4jcraft/Minecraft.World/Blocks/BedTile.cpp
Nikita Edel a006cc5aa0 uninitialized vptr
the vptr to isSolidRender() is not known before contruction of the Tile. Its true by default. if false, need to pass false. that is what i did. i verfied what isSolidRender() is in every file. and did exactly what isSolidRender() would return
2026-03-10 23:22:34 +01:00

333 lines
8.3 KiB
C++

#include "../Platform/stdafx.h"
#include "../Level/Dimensions/Dimension.h"
#include "../Headers/net.minecraft.h"
#include "../Headers/net.minecraft.world.entity.player.h"
#include "../Headers/net.minecraft.world.item.h"
#include "../Headers/net.minecraft.world.level.h"
#include "../Headers/net.minecraft.world.h"
#include "BedTile.h"
int BedTile::HEAD_DIRECTION_OFFSETS[4][2] =
{
{ 0, 1 }, { -1, 0 }, { 0, -1 }, { 1, 0 }
};
BedTile::BedTile(int id) : DirectionalTile(id, Material::cloth, false)
{
setShape();
iconEnd = NULL;
iconSide = NULL;
iconTop = NULL;
}
// 4J Added override
void BedTile::updateDefaultShape()
{
setShape();
}
// 4J-PB - Adding a TestUse for tooltip display
bool BedTile::TestUse(Level *level, int x, int y, int z, std::shared_ptr<Player> player)
{
//if (level->isClientSide) return true;
int data = level->getData(x, y, z);
if (!BedTile::isHeadPiece(data))
{
// fetch head piece instead
int direction = getDirection(data);
x += HEAD_DIRECTION_OFFSETS[direction][0];
z += HEAD_DIRECTION_OFFSETS[direction][1];
if (level->getTile(x, y, z) != id)
{
return true;
}
data = level->getData(x, y, z);
}
if (!level->dimension->mayRespawn())
{
return false;
}
if (BedTile::isOccupied(data))
{
return false;
}
Player::BedSleepingResult result = player->startSleepInBed(x, y, z, true); // true to just test the start sleep
if (result == Player::OK)
{
return true;
}
return false;
}
bool BedTile::use(Level *level, int x, int y, int z, std::shared_ptr<Player> player, int clickedFace, float clickX, float clickY, float clickZ, bool soundOnly/*=false*/) // 4J added soundOnly param
{
if( soundOnly) return false;
if (level->isClientSide) return true;
int data = level->getData(x, y, z);
if (!BedTile::isHeadPiece(data))
{
// fetch head piece instead
int direction = getDirection(data);
x += HEAD_DIRECTION_OFFSETS[direction][0];
z += HEAD_DIRECTION_OFFSETS[direction][1];
if (level->getTile(x, y, z) != id)
{
return true;
}
data = level->getData(x, y, z);
}
if (!level->dimension->mayRespawn())
{
double xc = x + 0.5;
double yc = y + 0.5;
double zc = z + 0.5;
level->setTile(x, y, z, 0);
int direction = getDirection(data);
x += HEAD_DIRECTION_OFFSETS[direction][0];
z += HEAD_DIRECTION_OFFSETS[direction][1];
if (level->getTile(x, y, z) == id) {
level->setTile(x, y, z, 0);
xc = (xc + x + 0.5) / 2;
yc = (yc + y + 0.5) / 2;
zc = (zc + z + 0.5) / 2;
}
level->explode(nullptr, x + 0.5f, y + 0.5f, z + 0.5f, 5, true, true);
return true;
}
if (BedTile::isOccupied(data))
{
std::shared_ptr<Player> sleepingPlayer = nullptr;
AUTO_VAR(itEnd, level->players.end());
for (AUTO_VAR(it, level->players.begin()); it != itEnd; it++ )
{
std::shared_ptr<Player> p = *it;
if (p->isSleeping())
{
Pos pos = p->bedPosition;
if (pos.x == x && pos.y == y && pos.z == z)
{
sleepingPlayer = p;
}
}
}
if (sleepingPlayer == NULL)
{
BedTile::setOccupied(level, x, y, z, false);
}
else
{
player->displayClientMessage(IDS_TILE_BED_OCCUPIED );
return true;
}
}
Player::BedSleepingResult result = player->startSleepInBed(x, y, z);
if (result == Player::OK)
{
BedTile::setOccupied(level, x, y, z, true);
// 4J-PB added
// are there multiple players in the same world as us?
