#include "BlockType.h" #include "ItemType.h" #include "BasicBlocks.h" #include "Block.h" #include "MultiblockStructure.h" #include "Game.h" using namespace Framework; BlockType::BlockType(int id, Block* defaultBlock, ModelInfo model, bool needsClientInstance, int initialMaxHP, bool lightSource) : ReferenceCounter(), id(id), model(model), initialMaxHP(initialMaxHP), needsClientInstance(needsClientInstance), lightSource(lightSource), defaultBlock(defaultBlock) { StaticRegistry::INSTANCE.registerT(this, id); } BlockType::~BlockType() { if (defaultBlock) defaultBlock->release(); } void BlockType::loadSuperBlock(Block* zBlock, Framework::StreamReader* zReader, int dimensionId) const { zBlock->loadInventory(zReader); zReader->lese((char*)&zBlock->transparent, 1); zReader->lese((char*)&zBlock->passable, 1); zReader->lese((char*)&zBlock->hp, 4); zReader->lese((char*)&zBlock->maxHP, 4); zReader->lese((char*)&zBlock->hardness, 4); zReader->lese((char*)&zBlock->speedModifier, 4); int effectiveToolId; zReader->lese((char*)&effectiveToolId, 4); if (effectiveToolId >= 0) zBlock->zTool = StaticRegistry::INSTANCE.zElement(effectiveToolId); else zBlock->zTool = 0; zReader->lese((char*)&zBlock->interactable, 1); int strCount; zReader->lese((char*)&strCount, 4); for (int i = 0; i < strCount; i++) { __int64 id; zReader->lese((char*)&id, 8); MultiblockStructure* str = Game::INSTANCE->zDimension(dimensionId)->zStructureById(id); zBlock->structures.add(dynamic_cast(str->getThis())); } } void BlockType::saveSuperBlock(Block* zBlock, Framework::StreamWriter* zWriter) const { zBlock->saveInventory(zWriter); zWriter->schreibe((char*)&zBlock->transparent, 1); zWriter->schreibe((char*)&zBlock->passable, 1); zWriter->schreibe((char*)&zBlock->hp, 4); zWriter->schreibe((char*)&zBlock->maxHP, 4); zWriter->schreibe((char*)&zBlock->hardness, 4); zWriter->schreibe((char*)&zBlock->speedModifier, 4); int effectiveToolId = zBlock->zTool ? zBlock->zTool->getId() : -1; zWriter->schreibe((char*)&effectiveToolId, 4); zWriter->schreibe((char*)&zBlock->interactable, 1); int strCount = zBlock->structures.getEintragAnzahl(); zWriter->schreibe((char*)&strCount, 4); for (MultiblockStructure* structure : zBlock->structures) { __int64 id = structure->getStructureId(); zWriter->schreibe((char*)&id, 8); } } void BlockType::createSuperBlock(Block* zBlock, Item* zItem) const { if (zItem) { BasicBlockItem* item = dynamic_cast(zItem); if (!item) { throw "BlockType::createSuperBlock was called with an item witch was not an instance of BasicBlockItem"; } zBlock->transparent = item->transparent; zBlock->passable = item->passable; zBlock->hardness = item->hardness; zBlock->speedModifier = item->speedModifier; zBlock->zTool = item->toolId >= 0 ? StaticRegistry::INSTANCE.zElement(item->toolId) : 0; zBlock->interactable = item->interactable; } } void BlockType::createSuperItem(Block* zBlock, Item* zItem) const { BasicBlockItem* item = dynamic_cast(zItem); if (!item) { throw "BlockType::createSuperItem was called with an item witch was not an instance of BasicBlockItem"; } item->transparent = zBlock->transparent; item->passable = zBlock->passable; item->hardness = zBlock->hardness; item->speedModifier = zBlock->speedModifier; item->toolId = zBlock->zTool ? zBlock->zTool->getId() : -1; item->interactable = zBlock->interactable; } Block* BlockType::loadBlock(Framework::Vec3 position, Framework::StreamReader* zReader, int dimensionId) const { Block* result = createBlock(position); loadSuperBlock(result, zReader, dimensionId); return result; } void BlockType::saveBlock(Block* zBlock, Framework::StreamWriter* zWriter) const { saveSuperBlock(zBlock, zWriter); } Item* BlockType::getItemFromBlock(Block* zBlock) const { Item* result = createItem(); createSuperItem(zBlock, result); return result; } Block* BlockType::createBlockAt(Framework::Vec3 position, Item* zUsedItem) const { Block* result = createBlock(position); createSuperBlock(result, zUsedItem); return result; } bool BlockType::doesNeedClientInstance() const { return needsClientInstance; } const ModelInfo& BlockType::getModel() const { return model; } int BlockType::getId() const { return id; } const Block* BlockType::zDefault() const { return defaultBlock; } int BlockType::getInitialMaxHP() const { return initialMaxHP; } bool BlockType::isLightSource() const { return lightSource; } const Block* getDefaultBlock(Either b) { if (b.isA()) return b; else return StaticRegistry::INSTANCE.zElement(b)->zDefault(); } BlockType* BlockType::initializeDefault() { defaultBlock = createBlockAt({ 0, 0, 0 }, 0); return this; }