Files
MinecraftConsoles/Minecraft.World/CauldronTile.cpp
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

198 lines
4.9 KiB
C++

#include "stdafx.h"
#include "CauldronTile.h"
#include "Facing.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.item.h"
#include "net.minecraft.world.entity.item.h"
#include "net.minecraft.world.entity.player.h"
#include "net.minecraft.world.h"
#include "..\Minecraft.Client\ServerPlayer.h"
const wstring CauldronTile::TEXTURE_INSIDE = L"cauldron_inner";
const wstring CauldronTile::TEXTURE_BOTTOM = L"cauldron_bottom";
CauldronTile::CauldronTile(int id) : Tile(id, Material::metal, isSolidRender())
{
iconInner = NULL;
iconTop = NULL;
iconBottom = NULL;
}
Icon *CauldronTile::getTexture(int face, int data)
{
if (face == Facing::UP)
{
return iconTop;
}
if (face == Facing::DOWN)
{
return iconBottom;
}
return icon;
}
void CauldronTile::registerIcons(IconRegister *iconRegister)
{
iconInner = iconRegister->registerIcon(L"cauldron_inner");
iconTop = iconRegister->registerIcon(L"cauldron_top");
iconBottom = iconRegister->registerIcon(L"cauldron_bottom");
icon = iconRegister->registerIcon(L"cauldron_side");
}
Icon *CauldronTile::getTexture(const wstring &name)
{
if (name.compare(TEXTURE_INSIDE) == 0) return Tile::cauldron->iconInner;
if (name.compare(TEXTURE_BOTTOM) == 0) return Tile::cauldron->iconBottom;
return NULL;
}
void CauldronTile::addAABBs(Level *level, int x, int y, int z, AABB *box, AABBList *boxes, shared_ptr<Entity> source)
{
setShape(0, 0, 0, 1, 5.0f / 16.0f, 1);
Tile::addAABBs(level, x, y, z, box, boxes, source);
float thickness = 2.0f / 16.0f;
setShape(0, 0, 0, thickness, 1, 1);
Tile::addAABBs(level, x, y, z, box, boxes, source);
setShape(0, 0, 0, 1, 1, thickness);
Tile::addAABBs(level, x, y, z, box, boxes, source);
setShape(1 - thickness, 0, 0, 1, 1, 1);
Tile::addAABBs(level, x, y, z, box, boxes, source);
setShape(0, 0, 1 - thickness, 1, 1, 1);
Tile::addAABBs(level, x, y, z, box, boxes, source);
updateDefaultShape();
}
void CauldronTile::updateDefaultShape()
{
setShape(0, 0, 0, 1, 1, 1);
}
bool CauldronTile::isSolidRender(bool isServerLevel)
{
return false;
}
int CauldronTile::getRenderShape()
{
return SHAPE_CAULDRON;
}
bool CauldronTile::isCubeShaped()
{
return false;
}
bool CauldronTile::use(Level *level, int x, int y, int z, shared_ptr<Player> player, int clickedFace, float clickX, float clickY, float clickZ, bool soundOnly/*=false*/) // 4J added soundOnly param
{
if(soundOnly) return false;
if (level->isClientSide)
{
return true;
}
shared_ptr<ItemInstance> item = player->inventory->getSelected();
if (item == NULL)
{
return true;
}
int currentData = level->getData(x, y, z);
int fillLevel = getFillLevel(currentData);
if (item->id == Item::bucket_water_Id)
{
if (fillLevel < 3)
{
if (!player->abilities.instabuild)
{
player->inventory->setItem(player->inventory->selected, shared_ptr<ItemInstance>(new ItemInstance(Item::bucket_empty)));
}
level->setData(x, y, z, 3, Tile::UPDATE_CLIENTS);
level->updateNeighbourForOutputSignal(x, y, z, id);
}
return true;
}
else if (item->id == Item::glassBottle_Id)
{
if (fillLevel > 0)
{
shared_ptr<ItemInstance> potion = shared_ptr<ItemInstance>(new ItemInstance(Item::potion, 1, 0));
if (!player->inventory->add(potion))
{
level->addEntity(shared_ptr<ItemEntity>(new ItemEntity(level, x + 0.5, y + 1.5, z + 0.5, potion)));
}
// 4J Stu - Brought forward change to update inventory when filling bottles with water
else if (player->instanceof(eTYPE_SERVERPLAYER))
{
dynamic_pointer_cast<ServerPlayer>( player )->refreshContainer(player->inventoryMenu);
}
// 4J-PB - don't lose the water in creative mode
if (player->abilities.instabuild==false)
{
item->count--;
if (item->count <= 0)
{
player->inventory->setItem(player->inventory->selected, nullptr);
}
}
level->setData(x, y, z, fillLevel - 1, Tile::UPDATE_CLIENTS);
level->updateNeighbourForOutputSignal(x, y, z, id);
}
}
else if (fillLevel > 0)
{
ArmorItem *armor = dynamic_cast<ArmorItem *>(item->getItem());
if(armor && armor->getMaterial() == ArmorItem::ArmorMaterial::CLOTH)
{
armor->clearColor(item);
level->setData(x, y, z, fillLevel - 1, Tile::UPDATE_CLIENTS);
level->updateNeighbourForOutputSignal(x, y, z, id);
return true;
}
}
return true;
}
void CauldronTile::handleRain(Level *level, int x, int y, int z)
{
if (level->random->nextInt(20) != 1) return;
int data = level->getData(x, y, z);
if (data < 3)
{
level->setData(x, y, z, data + 1, Tile::UPDATE_CLIENTS);
}
}
int CauldronTile::getResource(int data, Random *random, int playerBonusLevel)
{
return Item::cauldron_Id;
}
int CauldronTile::cloneTileId(Level *level, int x, int y, int z)
{
return Item::cauldron_Id;
}
bool CauldronTile::hasAnalogOutputSignal()
{
return true;
}
int CauldronTile::getAnalogOutputSignal(Level *level, int x, int y, int z, int dir)
{
int data = level->getData(x, y, z);
return getFillLevel(data);
}
int CauldronTile::getFillLevel(int data)
{
return data;
}