osb/source/game/StarWorldTiles.cpp

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#include "StarWorldTiles.hpp"
#include "StarLiquidTypes.hpp"
namespace Star {
bool WorldTile::isConnectable(TileLayer layer, bool materialOnly) const {
if (layer == TileLayer::Foreground) {
if (isConnectableMaterial(foreground))
return true;
} else {
if (isConnectableMaterial(background))
return true;
}
if (materialOnly)
return false;
if (layer == TileLayer::Foreground)
return collision == CollisionKind::Block || collision == CollisionKind::Platform;
else
return false;
}
bool WorldTile::isColliding(CollisionSet const& collisionSet) const {
return Star::isColliding(collision, collisionSet);
}
VersionNumber const ServerTile::CurrentSerializationVersion = 418;
ServerTile::ServerTile() {}
ServerTile::ServerTile(ServerTile const& serverTile) : WorldTile() {
*this = serverTile;
}
ServerTile& ServerTile::operator=(ServerTile const& serverTile) {
WorldTile::operator=(serverTile);
liquid = serverTile.liquid;
rootSource = serverTile.rootSource;
return *this;
}
void ServerTile::write(DataStream& ds) const {
ds.write(foreground);
ds.write(foregroundHueShift);
ds.write(foregroundColorVariant);
ds.write(foregroundMod);
ds.write(foregroundModHueShift);
ds.write(background);
ds.write(backgroundHueShift);
ds.write(backgroundColorVariant);
ds.write(backgroundMod);
ds.write(backgroundModHueShift);
ds.write(liquid.liquid);
ds.write(liquid.level);
ds.write(liquid.pressure);
ds.write(liquid.source);
ds.write(collision);
ds.write(dungeonId);
ds.write(blockBiomeIndex);
ds.write(environmentBiomeIndex);
ds.write(biomeTransition);
ds.write(rootSource);
}
void ServerTile::read(DataStream& ds, VersionNumber serializationVersion) {
if (serializationVersion < 416 || serializationVersion > CurrentSerializationVersion)
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throw StarException::format("Cannot read ServerTile - serialization version {} incompatible with current version {}\n", serializationVersion, CurrentSerializationVersion);
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ds.read(foreground);
ds.read(foregroundHueShift);
ds.read(foregroundColorVariant);
ds.read(foregroundMod);
ds.read(foregroundModHueShift);
ds.read(background);
ds.read(backgroundHueShift);
ds.read(backgroundColorVariant);
ds.read(backgroundMod);
ds.read(backgroundModHueShift);
ds.read(liquid.liquid);
ds.read(liquid.level);
ds.read(liquid.pressure);
ds.read(liquid.source);
ds.read(collision);
ds.read(dungeonId);
ds.read(blockBiomeIndex);
ds.read(environmentBiomeIndex);
if (serializationVersion < 417)
biomeTransition = false;
else
ds.read(biomeTransition);
if (serializationVersion < 418) {
ds.readBytes(1);
rootSource = {};
} else {
ds.read(rootSource);
}
collisionCacheDirty = true;
}
bool ServerTile::updateCollision(CollisionKind kind) {
if (collision != kind) {
collision = kind;
collisionCacheDirty = true;
collisionCache.clear();
return true;
}
return false;
}
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PredictedTile::operator bool() const {
return
background
|| backgroundHueShift
|| backgroundColorVariant
|| backgroundMod
|| backgroundModHueShift
|| foreground
|| foregroundHueShift
|| foregroundColorVariant
|| foregroundMod
|| foregroundModHueShift
|| liquid
|| collision;
}
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DataStream& operator>>(DataStream& ds, NetTile& tile) {
