Split TossItem into three Toss functions (Held, Equipped and Pickup)
This commit is contained in:
parent
9c93ab15ab
commit
41b05416c7
@ -5,7 +5,7 @@ return
|
||||
CalledWhen = "A player is tossing an item. Plugin may override / refuse.",
|
||||
DefaultFnName = "OnPlayerTossingItem", -- also used as pagename
|
||||
Desc = [[
|
||||
This hook is called when a {{cPlayer|player}} has tossed an item (Q keypress). The
|
||||
This hook is called when a {{cPlayer|player}} has tossed an item. The
|
||||
{{cPickup|pickup}} has not been spawned yet. Plugins may disallow the tossing, but in that case they
|
||||
need to clean up - the player's client already thinks the item has been tossed so the
|
||||
{{cInventory|inventory}} needs to be re-sent to the player.</p>
|
||||
@ -18,8 +18,9 @@ return
|
||||
},
|
||||
Returns = [[
|
||||
If the function returns false or no value, other plugins' callbacks are called and finally MCServer
|
||||
creates the pickup for the item and tosses it, using {{cPlayer}}:TossItem. If the function returns
|
||||
true, no other callbacks are called for this event and MCServer doesn't toss the item.
|
||||
creates the pickup for the item and tosses it, using {{cPlayer}}:TossHeldItem, {{cPlayer}}:TossEquippedItem,
|
||||
or {{cPlayer}}:TossPickup. If the function returns true, no other callbacks are called for this event
|
||||
and MCServer doesn't toss the item.
|
||||
]],
|
||||
}, -- HOOK_PLAYER_TOSSING_ITEM
|
||||
}
|
||||
|
@ -658,7 +658,8 @@ void cClientHandle::HandleLeftClick(int a_BlockX, int a_BlockY, int a_BlockZ, ch
|
||||
// A plugin doesn't agree with the tossing. The plugin itself is responsible for handling the consequences (possible inventory mismatch)
|
||||
return;
|
||||
}
|
||||
m_Player->TossItem(false);
|
||||
|
||||
m_Player->TossEquippedItem();
|
||||
return;
|
||||
}
|
||||
|
||||
@ -713,7 +714,7 @@ void cClientHandle::HandleLeftClick(int a_BlockX, int a_BlockY, int a_BlockZ, ch
|
||||
// A plugin doesn't agree with the tossing. The plugin itself is responsible for handling the consequences (possible inventory mismatch)
|
||||
return;
|
||||
}
|
||||
m_Player->TossItem(false, 64); // Toss entire slot - if there aren't enough items, the maximum will be ejected
|
||||
m_Player->TossEquippedItem(64); // Toss entire slot - if there aren't enough items, the maximum will be ejected
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -1342,43 +1342,9 @@ AString cPlayer::GetColor(void) const
|
||||
|
||||
|
||||
|
||||
void cPlayer::TossItem(
|
||||
bool a_bDraggingItem,
|
||||
char a_Amount /* = 1 */,
|
||||
short a_CreateType /* = 0 */,
|
||||
short a_CreateHealth /* = 0 */
|
||||
)
|
||||
void cPlayer::TossEquippedItem(char a_Amount)
|
||||
{
|
||||
cItems Drops;
|
||||
if (a_CreateType != 0)
|
||||
{
|
||||
// Just create item without touching the inventory (used in creative mode)
|
||||
Drops.push_back(cItem(a_CreateType, a_Amount, a_CreateHealth));
|
||||
}
|
||||
else
|
||||
{
|
||||
// Drop an item from the inventory:
|
||||
if (a_bDraggingItem)
|
||||
{
|
||||
cItem & Item = GetDraggingItem();
|
||||
if (!Item.IsEmpty())
|
||||
{
|
||||
char OriginalItemAmount = Item.m_ItemCount;
|
||||
Item.m_ItemCount = std::min(OriginalItemAmount, a_Amount);
|
||||
Drops.push_back(Item);
|
||||
if (OriginalItemAmount > a_Amount)
|
||||
{
|
||||
Item.m_ItemCount = OriginalItemAmount - (char)a_Amount;
|
||||
}
|
||||
else
|
||||
{
|
||||
Item.Empty();
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Else drop equipped item
|
||||
cItem DroppedItem(GetInventory().GetEquippedItem());
|
||||
if (!DroppedItem.IsEmpty())
|
||||
{
|
||||
@ -1393,8 +1359,51 @@ void cPlayer::TossItem(
|
||||
DroppedItem.m_ItemCount = NewAmount;
|
||||
Drops.push_back(DroppedItem);
|
||||
}
|
||||
|
||||
double vX = 0, vY = 0, vZ = 0;
|
||||
EulerToVector(-GetYaw(), GetPitch(), vZ, vX, vY);
|
||||
vY = -vY * 2 + 1.f;
|
||||
m_World->SpawnItemPickups(Drops, GetPosX(), GetEyeHeight(), GetPosZ(), vX * 3, vY * 3, vZ * 3, true); // 'true' because created by player
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cPlayer::TossHeldItem(char a_Amount)
|
||||
{
|
||||
cItems Drops;
|
||||
cItem & Item = GetDraggingItem();
|
||||
if (!Item.IsEmpty())
