game loop: Refactor the tooltips loop
Moved the whole logic to a new file (TooltipManager.cpp), and rewrote most of the logic to profit from object oriented programming. The side-effect is that the changes are scattered across entities, tiles and items because moving everything to OOP requires to add the tooltip to every .cpp file for every tile/item/entities (or their class, on plants for example which all use the tooltip IDS_TOOLTIPS_PLANT)
The issue with the default tooltips loop written by 4J is that:
Its running in the main Minecraft::tick loop and is more than a thousand lines long, polluting the function.
Not using C++'s full potential with object oriented programming, 4J decided to use a big switch case (probably because it could run better on hardware without branch prediction like the WiiU or Xbox 360 ?)
And seems to be better off in its own file than in the main Minecraft.cpp file
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@@ -15,7 +15,7 @@ FlintAndSteelItem::FlintAndSteelItem(int id) : Item( id )
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setMaxDamage(64);
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}
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bool FlintAndSteelItem::useOn(shared_ptr<ItemInstance> instance, shared_ptr<Player> player, Level *level, int x, int y, int z, int face, float clickX, float clickY, float clickZ, bool bTestUseOnOnly)
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bool FlintAndSteelItem::useOn(shared_ptr<ItemInstance> instance, shared_ptr<Player> player, Level *level, int x, int y, int z, int face, float clickX, float clickY, float clickZ, bool bTestUseOnOnly)
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{
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// 4J-PB - Adding a test only version to allow tooltips to be displayed
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if (face == 0) y--;
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@@ -24,14 +24,14 @@ bool FlintAndSteelItem::useOn(shared_ptr<ItemInstance> instance, shared_ptr<Play
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if (face == 3) z++;
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if (face == 4) x--;
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if (face == 5) x++;
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if (!player->mayUseItemAt(x, y, z, face, instance)) return false;
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int targetType = level->getTile(x, y, z);
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if(!bTestUseOnOnly)
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{
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if (targetType == 0)
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{
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if (targetType == 0)
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{
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if( level->getTile(x, y-1, z) == Tile::obsidian_Id )
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{
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@@ -70,3 +70,15 @@ bool FlintAndSteelItem::useOn(shared_ptr<ItemInstance> instance, shared_ptr<Play
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return true;
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}
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int FlintAndSteelItem::getUseTooltipId(std::shared_ptr<ItemInstance> itemInstance, std::shared_ptr<Player> player, Level* level, int x, int y, int z, bool bUseItem) const
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{
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if (bUseItem && level != nullptr)
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{
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int targetType = level->getTile(x, y, z);
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if (targetType != 0)
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return IDS_TOOLTIPS_IGNITE;
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}
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return 0;
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}
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