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

134 lines
3.8 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.phys.h"
#include "ItemInstance.h"
#include "BoatItem.h"
BoatItem::BoatItem(int id) : Item( id )
{
maxStackSize = 1;
}
bool BoatItem::TestUse(shared_ptr<ItemInstance> itemInstance, Level *level, shared_ptr<Player> player)
{
// 4J-PB - added for tooltips to test use
// 4J TODO really we should have the crosshair hitresult telling us if it hit water, and at what distance, so we don't need to do this again
// if the player happens to have a boat in their hand
float xRot = player->xRotO + (player->xRot - player->xRotO);
float yRot = player->yRotO + (player->yRot - player->yRotO);
double x = player->xo + (player->x - player->xo);
double y = player->yo + (player->y - player->yo) + 1.62 - player->heightOffset;
double z = player->zo + (player->z - player->zo);
Vec3 *from = Vec3::newTemp(x, y, z);
float yCos = Mth::cos(-yRot * Mth::RAD_TO_GRAD - PI);
float ySin = Mth::sin(-yRot * Mth::RAD_TO_GRAD - PI);
float xCos = -Mth::cos(-xRot * Mth::RAD_TO_GRAD);
float xSin = Mth::sin(-xRot * Mth::RAD_TO_GRAD);
float xa = ySin * xCos;
float ya = xSin;
float za = yCos * xCos;
double range = 5;
Vec3 *to = from->add(xa * range, ya * range, za * range);
HitResult *hr = level->clip(from, to, true);
if (hr == NULL) return false;
if (hr->type == HitResult::TILE)
{
delete hr;
return true;
}
delete hr;
return false;
}
shared_ptr<ItemInstance> BoatItem::use(shared_ptr<ItemInstance> itemInstance, Level *level, shared_ptr<Player> player)
{
float a = 1;
float xRot = player->xRotO + (player->xRot - player->xRotO) * a;
float yRot = player->yRotO + (player->yRot - player->yRotO) * a;
double x = player->xo + (player->x - player->xo) * a;
double y = player->yo + (player->y - player->yo) * a + 1.62 - player->heightOffset;
double z = player->zo + (player->z - player->zo) * a;
Vec3 *from = Vec3::newTemp(x, y, z);
float yCos = Mth::cos(-yRot * Mth::RAD_TO_GRAD - PI);
float ySin = Mth::sin(-yRot * Mth::RAD_TO_GRAD - PI);
float xCos = -Mth::cos(-xRot * Mth::RAD_TO_GRAD);
float xSin = Mth::sin(-xRot * Mth::RAD_TO_GRAD);
float xa = ySin * xCos;
float ya = xSin;
float za = yCos * xCos;
double range = 5;
Vec3 *to = from->add(xa * range, ya * range, za * range);
HitResult *hr = level->clip(from, to, true);
if (hr == NULL) return itemInstance;
// check entity collision
Vec3 *b = player->getViewVector(a);
bool hitEntity = false;
float overlap = 1;
vector<shared_ptr<Entity> > *objects = level->getEntities(player, player->bb->expand(b->x * (range), b->y * (range), b->z * (range))->grow(overlap, overlap, overlap));
for( auto& e : *objects )
{
if (!e->isPickable()) continue;
float rr = e->getPickRadius();
AABB *bb = e->bb->grow(rr, rr, rr);
if (bb->contains(from))
{
hitEntity = true;
}
}
if (hitEntity)
{
return itemInstance;
}
if (hr->type == HitResult::TILE)
{
int xt = hr->x;
int yt = hr->y;
int zt = hr->z;
if (level->getTile(xt, yt, zt) == Tile::topSnow_Id) yt--;
if( level->countInstanceOf(eTYPE_BOAT, true) < Level::MAX_XBOX_BOATS ) // 4J - added limit
{
shared_ptr<Boat> boat = shared_ptr<Boat>( new Boat(level, xt + 0.5f, yt + 1.0f, zt + 0.5f) );
boat->yRot = ((Mth::floor(player->yRot * 4.0F / 360.0F + 0.5) & 0x3) - 1) * 90;
if (!level->getCubes(boat, boat->bb->grow(-.1, -.1, -.1))->empty())
{
return itemInstance;
}
if (!level->isClientSide)
{
level->addEntity(boat);
}
if (!player->abilities.instabuild)
{
itemInstance->count--;
}
}
else
{
// display a message to say max boats has been hit
player->displayClientMessage(IDS_MAX_BOATS );
}
}
delete hr;
return itemInstance;
}