GameItem* LumosChitBag::AddItem(const char* name, Chit* chit, Engine* engine, int team, int level, const char* altRes, const char* altName) { ItemDefDB* itemDefDB = ItemDefDB::Instance(); ItemDefDB::GameItemArr itemDefArr; itemDefDB->Get(name, &itemDefArr); GLASSERT(itemDefArr.Size() > 0); GameItem* item = itemDefArr[0]->Clone(); if (altName) { item->SetName(altName); } if (altRes) { item->SetResource(altRes); } item->Roll(team, item->Traits().Get()); item->GetTraitsMutable()->SetExpFromLevel( level ); item->FullHeal(); if ( !chit->GetItemComponent() ) { ItemComponent* ic = new ItemComponent( item ); chit->Add( ic ); for( int i=1; i<itemDefArr.Size(); ++i ) { GameItem* gi = itemDefArr[i]->Clone(); ic->AddToInventory(gi); } } else { GLASSERT( itemDefArr.Size() == 1 ); chit->GetItemComponent()->AddToInventory(item); } return item; }
Chit* LumosChitBag::NewLawnOrnament(const Vector2I& pos, const char* name, int team) { const ChitContext* context = Context(); Chit* chit = NewChit(); GameItem* rootItem = ItemDefDB::Instance()->Get(name).Clone(); // Hack...how to do this better?? if (rootItem->IResourceName() == "ruins1.0") { CStr<32> str; str.Format("ruins1.%d", random.Rand(2)); rootItem->SetResource(str.c_str()); } int size = 1; rootItem->keyValues.Get(ISC::size, &size); MapSpatialComponent* msc = new MapSpatialComponent(); msc->SetBuilding(size, false, 0); msc->SetBlocks((rootItem->flags & GameItem::PATH_NON_BLOCKING) ? false : true); chit->Add(msc); MapSpatialComponent::SetMapPosition(chit, pos.x, pos.y); chit->Add(new RenderComponent(rootItem->ResourceName())); chit->Add(new HealthComponent()); AddItem(rootItem, chit, context->engine, team, 0); IString proc = rootItem->keyValues.GetIString("procedural"); if (!proc.empty()) { ProcRenderInfo info; AssignProcedural(chit->GetItem(), &info); chit->GetRenderComponent()->SetProcedural(0, info); } context->engine->particleSystem->EmitPD(ISC::constructiondone, ToWorld3F(pos), V3F_UP, 0); if (XenoAudio::Instance()) { Vector3F pos3 = ToWorld3F(pos); XenoAudio::Instance()->PlayVariation(ISC::rezWAV, random.Rand(), &pos3); } return chit; }
Chit* LumosChitBag::NewBuilding(const Vector2I& pos, const char* name, int team) { const ChitContext* context = Context(); Chit* chit = NewChit(); const GameItem& rootItem = ItemDefDB::Instance()->Get(name); GameItem* item = rootItem.Clone(); // Hack...how to do this better?? if (item->IResourceName() == "pyramid0") { CStr<32> str; str.Format("pyramid%d", random.Rand(3)); item->SetResource(str.c_str()); } if (item->IResourceName() == ISC::kiosk) { switch (random.Rand(4)) { case 0: item->SetResource("kiosk.n"); break; case 1: item->SetResource("kiosk.m"); break; case 2: item->SetResource("kiosk.s"); break; default:item->SetResource("kiosk.c"); break; } } int size = 1; rootItem.keyValues.Get(ISC::size, &size); int porch = 0; rootItem.keyValues.Get(ISC::porch, &porch); const int circuit = 0; // Should be pre-cleared. But recover from weird situations by clearing. // Note that water is a real problem. Rectangle2I r; r.Set(pos.x, pos.y, pos.x + size - 1, pos.y + size - 1); for (Rectangle2IIterator it(r); !it.Done(); it.Next()) { const WorldGrid& wg = context->worldMap->GetWorldGrid(it.Pos()); GLASSERT(wg.IsLand()); (void)wg; context->worldMap->SetRock(it.Pos().x, it.Pos().y, 0, false, 0); context->worldMap->SetPlant(it.Pos().x, it.Pos().y, 0, 0); } MapSpatialComponent* msc = new MapSpatialComponent(); msc->SetBuilding(size, porch != 0, circuit); msc->SetBlocks((rootItem.flags & GameItem::PATH_NON_BLOCKING) ? false : true); chit->Add(msc); MapSpatialComponent::SetMapPosition(chit, pos.x, pos.y); chit->Add(new RenderComponent(item->ResourceName())); chit->Add(new HealthComponent()); AddItem(item, chit, context->engine, team, 0); IString script = rootItem.keyValues.GetIString("script"); if (!script.empty()) { Component* s = ComponentFactory::Factory(script.c_str(), &chitContext); GLASSERT(s); chit->Add(s); } IString proc = rootItem.keyValues.GetIString("procedural"); if (!proc.empty()) { ProcRenderInfo info; AssignProcedural(chit->GetItem(), &info); chit->GetRenderComponent()->SetProcedural(0, info); } IString consumes = rootItem.keyValues.GetIString(ISC::zone); if (!consumes.empty()) { Component* s = ComponentFactory::Factory("EvalBuildingScript", &chitContext); GLASSERT(s); chit->Add(s); } IString nameGen = rootItem.keyValues.GetIString( "nameGen"); if ( !nameGen.empty() ) { IString p = Context()->chitBag->NameGen(nameGen.c_str(), chit->random.Rand()); chit->GetItem()->SetProperName( p ); } #if 0 // debugging SectorPort sp; sp.sector.Set( pos.x/SECTOR_SIZE, pos.y/SECTOR_SIZE ); sp.port = 1; worldMap->SetRandomPort( sp ); #endif context->engine->particleSystem->EmitPD( ISC::constructiondone, ToWorld3F( pos ), V3F_UP, 0 ); if (XenoAudio::Instance()) { Vector3F pos3 = ToWorld3F(pos); XenoAudio::Instance()->PlayVariation(ISC::rezWAV, random.Rand(), &pos3); } return chit; }