|
||||
{
|
||||
char OriginalItemAmount = Item.m_ItemCount;
|
||||
Item.m_ItemCount = std::min(OriginalItemAmount, a_Amount);
|
||||
Drops.push_back(Item);
|
||||
if (OriginalItemAmount > a_Amount)
|
||||
{
|
||||
Item.m_ItemCount = OriginalItemAmount - a_Amount;
|
||||
}
|
||||
else
|
||||
{
|
||||
Item.Empty();
|
||||
}
|
||||
}
|
||||
|
||||
double vX = 0, vY = 0, vZ = 0;
|
||||
EulerToVector(-GetYaw(), GetPitch(), vZ, vX, vY);
|
||||
vY = -vY * 2 + 1.f;
|
||||
m_World->SpawnItemPickups(Drops, GetPosX(), GetEyeHeight(), GetPosZ(), vX * 3, vY * 3, vZ * 3, true); // 'true' because created by player
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cPlayer::TossPickup(const cItem & a_Item)
|
||||
{
|
||||
cItems Drops;
|
||||
Drops.push_back(a_Item);
|
||||
|
||||
double vX = 0, vY = 0, vZ = 0;
|
||||
EulerToVector(-GetYaw(), GetPitch(), vZ, vX, vY);
|
||||
vY = -vY * 2 + 1.f;
|
||||
|
@ -214,7 +214,14 @@ public:
|
||||
/// Returns the full color code to use for this player, based on their primary group or set in m_Color
|
||||
AString GetColor(void) const;
|
||||
|
||||
void TossItem(bool a_bDraggingItem, char a_Amount = 1, short a_CreateType = 0, short a_CreateHealth = 0);
|
||||
// tosses the item in the selected hotbar slot
|
||||
void TossEquippedItem(char a_Amount = 1);
|
||||
|
||||
// tosses the item held in hand (when in UI windows)
|
||||
void TossHeldItem(char a_Amount = 1);
|
||||
|
||||
// tosses a pickup newly created from a_Item
|
||||
void TossPickup(const cItem & a_Item);
|
||||
|
||||
/// Heals the player by the specified amount of HPs (positive only); sends health update
|
||||
void Heal(int a_Health);
|
||||
|
@ -13,7 +13,8 @@
|
||||
#include "../BlockEntities/DropSpenserEntity.h"
|
||||
#include "../BlockEntities/EnderChestEntity.h"
|
||||
#include "../BlockEntities/HopperEntity.h"
|
||||
|
||||
#include "../Root.h"
|
||||
#include "../Bindings/PluginManager.h"
|
||||
|
||||
|
||||
|
||||
@ -169,6 +170,8 @@ void cWindow::Clicked(
|
||||
const cItem & a_ClickedItem
|
||||
)
|
||||
{
|
||||
cPluginManager * PlgMgr = cRoot::Get()->GetPluginManager();
|
||||
|
||||
if (a_WindowID != m_WindowID)
|
||||
{
|
||||
LOGWARNING("%s: Wrong window ID (exp %d, got %d) received from \"%s\"; ignoring click.", __FUNCTION__, m_WindowID, a_WindowID, a_Player.GetName().c_str());
|
||||
@ -179,14 +182,36 @@ void cWindow::Clicked(
|
||||
{
|
||||
case caRightClickOutside:
|
||||
{
|
||||
if (PlgMgr->CallHookPlayerTossingItem(a_Player))
|
||||
{
|
||||
// A plugin doesn't agree with the tossing. The plugin itself is responsible for handling the consequences (possible inventory mismatch)
|
||||
return;
|
||||
}
|
||||
|
||||
if (a_Player.IsGameModeCreative())
|
||||
{
|
||||
a_Player.TossPickup(a_ClickedItem);
|
||||
}
|
||||
|
||||
// Toss one of the dragged items:
|
||||
a_Player.TossItem(true);
|
||||
a_Player.TossHeldItem();
|
||||
return;
|
||||
}
|
||||
case caLeftClickOutside:
|
||||
{
|
||||
if (PlgMgr->CallHookPlayerTossingItem(a_Player))
|
||||
{
|
||||
// A plugin doesn't agree with the tossing. The plugin itself is responsible for handling the consequences (possible inventory mismatch)
|
||||
return;
|
||||
}
|
||||
|
||||
if (a_Player.IsGameModeCreative())
|
||||
{
|
||||
a_Player.TossPickup(a_ClickedItem);
|
||||
}
|
||||
|
||||
// Toss all dragged items:
|
||||
a_Player.TossItem(true, a_Player.GetDraggingItem().m_ItemCount);
|
||||
a_Player.TossHeldItem(a_Player.GetDraggingItem().m_ItemCount);
|
||||
return;
|
||||
}
|
||||
case caLeftClickOutsideHoldNothing:
|
||||
@ -259,11 +284,13 @@ void cWindow::OpenedByPlayer(cPlayer & a_Player)
|
||||
|
||||
bool cWindow::ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse)
|
||||
{
|
||||
cPluginManager * PlgMgr = cRoot::Get()->GetPluginManager();
|
||||
|
||||
// Checks whether the player is still holding an item
|
||||
if (a_Player.IsDraggingItem())
|
||||
{
|
||||
LOGD("Player holds item! Dropping it...");
|
||||
a_Player.TossItem(true, a_Player.GetDraggingItem().m_ItemCount);
|
||||
a_Player.TossHeldItem(a_Player.GetDraggingItem().m_ItemCount);
|
||||
}
|
||||
|
||||
cClientHandle * ClientHandle = a_Player.GetClientHandle();
|
||||
|
Loading…
Reference in New Issue
Block a user