#include "stdafx.h" #include "net.minecraft.world.level.h" #include "net.minecraft.world.phys.h" #include "DoorTile.h" #include "LevelEvent.h" #include "net.minecraft.world.item.h" #include "net.minecraft.world.entity.player.h" #include "net.minecraft.world.h" #include "net.minecraft.h" const wstring DoorTile::TEXTURES[] = { L"doorWood_lower", L"doorWood_upper", L"doorIron_lower", L"doorIron_upper" }; DoorTile::DoorTile(int id, Material *material) : Tile(id, material,isSolidRender()) { icons = NULL; if (material == Material::metal) { texBase = 2; } else { texBase = 0; } float r = 0.5f; float h = 1.0f; Tile::setShape(0.5f - r, 0, 0.5f - r, 0.5f + r, h, 0.5f + r); } Icon *DoorTile::getTexture(int face, int data) { return icons[texBase]; } Icon *DoorTile::getTexture(LevelSource *level, int x, int y, int z, int face) { if (face == Facing::UP || face == Facing::DOWN) return icons[texBase]; int compositeData = getCompositeData(level, x, y, z); int dir = compositeData & C_DIR_MASK; bool isOpen = (compositeData & C_OPEN_MASK) != 0; bool flip = false; bool upper = (compositeData & C_IS_UPPER_MASK) != 0; if (isOpen) { if (dir == 0 && face == 2) flip = !flip; else if (dir == 1 && face == 5) flip = !flip; else if (dir == 2 && face == 3) flip = !flip; else if (dir == 3 && face == 4) flip = !flip; } else { if (dir == 0 && face == 5) flip = !flip; else if (dir == 1 && face == 3) flip = !flip; else if (dir == 2 && face == 4) flip = !flip; else if (dir == 3 && face == 2) flip = !flip; if ((compositeData & C_RIGHT_HINGE_MASK) != 0) flip = !flip; } return icons[texBase + (flip ? DOOR_TILE_TEXTURE_COUNT : 0) + (upper ? 1 : 0)]; } void DoorTile::registerIcons(IconRegister *iconRegister) { icons = new Icon*[DOOR_TILE_TEXTURE_COUNT * 2]; for (int i = 0; i < DOOR_TILE_TEXTURE_COUNT; i++) { icons[i] = iconRegister->registerIcon(TEXTURES[i]); icons[i + DOOR_TILE_TEXTURE_COUNT] = new FlippedIcon(icons[i], true, false); } } bool DoorTile::blocksLight() { return false; } bool DoorTile::isSolidRender(bool isServerLevel) { return false; } bool DoorTile::isCubeShaped() { return false; } int DoorTile::getRenderShape() { return Tile::SHAPE_DOOR; } AABB *DoorTile::getTileAABB(Level *level, int x, int y, int z) { updateShape(level, x, y, z); AABB *retval = Tile::getTileAABB(level, x, y, z); return retval; } AABB *DoorTile::getAABB(Level *level, int x, int y, int z) { updateShape(level, x, y, z); AABB *retval = Tile::getAABB(level, x, y, z); return retval; } void DoorTile::updateShape(LevelSource *level, int x, int y, int z, int forceData, shared_ptr forceEntity) // 4J added forceData, forceEntity param { setShape(getCompositeData(level,x, y, z)); } int DoorTile::getDir(LevelSource *level, int x, int y, int z) { return getCompositeData(level, x, y, z) & C_DIR_MASK; } bool DoorTile::isOpen(LevelSource *level, int x, int y, int z) { return (getCompositeData(level, x, y, z) & C_OPEN_MASK) != 0; } void DoorTile::setShape(int compositeData) { float r = 3 / 16.0f; Tile::setShape(0, 0, 0, 1, 2, 1); int dir = compositeData & C_DIR_MASK; bool open = (compositeData & C_OPEN_MASK) != 0; bool hasRightHinge = (compositeData & C_RIGHT_HINGE_MASK) != 0; if (dir == 0) { if (open) { if (!hasRightHinge) setShape(0, 0, 0, 1, 1, r); else setShape(0, 0, 1 - r, 1, 1, 1); } else setShape(0, 0, 0, r, 1, 1); } else if (dir == 1) { if (open) { if (!hasRightHinge) setShape(1 - r, 0, 0, 1, 1, 1); else setShape(0, 0, 0, r, 1, 1); } else setShape(0, 0, 0, 1, 1, r); } else if (dir == 2) { if (open) { if (!hasRightHinge) setShape(0, 0, 1 - r, 1, 1, 1); else setShape(0, 0, 0, 1, 1, r); } else setShape(1 - r, 0, 0, 1, 1, 1); } else if (dir == 3) { if (open) { if (!hasRightHinge) setShape(0, 0, 0, r, 1, 1); else setShape(1 - r, 0, 0, 1, 1, 1); } else setShape(0, 0, 1 - r, 1, 1, 1); } } void DoorTile::attack(Level *level, int x, int y, int z, shared_ptr player) { // Fix for #92957 - TU11: Content: Multiplayer: Wooden Doors splits in half and glitch in open / close motion while