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https://github.com/4jcraft/4jcraft.git
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134 lines
4.6 KiB
C++
134 lines
4.6 KiB
C++
#include "../Platform/stdafx.h"
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#include "../Headers/net.minecraft.world.entity.player.h"
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#include "../Headers/net.minecraft.world.entity.item.h"
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#include "../Headers/net.minecraft.world.level.h"
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#include "../Headers/net.minecraft.world.level.tile.h"
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#include "../Headers/net.minecraft.world.phys.h"
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#include "ItemInstance.h"
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#include "BoatItem.h"
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BoatItem::BoatItem(int id) : Item(id) { maxStackSize = 1; }
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bool BoatItem::TestUse(std::shared_ptr<ItemInstance> itemInstance, Level* level,
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std::shared_ptr<Player> player) {
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// 4J-PB - added for tooltips to test use
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// 4J TODO really we should have the crosshair hitresult telling us if it
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// hit water, and at what distance, so we don't need to do this again if the
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// player happens to have a boat in their hand
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float xRot = player->xRotO + (player->xRot - player->xRotO);
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float yRot = player->yRotO + (player->yRot - player->yRotO);
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double x = player->xo + (player->x - player->xo);
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double y =
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player->yo + (player->y - player->yo) + 1.62 - player->heightOffset;
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double z = player->zo + (player->z - player->zo);
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Vec3* from = Vec3::newTemp(x, y, z);
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float yCos = Mth::cos(-yRot * Mth::RAD_TO_GRAD - PI);
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float ySin = Mth::sin(-yRot * Mth::RAD_TO_GRAD - PI);
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float xCos = -Mth::cos(-xRot * Mth::RAD_TO_GRAD);
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float xSin = Mth::sin(-xRot * Mth::RAD_TO_GRAD);
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float xa = ySin * xCos;
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float ya = xSin;
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float za = yCos * xCos;
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double range = 5;
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Vec3* to = from->add(xa * range, ya * range, za * range);
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HitResult* hr = level->clip(from, to, true);
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if (hr == NULL) return false;
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if (hr->type == HitResult::TILE) {
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delete hr;
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return true;
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}
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delete hr;
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return false;
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}
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std::shared_ptr<ItemInstance> BoatItem::use(
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std::shared_ptr<ItemInstance> itemInstance, Level* level,
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std::shared_ptr<Player> player) {
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float a = 1;
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float xRot = player->xRotO + (player->xRot - player->xRotO) * a;
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float yRot = player->yRotO + (player->yRot - player->yRotO) * a;
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double x = player->xo + (player->x - player->xo) * a;
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double y =
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player->yo + (player->y - player->yo) * a + 1.62 - player->heightOffset;
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double z = player->zo + (player->z - player->zo) * a;
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Vec3* from = Vec3::newTemp(x, y, z);
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float yCos = Mth::cos(-yRot * Mth::RAD_TO_GRAD - PI);
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float ySin = Mth::sin(-yRot * Mth::RAD_TO_GRAD - PI);
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float xCos = -Mth::cos(-xRot * Mth::RAD_TO_GRAD);
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float xSin = Mth::sin(-xRot * Mth::RAD_TO_GRAD);
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float xa = ySin * xCos;
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float ya = xSin;
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float za = yCos * xCos;
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double range = 5;
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Vec3* to = from->add(xa * range, ya * range, za * range);
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HitResult* hr = level->clip(from, to, true);
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if (hr == NULL) return itemInstance;
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// check entity collision
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Vec3* b = player->getViewVector(a);
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bool hitEntity = false;
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float overlap = 1;
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std::vector<std::shared_ptr<Entity> >* objects = level->getEntities(
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player,
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player->bb->expand(b->x * (range), b->y * (range), b->z * (range))
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->grow(overlap, overlap, overlap));
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// for (int i = 0; i < objects.size(); i++) {
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for (AUTO_VAR(it, objects->begin()); it != objects->end(); ++it) {
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std::shared_ptr<Entity> e = *it; // objects.get(i);
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if (!e->isPickable()) continue;
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float rr = e->getPickRadius();
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AABB* bb = e->bb->grow(rr, rr, rr);
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if (bb->contains(from)) {
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hitEntity = true;
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}
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}
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if (hitEntity) {
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return itemInstance;
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}
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if (hr->type == HitResult::TILE) {
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int xt = hr->x;
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int yt = hr->y;
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int zt = hr->z;
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if (level->getTile(xt, yt, zt) == Tile::topSnow_Id) yt--;
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if (level->countInstanceOf(eTYPE_BOAT, true) <
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Level::MAX_XBOX_BOATS) // 4J - added limit
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{
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std::shared_ptr<Boat> boat = std::shared_ptr<Boat>(
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new Boat(level, xt + 0.5f, yt + 1.0f, zt + 0.5f));
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boat->yRot =
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((Mth::floor(player->yRot * 4.0F / 360.0F + 0.5) & 0x3) - 1) *
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90;
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if (!level->getCubes(boat, boat->bb->grow(-.1, -.1, -.1))
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->empty()) {
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return itemInstance;
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}
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if (!level->isClientSide) {
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level->addEntity(boat);
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}
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if (!player->abilities.instabuild) {
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itemInstance->count--;
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}
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} else {
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// display a message to say max boats has been hit
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player->displayClientMessage(IDS_MAX_BOATS);
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}
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}
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delete hr;
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return itemInstance;
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} |