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.
148 lines
3.9 KiB
C++
148 lines
3.9 KiB
C++
#include "stdafx.h"
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#include "FenceGateTile.h"
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#include "AABB.h"
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#include "net.minecraft.world.level.h"
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#include "net.minecraft.h"
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#include "LevelEvent.h"
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FenceGateTile::FenceGateTile(int id) : DirectionalTile(id, Material::wood, isSolidRender() )
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{
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}
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Icon *FenceGateTile::getTexture(int face, int data)
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{
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return Tile::wood->getTexture(face);
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}
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bool FenceGateTile::mayPlace(Level *level, int x, int y, int z)
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{
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if (!level->getMaterial(x, y - 1, z)->isSolid()) return false;
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return Tile::mayPlace(level, x, y, z);
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}
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AABB *FenceGateTile::getAABB(Level *level, int x, int y, int z)
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{
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int data = level->getData(x, y, z);
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if (isOpen(data))
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{
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return NULL;
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}
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// 4J Brought forward change from 1.2.3 to fix hit box rotation
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if (data == Direction::NORTH || data == Direction::SOUTH)
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{
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return AABB::newTemp(x, y, z + 6.0f / 16.0f, x + 1, y + 1.5f, z + 10.0f / 16.0f);
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}
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return AABB::newTemp(x + 6.0f / 16.0f, y, z, x + 10.0f / 16.0f, y + 1.5f, z + 1);
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//return AABB::newTemp(x, y, z, x + 1, y + 1.5f, z + 1);
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}
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// 4J - Brought forward from 1.2.3 to fix hit box rotation
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void FenceGateTile::updateShape(LevelSource *level, int x, int y, int z, int forceData, shared_ptr<TileEntity> forceEntity) // 4J added forceData, forceEntity param
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{
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int data = getDirection(level->getData(x, y, z));
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if (data == Direction::NORTH || data == Direction::SOUTH)
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{
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setShape(0, 0, 6.0f / 16.0f, 1, 1.0f, 10.0f / 16.0f);
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}
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else
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{
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setShape(6.0f / 16.0f, 0, 0, 10.0f / 16.0f, 1.0f, 1);
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}
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}
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bool FenceGateTile::blocksLight()
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{
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return false;
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}
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bool FenceGateTile::isSolidRender(bool isServerLevel)
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{
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return false;
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}
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bool FenceGateTile::isCubeShaped()
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{
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return false;
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}
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bool FenceGateTile::isPathfindable(LevelSource *level, int x, int y, int z)
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{
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return isOpen(level->getData(x, y, z));
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}
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int FenceGateTile::getRenderShape()
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{
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return Tile::SHAPE_FENCE_GATE;
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}
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void FenceGateTile::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)) % 4;
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level->setData(x, y, z, dir, Tile::UPDATE_CLIENTS);
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}
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bool FenceGateTile::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)
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{
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// 4J - added - just do enough to play the sound
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level->levelEvent(player, LevelEvent::SOUND_OPEN_DOOR, x, y, z, 0); // 4J - changed event to pass player rather than NULL as the source of the event so we can filter the broadcast properly
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return false;
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}
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int data = level->getData(x, y, z);
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if (isOpen(data))
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{
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level->setData(x, y, z, data & ~OPEN_BIT, Tile::UPDATE_CLIENTS);
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}
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else
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{
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// open the door from the player
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int dir = (((Mth::floor(player->yRot * 4 / (360) + 0.5)) & 3)) % 4;
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int current = getDirection(data);
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if (current == ((dir + 2) % 4))
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{
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data = dir;
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}
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level->setData(x, y, z, data | OPEN_BIT, Tile::UPDATE_CLIENTS);
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}
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level->levelEvent(player, LevelEvent::SOUND_OPEN_DOOR, x, y, z, 0);
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return true;
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}
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void FenceGateTile::neighborChanged(Level *level, int x, int y, int z, int type)
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{
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if (level->isClientSide) return;
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int data = level->getData(x, y, z);
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bool signal = level->hasNeighborSignal(x, y, z);
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if (signal || ((type > 0 && Tile::tiles[type]->isSignalSource()) || type == 0))
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{
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if (signal && !isOpen(data))
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{
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level->setData(x, y, z, data | OPEN_BIT, Tile::UPDATE_CLIENTS);
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level->levelEvent(nullptr, LevelEvent::SOUND_OPEN_DOOR, x, y, z, 0);
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}
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else if (!signal && isOpen(data))
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{
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level->setData(x, y, z, data & ~OPEN_BIT, Tile::UPDATE_CLIENTS);
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level->levelEvent(nullptr, LevelEvent::SOUND_OPEN_DOOR, x, y, z, 0);
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}
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}
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}
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bool FenceGateTile::isOpen(int data)
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{
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return (data & OPEN_BIT) != 0;
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}
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void FenceGateTile::registerIcons(IconRegister *iconRegister)
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{
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// None
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}
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bool FenceGateTile::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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} |