ds.read(tile.background);
if (tile.background == 0) {
tile.background = EmptyMaterialId;
tile.backgroundHueShift = MaterialHue();
tile.backgroundColorVariant = DefaultMaterialColorVariant;
tile.backgroundMod = NoModId;
tile.backgroundModHueShift = MaterialHue();
} else {
ds.read(tile.backgroundHueShift);
ds.read(tile.backgroundColorVariant);
ds.read(tile.backgroundMod);
if (tile.backgroundMod == 0) {
tile.backgroundMod = NoModId;
tile.backgroundModHueShift = MaterialHue();
} else {
ds.read(tile.backgroundModHueShift);
}
}
ds.read(tile.foreground);
if (tile.foreground == 0) {
tile.foreground = EmptyMaterialId;
tile.foregroundHueShift = MaterialHue();
tile.foregroundColorVariant = DefaultMaterialColorVariant;
tile.foregroundMod = NoModId;
tile.foregroundModHueShift = MaterialHue();
} else {
ds.read(tile.foregroundHueShift);
ds.read(tile.foregroundColorVariant);
ds.read(tile.foregroundMod);
if (tile.foregroundMod == 0) {
tile.foregroundMod = NoModId;
tile.foregroundModHueShift = MaterialHue();
} else {
ds.read(tile.foregroundModHueShift);
}
}
ds.read(tile.collision);
ds.read(tile.blockBiomeIndex);
ds.read(tile.environmentBiomeIndex);
ds.read(tile.liquid.liquid);
if (tile.liquid.liquid != EmptyLiquidId)
ds.read(tile.liquid.level);
else
tile.liquid.level = 0.0f;
ds.vuread(tile.dungeonId);
return ds;
}
DataStream& operator<<(DataStream& ds, NetTile const& tile) {
if (tile.background == EmptyMaterialId) {
ds.cwrite<MaterialId>(0);
} else {
ds.write(tile.background);
ds.write(tile.backgroundHueShift);
ds.write(tile.backgroundColorVariant);
if (tile.backgroundMod == NoModId) {
ds.write<ModId>(0);
} else {
ds.write(tile.backgroundMod);
ds.write(tile.backgroundModHueShift);
}
}
if (tile.foreground == EmptyMaterialId) {
ds.cwrite<MaterialId>(0);
} else {
ds.write(tile.foreground);
ds.write(tile.foregroundHueShift);
ds.write(tile.foregroundColorVariant);
if (tile.foregroundMod == NoModId) {
ds.write<ModId>(0);
} else {
ds.write(tile.foregroundMod);
ds.write(tile.foregroundModHueShift);
}
}
ds.write(tile.collision);
ds.write(tile.blockBiomeIndex);
ds.write(tile.environmentBiomeIndex);
ds.write(tile.liquid.liquid);
if (tile.liquid.liquid != EmptyLiquidId)
ds.write(tile.liquid.level);
ds.vuwrite(tile.dungeonId);
return ds;
}
DataStream& operator>>(DataStream& ds, RenderTile& tile) {
ds >> tile.foreground;
ds >> tile.foregroundHueShift;
ds >> tile.foregroundMod;
ds >> tile.foregroundModHueShift;
ds >> tile.foregroundColorVariant;
ds >> tile.foregroundDamageLevel;
ds >> tile.foregroundDamageType;
ds >> tile.background;
ds >> tile.backgroundHueShift;
ds >> tile.backgroundMod;
ds >> tile.backgroundModHueShift;
ds >> tile.backgroundColorVariant;
ds >> tile.backgroundDamageLevel;
ds >> tile.backgroundDamageType;
ds >> tile.liquidId;
ds >> tile.liquidLevel;
return ds;
}
DataStream& operator<<(DataStream& ds, RenderTile const& tile) {
ds << tile.foreground;
ds << tile.foregroundHueShift;
ds << tile.foregroundMod;
ds << tile.foregroundModHueShift;
ds << tile.foregroundColorVariant;
ds << tile.foregroundDamageLevel;
ds << tile.foregroundDamageType;
ds << tile.background;
ds << tile.backgroundHueShift;
ds << tile.backgroundMod;
ds << tile.backgroundModHueShift;
ds << tile.backgroundColorVariant;
ds << tile.backgroundDamageLevel;
ds << tile.backgroundDamageType;
ds << tile.liquidId;
ds << tile.liquidLevel;
return ds;
}
}