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