Added a basic cPrefab class.
Can be defined in the source by GalExport's cpp output.
This commit is contained in:
139
src/Generating/Prefab.cpp
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139
src/Generating/Prefab.cpp
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// Prefab.cpp
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/*
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Implements the cPrefab class, representing a cPiece descendant for the cPieceGenerator that
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uses a prefabricate in a cBlockArea for drawing itself.
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*/
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#include "Globals.h"
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#include "Prefab.h"
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#include "../WorldStorage/SchematicFileSerializer.h"
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cPrefab::cPrefab(const cPrefab::sDef & a_Def) :
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m_Size(a_Def.m_SizeX, a_Def.m_SizeY, a_Def.m_SizeZ),
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m_HitBox(0, 0, 0, a_Def.m_SizeX, a_Def.m_SizeY, a_Def.m_SizeZ),
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m_AllowedRotations(7), // TODO: All rotations allowed (not in the definition yet)
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m_MergeStrategy(cBlockArea::msImprint)
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{
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m_BlockArea.Create(m_Size);
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CharMap cm;
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ParseCharMap(cm, a_Def.m_CharMap);
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ParseBlockImage(cm, a_Def.m_Image);
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}
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void cPrefab::Draw(cBlockArea & a_Dest, const cPlacedPiece * a_Placement)
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{
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Vector3i Placement = a_Placement->GetCoords();
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Placement.Move(a_Dest.GetOrigin() * (-1));
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a_Dest.Merge(m_BlockArea, Placement, m_MergeStrategy);
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}
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void cPrefab::ParseCharMap(CharMap & a_CharMapOut, const char * a_CharMapDef)
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{
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// Initialize the charmap to all-invalid values:
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for (size_t i = 0; i < ARRAYCOUNT(a_CharMapOut); i++)
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{
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a_CharMapOut[i] = -1;
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}
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// Process the lines in the definition:
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AStringVector Lines = StringSplitAndTrim(a_CharMapDef, "\n");
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for (AStringVector::const_iterator itr = Lines.begin(), end = Lines.end(); itr != end; ++itr)
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{
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AStringVector CharDef = StringSplitAndTrim(*itr, ":");
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size_t NumElements = CharDef.size();
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if ((NumElements < 2) || CharDef[0].empty() || CharDef[1].empty())
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{
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LOGWARNING("Bad prefab CharMap definition line: \"%s\", skipping.", itr->c_str());
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continue;
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}
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unsigned char Src = (unsigned char)CharDef[0][0];
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BLOCKTYPE BlockType = (BLOCKTYPE)atoi(CharDef[1].c_str());
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NIBBLETYPE BlockMeta = 0;
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if ((NumElements >= 3) && !CharDef[2].empty())
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{
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BlockMeta = (NIBBLETYPE)atoi(CharDef[2].c_str());
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ASSERT((BlockMeta >= 0) && (BlockMeta <= 15));
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}
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ASSERT(a_CharMapOut[Src] == -1); // Any duplicates letter-wise?
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a_CharMapOut[Src] = (BlockType << 4) | BlockMeta;
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} // for itr - Lines[]
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}
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void cPrefab::ParseBlockImage(const CharMap & a_CharMap, const char * a_BlockImage)
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{
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// Map each letter in the a_BlockImage (from the in-source definition) to real blocktype / blockmeta:
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for (int y = 0; y < m_Size.y; y++)
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{
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for (int z = 0; z < m_Size.z; z++)
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{
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const unsigned char * BlockImage = (const unsigned char *)a_BlockImage + y * m_Size.x * m_Size.z + z * m_Size.x;
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for (int x = 0; x < m_Size.x; x++)
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{
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int MappedValue = a_CharMap[BlockImage[x]];
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ASSERT(MappedValue != -1); // Using a letter not defined in the CharMap?
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BLOCKTYPE BlockType = MappedValue >> 4;
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NIBBLETYPE BlockMeta = MappedValue & 0x0f;
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m_BlockArea.SetRelBlockTypeMeta(x, y, z, BlockType, BlockMeta);
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}
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}
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}
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}
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cPiece::cConnectors cPrefab::GetConnectors(void) const
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{
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return m_Connectors;
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}
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Vector3i cPrefab::GetSize(void) const
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{
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return m_Size;
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}
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cCuboid cPrefab::GetHitBox(void) const
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{
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return m_HitBox;
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}
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bool cPrefab::CanRotateCCW(int a_NumRotations) const
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{
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return ((m_AllowedRotations & (1 << (a_NumRotations % 4))) != 0);
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}
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