125 lines
2.4 KiB
C++
125 lines
2.4 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 "ClientHandle.h"
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#include "Player.h"
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cItemFrame::cItemFrame(eBlockFace a_BlockFace, double a_X, double a_Y, double a_Z)
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: cEntity(etItemFrame, a_X, a_Y, a_Z, 0.8, 0.8),
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m_BlockFace(a_BlockFace),
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m_Item(E_BLOCK_AIR),
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m_Rotation(0)
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{
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SetMaxHealth(1);
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SetHealth(1);
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}
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void cItemFrame::SpawnOn(cClientHandle & a_ClientHandle)
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{
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int Dir = 0;
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// The client uses different values for item frame directions and block faces. Our constants are for the block faces, so we convert them here to item frame faces
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switch (m_BlockFace)
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{
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case BLOCK_FACE_ZP: break; // Initialised to zero
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case BLOCK_FACE_ZM: Dir = 2; break;
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case BLOCK_FACE_XM: Dir = 1; break;
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case BLOCK_FACE_XP: Dir = 3; break;
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default: ASSERT(!"Unhandled block face when trying to spawn item frame!"); return;
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}
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if ((Dir == 0) || (Dir == 2)) // Probably a client bug, but two directions are flipped and contrary to the norm, so we do -180
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{
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SetYaw((Dir * 90) - 180);
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}
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else
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{
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SetYaw(Dir * 90);
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}
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a_ClientHandle.SendSpawnObject(*this, 71, Dir, (Byte)GetYaw(), (Byte)GetPitch());
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}
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void cItemFrame::OnRightClicked(cPlayer & a_Player)
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{
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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 three inclusive
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m_Rotation++;
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if (m_Rotation >= 4)
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{
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m_Rotation = 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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}
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void cItemFrame::KilledBy(cEntity * a_Killer)
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{
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if (m_Item.IsEmpty())
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{
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super::KilledBy(a_Killer);
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Destroy();
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return;
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}
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if ((a_Killer != NULL) && a_Killer->IsPlayer() && !((cPlayer *)a_Killer)->IsGameModeCreative())
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{
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cItems Item;
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Item.push_back(m_Item);
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GetWorld()->SpawnItemPickups(Item, GetPosX(), GetPosY(), GetPosZ());
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}
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SetHealth(GetMaxHealth());
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m_Item.Clear();
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m_Rotation = 0;
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GetWorld()->BroadcastEntityMetadata(*this);
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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 ((a_Killer != NULL) && a_Killer->IsPlayer() && !((cPlayer *)a_Killer)->IsGameModeCreative())
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{
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a_Items.push_back(cItem(E_ITEM_ITEM_FRAME));
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}
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}
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