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
123 lines
3.1 KiB
C++
123 lines
3.1 KiB
C++
#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.h"
|
|
#include "net.minecraft.h"
|
|
#include "AnvilTile.h"
|
|
|
|
const unsigned int AnvilTile::ANVIL_NAMES[ANVIL_NAMES_LENGTH] = { IDS_TILE_ANVIL_INTACT,
|
|
IDS_TILE_ANVIL_SLIGHTLYDAMAGED,
|
|
IDS_TILE_ANVIL_VERYDAMAGED,
|
|
};
|
|
|
|
|
|
wstring AnvilTile::TEXTURE_DAMAGE_NAMES[ANVIL_NAMES_LENGTH] = {
|
|
L"anvil_top", L"anvil_top_damaged_1", L"anvil_top_damaged_2"
|
|
};
|
|
|
|
AnvilTile::AnvilTile(int id) : HeavyTile(id, Material::heavyMetal, isSolidRender() )
|
|
{
|
|
part = PART_BASE;
|
|
setLightBlock(0);
|
|
icons = nullptr;
|
|
}
|
|
|
|
bool AnvilTile::isCubeShaped()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
bool AnvilTile::isSolidRender(bool isServerLevel)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
Icon *AnvilTile::getTexture(int face, int data)
|
|
{
|
|
if (part == PART_TOP && face == Facing::UP)
|
|
{
|
|
int damage = (data >> 2) % ANVIL_NAMES_LENGTH;
|
|
return icons[damage];
|
|
}
|
|
return icon;
|
|
}
|
|
|
|
void AnvilTile::registerIcons(IconRegister *iconRegister)
|
|
{
|
|
icon = iconRegister->registerIcon(L"anvil_base");
|
|
icons = new Icon*[ANVIL_NAMES_LENGTH];
|
|
|
|
for (int i = 0; i < ANVIL_NAMES_LENGTH; i++)
|
|
{
|
|
icons[i] = iconRegister->registerIcon(TEXTURE_DAMAGE_NAMES[i]);
|
|
}
|
|
}
|
|
|
|
void AnvilTile::setPlacedBy(Level *level, int x, int y, int z, shared_ptr<LivingEntity> by, shared_ptr<ItemInstance> itemInstance)
|
|
{
|
|
int dir = (Mth::floor(by->yRot * 4 / (360) + 0.5)) & 3;
|
|
int dmg = level->getData(x, y, z) >> 2;
|
|
|
|
dir = ++dir % 4;
|
|
if (dir == 0) level->setData(x, y, z, Direction::NORTH | (dmg << 2), Tile::UPDATE_CLIENTS);
|
|
if (dir == 1) level->setData(x, y, z, Direction::EAST | (dmg << 2), Tile::UPDATE_CLIENTS);
|
|
if (dir == 2) level->setData(x, y, z, Direction::SOUTH | (dmg << 2), Tile::UPDATE_CLIENTS);
|
|
if (dir == 3) level->setData(x, y, z, Direction::WEST | (dmg << 2), Tile::UPDATE_CLIENTS);
|
|
}
|
|
|
|
bool AnvilTile::use(Level *level, int x, int y, int z, shared_ptr<Player> player, int clickedFace, float clickX, float clickY, float clickZ, bool soundOnly)
|
|
{
|
|
if (level->isClientSide)
|
|
{
|
|
return true;
|
|
}
|
|
player->startRepairing(x, y, z);
|
|
return true;
|
|
}
|
|
|
|
int AnvilTile::getRenderShape()
|
|
{
|
|
return SHAPE_ANVIL;
|
|
}
|
|
|
|
int AnvilTile::getSpawnResourcesAuxValue(int data)
|
|
{
|
|
return data >> 2;
|
|
}
|
|
|
|
void AnvilTile::updateShape(LevelSource *level, int x, int y, int z, int forceData, shared_ptr<TileEntity> forceEntity)
|
|
{
|
|
int dir = level->getData(x, y, z) & 3;
|
|
|
|
if (dir == Direction::EAST || dir == Direction::WEST)
|
|
{
|
|
setShape(0, 0, 2 / 16.0f, 1, 1, 1 - 2 / 16.0f);
|
|
}
|
|
else
|
|
{
|
|
setShape(2 / 16.0f, 0, 0, 1 - 2 / 16.0f, 1, 1);
|
|
}
|
|
}
|
|
|
|
void AnvilTile::falling(shared_ptr<FallingTile> entity)
|
|
{
|
|
entity->setHurtsEntities(true);
|
|
}
|
|
|
|
void AnvilTile::onLand(Level *level, int xt, int yt, int zt, int data)
|
|
{
|
|
level->levelEvent(LevelEvent::SOUND_ANVIL_LAND, xt, yt, zt, 0);
|
|
}
|
|
|
|
bool AnvilTile::shouldRenderFace(LevelSource *level, int x, int y, int z, int face)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
int AnvilTile::getInteractTooltipId(Level* level, int x, int y, int z, std::shared_ptr<Player> player, bool bUseItemOn) const
|
|
{
|
|
return IDS_TOOLTIPS_USE;
|
|
}
|