBlock::onPostTick() {}
  20. BasicBlockType::BasicBlockType()
  21. : BlockType(),
  22. itemTypeName(),
  23. transparent(0),
  24. passable(0),
  25. speedModifier(1.f),
  26. interactable(1)
  27. {}
  28. bool BasicBlockType::initialize(Game* zGame)
  29. {
  30. if (itemTypeName.getLength())
  31. {
  32. itemTypeId = zGame->getItemTypeId(itemTypeName);
  33. }
  34. else
  35. {
  36. itemTypeId = 0;
  37. }
  38. return itemTypeId >= 0 && BlockType::initialize(zGame);
  39. }
  40. void BasicBlockType::createSuperBlock(Block* zBlock, Item* zItem) const
  41. {
  42. BasicBlock* block = dynamic_cast<BasicBlock*>(zBlock);
  43. block->transparent = transparent;
  44. block->passable = passable;
  45. block->hp = (float)getInitialMaxHP();
  46. block->maxHP = (float)getInitialMaxHP();
  47. block->hardness = getHardness();
  48. block->speedModifier = speedModifier;
  49. block->interactable = interactable;
  50. for (ItemSlot* slot : itemSlots)
  51. {
  52. block->addSlot(new ItemSlot(*slot));
  53. }
  54. BlockType::createSuperBlock(zBlock, zItem);
  55. }
  56. Block* BasicBlockType::createBlock(
  57. Framework::Vec3<int> position, int dimensionId) const
  58. {
  59. return new BasicBlock(getId(), position, dimensionId);
  60. }
  61. Item* BasicBlockType::createItem() const
  62. {
  63. if (getItemTypeName().istGleich(""))
  64. {
  65. return 0;
  66. }
  67. return Game::INSTANCE->zItemType(itemTypeId)->createItem();
  68. }
  69. Framework::Text BasicBlockType::getItemTypeName() const
  70. {
  71. return itemTypeName;
  72. }
  73. ItemType* BasicBlockType::createItemType() const
  74. {
  75. if (getItemTypeName().istGleich(""))
  76. {
  77. return 0;
  78. }
  79. return new BasicBlockItemType(getItemTypeName(),
  80. new ModelInfo(zModel()->getModelPath(),
  81. zModel()->getTexturePaths(),
  82. zModel()->isTransparent(),
  83. zModel()->getSize() / 2.f),
  84. transparent,
  85. passable,
  86. getHardness(),
  87. speedModifier,
  88. getName(),
  89. 0,
  90. 50,
  91. getGroupNames());
  92. }
  93. void BasicBlockType::setItemTypeName(Framework::Text itemTypeName)
  94. {
  95. this->itemTypeName = itemTypeName;
  96. }
  97. int BasicBlockType::getItemTypeId() const
  98. {
  99. return itemTypeId;
  100. }
  101. void BasicBlockType::setTransparent(bool transparent)
  102. {
  103. this->transparent = transparent;
  104. }
  105. bool BasicBlockType::isTransparent() const
  106. {
  107. return transparent;
  108. }
  109. void BasicBlockType::setPassable(bool passable)
  110. {
  111. this->passable = passable;
  112. }
  113. bool BasicBlockType::isPassable() const
  114. {
  115. return passable;
  116. }
  117. void BasicBlockType::setSpeedModifier(float speedModifier)
  118. {
  119. this->speedModifier = speedModifier;
  120. }
  121. float BasicBlockType::getSpeedModifier() const
  122. {
  123. return speedModifier;
  124. }
  125. void BasicBlockType::setInteractable(bool interactable)
  126. {
  127. this->interactable = interactable;
  128. }
  129. bool BasicBlockType::isInteractable() const
  130. {
  131. return interactable;
  132. }
  133. const Framework::RCArray<ItemSlot>& BasicBlockType::getInventorySlots() const
  134. {
  135. return itemSlots;
  136. }
  137. void BasicBlockType::addInventorySlot(ItemSlot* slot)
  138. {
  139. itemSlots.add(slot);
  140. }