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
377 lines
8.6 KiB
C++
377 lines
8.6 KiB
C++
#include "stdafx.h"
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#include "Dimension.h"
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#include "net.minecraft.h"
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#include "net.minecraft.world.entity.player.h"
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#include "net.minecraft.world.item.h"
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#include "net.minecraft.world.level.h"
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#include "net.minecraft.world.h"
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#include "BedTile.h"
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int BedTile::HEAD_DIRECTION_OFFSETS[4][2] =
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{
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{ 0, 1 }, { -1, 0 }, { 0, -1 }, { 1, 0 }
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};
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BedTile::BedTile(int id) : DirectionalTile(id, Material::cloth, isSolidRender())
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{
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setShape();
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iconEnd = nullptr;
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iconSide = nullptr;
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iconTop = nullptr;
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}
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void BedTile::createBlockStateDefinition()
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{
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if (!m_blockStateDefinition)
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m_blockStateDefinition = new BlockStateDefinition(this);
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}
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int BedTile::defaultBlockState()
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{
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return 0;
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}
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int BedTile::convertBlockStateToLegacyData(BlockState *state)
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{
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return state ? (state->value & 0xF) : 0;
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}
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Tile::BlockState BedTile::getBlockState(int data)
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{
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return Tile::BlockState(data & 0xF);
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}
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Tile::BlockState BedTile::getBlockState(LevelSource *level, int x, int y, int z)
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{
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return Tile::BlockState(level->getData(x, y, z) & 0xF);
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}
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// 4J Added override
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void BedTile::updateDefaultShape()
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{
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setShape();
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}
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// 4J-PB - Adding a TestUse for tooltip display
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bool BedTile::TestUse(Level *level, int x, int y, int z, shared_ptr<Player> player)
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{
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//if (level->isClientSide) return true;
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int data = level->getData(x, y, z);
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if (!BedTile::isHeadPiece(data))
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{
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// fetch head piece instead
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int direction = getDirection(data);
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x += HEAD_DIRECTION_OFFSETS[direction][0];
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z += HEAD_DIRECTION_OFFSETS[direction][1];
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if (level->getTile(x, y, z) != id)
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{
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return true;
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}
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data = level->getData(x, y, z);
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}
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if (!level->dimension->mayRespawn())
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{
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return false;
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}
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if (BedTile::isOccupied(data))
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{
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return false;
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}
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Player::BedSleepingResult result = player->startSleepInBed(x, y, z, true); // true to just test the start sleep
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if (result == Player::OK)
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{
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return true;
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}
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return false;
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}
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bool BedTile::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) return true;
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int data = level->getData(x, y, z);
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if (!isHeadPiece(data))
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{
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// fetch head piece instead
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int direction = getDirection(data);
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x += HEAD_DIRECTION_OFFSETS[direction][0];
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z += HEAD_DIRECTION_OFFSETS[direction][1];
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if (level->getTile(x, y, z) != id)
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{
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return true;
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}
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data = level->getData(x, y, z);
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}
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if (!level->dimension->mayRespawn() || level->getBiome(x, z) == Biome::hell)
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{
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double xc = x + 0.5;
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double yc = y + 0.5;
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double zc = z + 0.5;
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level->removeTile(x, y, z);
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int direction = getDirection(data);
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x += HEAD_DIRECTION_OFFSETS[direction][0];
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z += HEAD_DIRECTION_OFFSETS[direction][1];
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if (level->getTile(x, y, z) == id)
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{
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level->removeTile(x, y, z);
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xc = (xc + x + 0.5) / 2;
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yc = (yc + y + 0.5) / 2;
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zc = (zc + z + 0.5) / 2;
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}
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level->explode(nullptr, x + 0.5f, y + 0.5f, z + 0.5f, 5, true, true);
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return true;
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}
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if (isOccupied(data))
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{
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shared_ptr<Player> sleepingPlayer = nullptr;
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for ( auto& p : level->players )
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{
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if (p->isSleeping())
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{
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Pos pos = p->bedPosition;
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if (pos.x == x && pos.y == y && pos.z == z)
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{
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sleepingPlayer = p;
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}
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}
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}
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if (sleepingPlayer == nullptr)
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{
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setOccupied(level, x, y, z, false);
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}
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else
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{
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player->displayClientMessage(IDS_TILE_BED_OCCUPIED );
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return true;
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}
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}
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Player::BedSleepingResult result = player->startSleepInBed(x, y, z);
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if (result == Player::OK)
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{
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setOccupied(level, x, y, z, true);
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// 4J-PB added
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// are there multiple players in the same world as us?