being mined. // In lastest PC version this is commented out, so do that now to fix bug above //use(level, x, y, z, player); } // 4J-PB - Adding a TestUse for tooltip display bool DoorTile::TestUse() { return true; } bool DoorTile::use(Level *level, int x, int y, int z, shared_ptr player, int clickedFace, float clickX, float clickY, float clickZ, bool soundOnly/*=false*/) // 4J added soundOnly param { if(soundOnly) { // 4J - added - just do enough to play the sound if (material != Material::metal) { level->levelEvent(player, LevelEvent::SOUND_OPEN_DOOR, x, y, z, 0); } return false; } if (material == Material::metal) return true; int compositeData = getCompositeData(level, x, y, z); int lowerData = compositeData & C_LOWER_DATA_MASK; lowerData ^= 4; if ((compositeData & C_IS_UPPER_MASK) == 0) { level->setData(x, y, z, lowerData);//, Tile.UPDATE_CLIENTS); level->setTilesDirty(x, y, z, x, y, z); } else { level->setData(x, y - 1, z, lowerData);//, Tile.UPDATE_CLIENTS); level->setTilesDirty(x, y - 1, z, x, y, z); } level->levelEvent(player, LevelEvent::SOUND_OPEN_DOOR, x, y, z, 0); return true; } void DoorTile::setOpen(Level *level, int x, int y, int z, bool shouldOpen) { int compositeData = getCompositeData(level, x, y, z); bool isOpen = (compositeData & C_OPEN_MASK) != 0; if (isOpen == shouldOpen) return; int lowerData = compositeData & C_LOWER_DATA_MASK; lowerData ^= 4; if ((compositeData & C_IS_UPPER_MASK) == 0) { level->setData(x, y, z, lowerData);//, Tile.UPDATE_CLIENTS); level->setTilesDirty(x, y, z, x, y, z); } else { level->setData(x, y - 1, z, lowerData);//, Tile.UPDATE_CLIENTS); level->setTilesDirty(x, y - 1, z, x, y, z); } level->levelEvent(nullptr, LevelEvent::SOUND_OPEN_DOOR, x, y, z, 0); } void DoorTile::neighborChanged(Level *level, int x, int y, int z, int type) { int data = level->getData(x, y, z); if ((data & UPPER_BIT) == 0) { bool spawn = false; if (level->getTile(x, y + 1, z) != id) { level->setTile(x, y, z, 0); spawn = true; } if (!level->isSolidBlockingTile(x, y - 1, z)) { level->setTile(x, y, z, 0); spawn = true; if (level->getTile(x, y + 1, z) == id) { level->setTile(x, y + 1, z, 0); } } if (spawn) { if (!level->isClientSide) { spawnResources(level, x, y, z, data, 0); } } else { bool signal = level->hasNeighborSignal(x, y, z) || level->hasNeighborSignal(x, y + 1, z); if ((signal || (type > 0 && Tile::tiles[type]->isSignalSource())) && type != id) { setOpen(level, x, y, z, signal); } } } else { if (level->getTile(x, y - 1, z) != id) { level->setTile(x, y, z, 0); } if (type > 0 && type != id) { neighborChanged(level, x, y - 1, z, type); } } } int DoorTile::getResource(int data, Random *random, int playerBonusLevel) { if ((data & 8) != 0) return 0; if (material == Material::metal) return Item::door_iron->id; return Item::door_wood->id; } HitResult *DoorTile::clip(Level *level, int xt, int yt, int zt, Vec3 *a, Vec3 *b) { updateShape(level, xt, yt, zt); return Tile::clip(level, xt, yt, zt, a, b); } bool DoorTile::mayPlace(Level *level, int x, int y, int z) { if (y >= Level::maxBuildHeight - 1) return false; return (level->isTopSolidBlocking(x, y - 1, z) && Tile::mayPlace(level, x, y, z) && Tile::mayPlace(level, x, y + 1, z)); } bool DoorTile::isOpen(int data) { return (data & 4) != 0; } int DoorTile::getPistonPushReaction() { return Material::PUSH_DESTROY; } int DoorTile::getCompositeData(LevelSource *level, int x, int y, int z) { int data = level->getData(x, y, z); bool isUpper = (data & UPPER_BIT) != 0; int lowerData; int upperData; if (isUpper) { lowerData = level->getData(x, y - 1, z); upperData = data; } else { lowerData = data; upperData = level->getData(x, y + 1, z); } // bits: dir, dir, open/closed, isUpper, isRightHinge bool isRightHinge = (upperData & 1) != 0; return (lowerData & C_LOWER_DATA_MASK) | (isUpper ? 8 : 0) | (isRightHinge ? 16 : 0); } int DoorTile::cloneTileId(Level *level, int x, int y, int z) { return material == Material::metal ? Item::door_iron_Id : Item::door_wood_Id; }