Files
Loki Rautio 087b7e7abf Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.

This reverts commit a9be52c41a.
2026-03-07 21:12:22 -06:00

117 lines
2.9 KiB
C++

#include "stdafx.h"
#include "net.minecraft.world.entity.player.h"
#include "net.minecraft.world.entity.item.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.level.tile.h"
#include "net.minecraft.world.h"
#include "net.minecraft.h"
#include "AnvilTile.h"
const unsigned int AnvilTile::ANVIL_NAMES[ANVIL_NAMES_LENGTH] = { IDS_TILE_ANVIL_INTACT,
IDS_TILE_ANVIL_SLIGHTLYDAMAGED,
IDS_TILE_ANVIL_VERYDAMAGED,
};
wstring AnvilTile::TEXTURE_DAMAGE_NAMES[ANVIL_NAMES_LENGTH] = {
L"anvil_top", L"anvil_top_damaged_1", L"anvil_top_damaged_2"
};
AnvilTile::AnvilTile(int id) : HeavyTile(id, Material::heavyMetal, isSolidRender() )
{
part = PART_BASE;
setLightBlock(0);
icons = NULL;
}
bool AnvilTile::isCubeShaped()
{
return false;
}
bool AnvilTile::isSolidRender(bool isServerLevel)
{
return false;
}
Icon *AnvilTile::getTexture(int face, int data)
{
if (part == PART_TOP && face == Facing::UP)
{
int damage = (data >> 2) % ANVIL_NAMES_LENGTH;
return icons[damage];
}
return icon;
}
void AnvilTile::registerIcons(IconRegister *iconRegister)
{
icon = iconRegister->registerIcon(L"anvil_base");
icons = new Icon*[ANVIL_NAMES_LENGTH];
for (int i = 0; i < ANVIL_NAMES_LENGTH; i++)
{
icons[i] = iconRegister->registerIcon(TEXTURE_DAMAGE_NAMES[i]);
}
}
void AnvilTile::setPlacedBy(Level *level, int x, int y, int z, shared_ptr<LivingEntity> by, shared_ptr<ItemInstance> itemInstance)
{
int dir = (Mth::floor(by->yRot * 4 / (360) + 0.5)) & 3;
int dmg = level->getData(x, y, z) >> 2;
dir = ++dir % 4;
if (dir == 0) level->setData(x, y, z, Direction::NORTH | (dmg << 2), Tile::UPDATE_CLIENTS);
if (dir == 1) level->setData(x, y, z, Direction::EAST | (dmg << 2), Tile::UPDATE_CLIENTS);
if (dir == 2) level->setData(x, y, z, Direction::SOUTH | (dmg << 2), Tile::UPDATE_CLIENTS);
if (dir == 3) level->setData(x, y, z, Direction::WEST | (dmg << 2), Tile::UPDATE_CLIENTS);
}
bool AnvilTile::use(Level *level, int x, int y, int z, shared_ptr<Player> player, int clickedFace, float clickX, float clickY, float clickZ, bool soundOnly)
{
if (level->isClientSide)
{
return true;
}
player->startRepairing(x, y, z);
return true;
}
int AnvilTile::getRenderShape()
{
return SHAPE_ANVIL;
}
int AnvilTile::getSpawnResourcesAuxValue(int data)
{
return data >> 2;
}
void AnvilTile::updateShape(LevelSource *level, int x, int y, int z, int forceData, shared_ptr<TileEntity> forceEntity)
{
int dir = level->getData(x, y, z) & 3;
if (dir == Direction::EAST || dir == Direction::WEST)
{
setShape(0, 0, 2 / 16.0f, 1, 1, 1 - 2 / 16.0f);
}
else
{
setShape(2 / 16.0f, 0, 0, 1 - 2 / 16.0f, 1, 1);
}
}
void AnvilTile::falling(shared_ptr<FallingTile> entity)
{
entity->setHurtsEntities(true);
}
void AnvilTile::onLand(Level *level, int xt, int yt, int zt, int data)
{
level->levelEvent(LevelEvent::SOUND_ANVIL_LAND, xt, yt, zt, 0);
}
bool AnvilTile::shouldRenderFace(LevelSource *level, int x, int y, int z, int face)
{
return true;
}