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if(level->AllPlayersAreSleeping()==false)
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{
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player->displayClientMessage(IDS_TILE_BED_PLAYERSLEEP);
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}
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return true;
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}
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if (result == Player::NOT_POSSIBLE_NOW)
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{
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player->displayClientMessage(IDS_TILE_BED_NO_SLEEP);
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}
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else if (result == Player::NOT_SAFE)
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{
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player->displayClientMessage(IDS_TILE_BED_NOTSAFE);
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}
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return true;
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}
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Icon *BedTile::getTexture(int face, int data)
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{
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if (face == Facing::DOWN)
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{
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return Tile::wood->getTexture(face);
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}
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int direction = getDirection(data);
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int tileFacing = Direction::RELATIVE_DIRECTION_FACING[direction][face];
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int part = isHeadPiece(data) ? PART_HEAD : PART_FOOT;
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if ((part == PART_HEAD && tileFacing == Facing::NORTH) || (part == PART_FOOT && tileFacing == Facing::SOUTH))
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{
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return iconEnd[part];
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}
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if (tileFacing == Facing::EAST || tileFacing == Facing::WEST)
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{
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return iconSide[part];
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}
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return iconTop[part];
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}
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void BedTile::registerIcons(IconRegister *iconRegister)
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{
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iconTop = new Icon *[2];
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iconTop[0] = iconRegister->registerIcon(L"bed_feet_top");
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iconTop[1] = iconRegister->registerIcon(L"bed_head_top");
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iconEnd = new Icon *[2];
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iconEnd[0] = iconRegister->registerIcon(L"bed_feet_end");
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iconEnd[1] = iconRegister->registerIcon(L"bed_head_end");
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iconSide = new Icon *[2];
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iconSide[0] = iconRegister->registerIcon(L"bed_feet_side");
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iconSide[1] = iconRegister->registerIcon(L"bed_head_side");
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}
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int BedTile::getRenderShape()
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{
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return Tile::SHAPE_BED;
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}
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bool BedTile::isCubeShaped()
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{
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return false;
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}
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bool BedTile::isSolidRender(bool isServerLevel)
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{
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return false;
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}
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void BedTile::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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setShape();
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}
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void BedTile::neighborChanged(Level *level, int x, int y, int z, int type)
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{
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int data = level->getData(x, y, z);
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int direction = getDirection(data);
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if (isHeadPiece(data))
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{
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if (level->getTile(x - HEAD_DIRECTION_OFFSETS[direction][0], y, z - HEAD_DIRECTION_OFFSETS[direction][1]) != id)
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{
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level->removeTile(x, y, z);
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}
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} else
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{
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if (level->getTile(x + HEAD_DIRECTION_OFFSETS[direction][0], y, z + HEAD_DIRECTION_OFFSETS[direction][1]) != id)
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{
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level->removeTile(x, y, z);
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if (!level->isClientSide)
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{
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Tile::spawnResources(level, x, y, z, data, 0); // 4J - had to add Tile:: here for C++ since this class doesn't have this overloaded method itself
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}
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}
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}
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}
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int BedTile::getResource(int data, Random *random, int playerBonusLevel)
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{
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if (isHeadPiece(data))
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{
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return 0;
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}
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return Item::bed->id;
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}
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void BedTile::setShape()
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{
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Tile::setShape(0, 0, 0, 1, 9 / 16.0f, 1);
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}
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bool BedTile::isHeadPiece(int data)
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{
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return (data & HEAD_PIECE_DATA) != 0;
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}
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bool BedTile::isOccupied(int data)
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{
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return (data & OCCUPIED_DATA) != 0;
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}
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void BedTile::setOccupied(Level *level, int x, int y, int z, bool occupied)
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{
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int data = level->getData(x, y, z);
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if (occupied)
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{
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data = data | OCCUPIED_DATA;
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} else
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{
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data = data & ~OCCUPIED_DATA;
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}
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level->setData(x, y, z, data, Tile::UPDATE_NONE);
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}
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Pos *BedTile::findStandUpPosition(Level *level, int x, int y, int z, int skipCount)
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{
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int data = level->getData(x, y, z);
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int direction = DirectionalTile::getDirection(data);
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for (int step = 0; step <= 1; step++)
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{
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int startX = x - HEAD_DIRECTION_OFFSETS[direction][0] * step - 1;
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int startZ = z - HEAD_DIRECTION_OFFSETS[direction][1] * step - 1;
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int endX = startX + 2;
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int endZ = startZ + 2;
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for (int standX = startX; standX <= endX; standX++)
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{
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for (int standZ = startZ; standZ <= endZ; standZ++)
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{
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// 4J Stu - Changed to check isSolidBlockingTile rather than isEmpty for the blocks that we wish to place the player
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// This allows the player to spawn in blocks with snow, grass etc
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if (level->isTopSolidBlocking(standX, y - 1, standZ) &&
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!level->getMaterial(standX, y, standZ)->isSolidBlocking() &&
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!level->getMaterial(standX, y + 1, standZ)->isSolidBlocking() )
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{
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if (skipCount > 0) {
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skipCount--;
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continue;
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}
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return new Pos(standX, y, standZ);
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}
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}
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}
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}
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return nullptr;
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}
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int BedTile::getInteractTooltipId(Level* level, int x, int y, int z, std::shared_ptr<Player> player, bool bUseItemOn) const
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{
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return bUseItemOn ? IDS_TOOLTIPS_SLEEP : 0;
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}
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void BedTile::spawnResources(Level *level, int x, int y, int z, int data, float odds, int playerBonus)
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{
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if (!isHeadPiece(data))
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{
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Tile::spawnResources(level, x, y, z, data, odds, 0);
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}
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}
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int BedTile::getPistonPushReaction()
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{
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return Material::PUSH_DESTROY;
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}
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int BedTile::cloneTileId(Level *level, int x, int y, int z)
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{
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return Item::bed_Id;
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}
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void BedTile::playerWillDestroy(Level *level, int x, int y, int z, int data, shared_ptr<Player> player)
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{
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if (player->abilities.instabuild)
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{
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if (isHeadPiece(data))
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{
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int direction = getDirection(data);
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x -= HEAD_DIRECTION_OFFSETS[direction][0];
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z -= HEAD_DIRECTION_OFFSETS[direction][1];
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if (level->getTile(x, y, z) == id)
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{
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level->removeTile(x, y, z);
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}
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}
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}
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} |