120 lines
2.6 KiB
C++
120 lines
2.6 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "ItemFrame.h"
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#include "Player.h"
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#include "../ClientHandle.h"
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#include "Chunk.h"
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cItemFrame::cItemFrame(eBlockFace a_BlockFace, Vector3d a_Pos):
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Super(etItemFrame, a_BlockFace, a_Pos),
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m_Item(E_BLOCK_AIR),
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m_ItemRotation(0)
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{
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}
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bool cItemFrame::DoTakeDamage(TakeDamageInfo & a_TDI)
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{
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// Take environmental or non-player damage normally:
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if (m_Item.IsEmpty() || (a_TDI.Attacker == nullptr) || !a_TDI.Attacker->IsPlayer())
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{
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return Super::DoTakeDamage(a_TDI);
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}
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// Only pop out a pickup if attacked by a non-creative player:
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if (!static_cast<cPlayer *>(a_TDI.Attacker)->IsGameModeCreative())
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{
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// Where the pickup spawns, offset by half cPickup height to centre in the block.
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const auto SpawnPosition = GetPosition().addedY(-0.125);
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// The direction the pickup travels to simulate a pop-out effect.
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const auto FlyOutSpeed = AddFaceDirection(Vector3i(), ProtocolFaceToBlockFace(m_Facing)) * 2;
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// Spawn the frame's held item:
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GetWorld()->SpawnItemPickup(SpawnPosition, m_Item, FlyOutSpeed);
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}
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// In any case we have a held item and were hit by a player, so clear it:
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m_Item.Empty();
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m_ItemRotation = 0;
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a_TDI.FinalDamage = 0;
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SetInvulnerableTicks(0);
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GetWorld()->BroadcastEntityMetadata(*this);
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return false;
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}
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void cItemFrame::GetDrops(cItems & a_Items, cEntity * a_Killer)
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{
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if (!m_Item.IsEmpty())
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{
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a_Items.push_back(m_Item);
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}
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a_Items.emplace_back(E_ITEM_ITEM_FRAME);
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}
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void cItemFrame::OnRightClicked(cPlayer & a_Player)
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{
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Super::OnRightClicked(a_Player);
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if (!m_Item.IsEmpty())
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{
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// Item not empty, rotate, clipping values to zero to seven inclusive
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m_ItemRotation++;
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if (m_ItemRotation >= 8)
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{
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m_ItemRotation = 0;
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}
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}
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else if (!a_Player.GetEquippedItem().IsEmpty())
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{
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// Item empty, and player held item not empty - add this item to self
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m_Item = a_Player.GetEquippedItem();
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m_Item.m_ItemCount = 1;
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if (!a_Player.IsGameModeCreative())
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{
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a_Player.GetInventory().RemoveOneEquippedItem();
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}
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}
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GetWorld()->BroadcastEntityMetadata(*this); // Update clients
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GetParentChunk()->MarkDirty(); // Mark chunk dirty to save rotation or item
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}
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void cItemFrame::SpawnOn(cClientHandle & a_ClientHandle)
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{
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Super::SpawnOn(a_ClientHandle);
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a_ClientHandle.SendSpawnEntity(*this);
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a_ClientHandle.SendEntityMetadata(*this);
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if (m_Item.m_ItemType == E_ITEM_MAP)
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{
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cMap * Map = GetWorld()->GetMapManager().GetMapData(static_cast<unsigned>(m_Item.m_ItemDamage));
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if (Map != nullptr)
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{
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a_ClientHandle.SendMapData(*Map, 0, 0);
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}
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}
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}
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