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