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