#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 ) { this->maxStackSize = 1; } bool BoatItem::TestUse(Level *level, shared_ptr 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 BoatItem::use(shared_ptr itemInstance, Level *level, shared_ptr 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 > *objects = level->getEntities(player, player->bb->expand(b->x * (range), b->y * (range), b->z * (range))->grow(overlap, overlap, overlap)); //for (int i = 0; i < objects.size(); i++) { for(AUTO_VAR(it, objects->begin()); it != objects->end(); ++it) { shared_ptr e = *it; //objects.get(i); 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->isClientSide) { if (level->getTile(xt, yt, zt) == Tile::topSnow_Id) yt--; if( level->countInstanceOf(eTYPE_BOAT, true) < Level::MAX_XBOX_BOATS ) // 4J - added limit { level->addEntity( shared_ptr( new Boat(level, xt + 0.5f, yt + 1.0f, zt + 0.5f) ) ); 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; }