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
37 lines
1.5 KiB
C++
37 lines
1.5 KiB
C++
#pragma once
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#include "Tile.h"
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class Player;
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class Random;
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class RedStoneOreTile : public Tile
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{
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private:
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bool lit;
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public:
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RedStoneOreTile(int id, bool lit);
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virtual int getTickDelay(Level *level);
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virtual void attack(Level *level, int x, int y, int z, shared_ptr<Player> player);
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virtual void stepOn(Level *level, int x, int y, int z, shared_ptr<Entity> entity);
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virtual bool TestUse();
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virtual bool 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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private:
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virtual void interact(Level *level, int x, int y, int z);
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public:
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virtual void tick(Level *level, int x, int y, int z, Random* random);
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virtual int getResource(int data, Random *random, int playerBonusLevel);
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virtual int getResourceCountForLootBonus(int bonusLevel, Random *random);
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virtual int getResourceCount(Random *random);
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virtual void spawnResources(Level *level, int x, int y, int z, int data, float odds, int playerBonusLevel);
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virtual void animateTick(Level *level, int x, int y, int z, Random *random);
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// 4J Added so we can check before we try to add a tile to the tick list if it's actually going to do seomthing
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virtual bool shouldTileTick(Level *level, int x,int y,int z);
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private:
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void poofParticles(Level *level, int x, int y, int z);
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protected:
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virtual shared_ptr<ItemInstance> getSilkTouchItemInstance(int data);
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virtual int getInteractTooltipId(Level* level, int x, int y, int z, std::shared_ptr<Player> player, bool bUseItemOn) const override;
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};
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