if(level->AllPlayersAreSleeping()==false)
{
player->displayClientMessage(IDS_TILE_BED_PLAYERSLEEP);
}
return true;
}
if (result == Player::NOT_POSSIBLE_NOW)
{
player->displayClientMessage(IDS_TILE_BED_NO_SLEEP);
}
else if (result == Player::NOT_SAFE)
{
player->displayClientMessage(IDS_TILE_BED_NOTSAFE);
}
return true;
}
Icon *BedTile::getTexture(int face, int data)
{
if (face == Facing::DOWN)
{
return Tile::wood->getTexture(face);
}
int direction = getDirection(data);
int tileFacing = Direction::RELATIVE_DIRECTION_FACING[direction][face];
int part = isHeadPiece(data) ? PART_HEAD : PART_FOOT;
if ((part == PART_HEAD && tileFacing == Facing::NORTH) || (part == PART_FOOT && tileFacing == Facing::SOUTH))
{
return iconEnd[part];
}
if (tileFacing == Facing::EAST || tileFacing == Facing::WEST)
{
return iconSide[part];
}
return iconTop[part];
}
void BedTile::registerIcons(IconRegister *iconRegister)
{
iconTop = new Icon *[2];
iconTop[0] = iconRegister->registerIcon(L"bed_feet_top");
iconTop[1] = iconRegister->registerIcon(L"bed_head_top");
iconEnd = new Icon *[2];
iconEnd[0] = iconRegister->registerIcon(L"bed_feet_end");
iconEnd[1] = iconRegister->registerIcon(L"bed_head_end");
iconSide = new Icon *[2];
iconSide[0] = iconRegister->registerIcon(L"bed_feet_side");
iconSide[1] = iconRegister->registerIcon(L"bed_head_side");
}
int BedTile::getRenderShape()
{
return Tile::SHAPE_BED;
}
bool BedTile::isCubeShaped()
{
return false;
}
bool BedTile::isSolidRender(bool isServerLevel)
{
return false;
}
void BedTile::updateShape(LevelSource *level, int x, int y, int z, int forceData, std::shared_ptr<TileEntity> forceEntity) // 4J added forceData, forceEntity param
{
setShape();
}
void BedTile::neighborChanged(Level *level, int x, int y, int z, int type)
{
int data = level->getData(x, y, z);
int direction = getDirection(data);
if (isHeadPiece(data))
{
if (level->getTile(x - HEAD_DIRECTION_OFFSETS[direction][0], y, z - HEAD_DIRECTION_OFFSETS[direction][1]) != id)
{
level->setTile(x, y, z, 0);
}
} else
{
if (level->getTile(x + HEAD_DIRECTION_OFFSETS[direction][0], y, z + HEAD_DIRECTION_OFFSETS[direction][1]) != id)
{
level->setTile(x, y, z, 0);
if (!level->isClientSide)
{
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
}
}
}
}
int BedTile::getResource(int data, Random *random, int playerBonusLevel)
{
if (isHeadPiece(data))
{
return 0;
}
return Item::bed->id;
}
void BedTile::setShape()
{
Tile::setShape(0, 0, 0, 1, 9 / 16.0f, 1);
}
bool BedTile::isHeadPiece(int data)
{
return (data & HEAD_PIECE_DATA) != 0;
}
bool BedTile::isOccupied(int data)
{
return (data & OCCUPIED_DATA) != 0;
}
void BedTile::setOccupied(Level *level, int x, int y, int z, bool occupied)
{
int data = level->getData(x, y, z);
if (occupied)
{
data = data | OCCUPIED_DATA;
} else
{
data = data & ~OCCUPIED_DATA;
}
level->setData(x, y, z, data);
}
Pos *BedTile::findStandUpPosition(Level *level, int x, int y, int z, int skipCount)
{
int data = level->getData(x, y, z);
int direction = DirectionalTile::getDirection(data);
// try to find a clear location near the bed
for (int step = 0; step <= 1; step++)
{
int startX = x - BedTile::HEAD_DIRECTION_OFFSETS[direction][0] * step - 1;
int startZ = z - BedTile::HEAD_DIRECTION_OFFSETS[direction][1] * step - 1;
int endX = startX + 2;
int endZ = startZ + 2;
for (int standX = startX; standX <= endX; standX++)
{
for (int standZ = startZ; standZ <= endZ; standZ++)
{
// 4J Stu - Changed to check isSolidBlockingTile rather than isEmpty for the blocks that we wish to place the player
// This allows the player to spawn in blocks with snow, grass etc
if (level->isTopSolidBlocking(standX, y - 1, standZ) &&
!level->isSolidBlockingTile(standX, y, standZ) &&
!level->isSolidBlockingTile(standX, y + 1, standZ))
{
if (skipCount > 0) {
skipCount--;
continue;
}
return new Pos(standX, y, standZ);
}
}
}
}
return NULL;
}
void BedTile::spawnResources(Level *level, int x, int y, int z, int data, float odds, int playerBonus)
{
if (!isHeadPiece(data))
{
Tile::spawnResources(level, x, y, z, data, odds, 0);
}
}
int BedTile::getPistonPushReaction()
{
return Material::PUSH_DESTROY;
}
int BedTile::cloneTileId(Level *level, int x, int y, int z)
{
return Item::bed_Id;
}