#pragma once
#include "ItemHandler.h"
#include "../World.h"
#include "../BlockEntities/MobHeadEntity.h"
class cItemMobHeadHandler :
public cItemHandler
{
public:
cItemMobHeadHandler(int a_ItemType) :
cItemHandler(a_ItemType)
{
}
virtual bool OnPlayerPlace(
cWorld & a_World, cPlayer & a_Player, const cItem & a_EquippedItem,
int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
int a_CursorX, int a_CursorY, int a_CursorZ
) override
{
// Cannot place a head at "no face" and from the bottom:
if ((a_BlockFace == BLOCK_FACE_NONE) || (a_BlockFace == BLOCK_FACE_BOTTOM))
{
return true;
}
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
// If the placed head is a wither, try to spawn the wither first:
if (a_EquippedItem.m_ItemDamage == E_META_HEAD_WITHER)
{
if (TrySpawnWitherAround(a_World, a_Player, a_BlockX, a_BlockY, a_BlockZ))
{
return true;
}
// Wither not created, proceed with regular head placement
}
return PlaceRegularHead(a_World, a_Player, a_EquippedItem, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
}
/** Places a regular head block with no mob spawning checking. */
bool PlaceRegularHead(
cWorld & a_World, cPlayer & a_Player, const cItem & a_EquippedItem,
int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace
)
{
// Place the block:
if (!a_Player.PlaceBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_HEAD, static_cast<NIBBLETYPE>(a_EquippedItem.m_ItemType)))
{
return false;
}
// Use a callback to set the properties of the mob head block entity:
class cCallback : public cBlockEntityCallback
{
cPlayer & m_Player;
eMobHeadType m_HeadType;
NIBBLETYPE m_BlockMeta;
virtual bool Item(cBlockEntity * a_BlockEntity)
{
if (a_BlockEntity->GetBlockType() != E_BLOCK_HEAD)
{
return false;
}
cMobHeadEntity * MobHeadEntity = static_cast<cMobHeadEntity *>(a_BlockEntity);
int Rotation = 0;
if (m_BlockMeta == 1)
{
Rotation = FloorC(m_Player.GetYaw() * 16.0f / 360.0f + 0.5f) & 0x0f;
}
MobHeadEntity->SetType(m_HeadType);
MobHeadEntity->SetRotation(static_cast<eMobHeadRotation>(Rotation));
MobHeadEntity->GetWorld()->BroadcastBlockEntity(MobHeadEntity->GetPosX(), MobHeadEntity->GetPosY(), MobHeadEntity->GetPosZ());
return false;
}
public:
cCallback (cPlayer & a_CBPlayer, eMobHeadType a_HeadType, NIBBLETYPE a_BlockMeta) :
m_Player(a_CBPlayer),
m_HeadType(a_HeadType),
m_BlockMeta(a_BlockMeta)
{}
};
cCallback Callback(a_Player, static_cast<eMobHeadType>(a_EquippedItem.m_ItemType), static_cast<NIBBLETYPE>(a_BlockFace));
a_World.DoWithBlockEntityAt(a_BlockX, a_BlockY, a_BlockZ, Callback);
return true;
}
/** Spawns a wither if the wither skull placed at the specified coords completes wither's spawning formula.
Returns true if the wither was created. */
bool TrySpawnWitherAround(
cWorld & a_World, cPlayer & a_Player,
int a_BlockX, int a_BlockY, int a_BlockZ
)
{
// No wither can be created at Y < 2 - not enough space for the formula:
if (a_BlockY < 2)
{
return false;
}
// Check for all relevant wither locations:
static const Vector3i RelCoords[] =
{
{ 0, 0, 0},
{ 1, 0, 0},
{-1, 0, 0},
{ 0, 0, 1},
{ 0, 0, -1},
};
for (size_t i = 0; i < ARRAYCOUNT(RelCoords); ++i)
{
if (TrySpawnWitherAt(
a_World, a_Player,
a_BlockX, a_BlockY, a_BlockZ,
RelCoords[i].x, RelCoords[i].z
))
{
return true;
}
} // for i - Coords[]
return false;
}
/** Tries to spawn a wither at the specified offset from the placed head block.
PlacedHead coords are used to override the block query - at those coords the block is not queried from the world,
but assumed to be a head instead.
Offset is used to shift the image around the X and Z axis.
Returns true iff the wither was created successfully. */
bool TrySpawnWitherAt(
cWorld & a_World, cPlayer & a_Player,
int a_PlacedHeadX, int a_PlacedHeadY, int a_PlacedHeadZ,
int a_OffsetX, int a_OffsetZ
)
{
// Image for the wither at the X axis:
static const sSetBlock ImageWitherX[] =
{
{-1, 0, 0, E_BLOCK_HEAD, E_META_HEAD_WITHER},
{ 0, 0, 0, E_BLOCK_HEAD, E_META_HEAD_WITHER},
{ 1, 0, 0, E_BLOCK_HEAD, E_META_HEAD_WITHER},
{-1, -1, 0, E_BLOCK_SOULSAND, 0},
{ 0, -1, 0, E_BLOCK_SOULSAND, 0},
{ 1, -1, 0, E_BLOCK_SOULSAND, 0},
{-1, -2, 0, E_BLOCK_AIR, 0},
{ 0, -2, 0, E_BLOCK_SOULSAND, 0},
{ 1, -2, 0, E_BLOCK_AIR, 0},
};
// Image for the wither at the Z axis:
static const sSetBlock ImageWitherZ[] =
{
{ 0, 0, -1, E_BLOCK_HEAD, E_META_HEAD_WITHER},
{ 0, 0, 0, E_BLOCK_HEAD, E_META_HEAD_WITHER},
{ 0, 0, 1, E_BLOCK_HEAD, E_META_HEAD_WITHER},
{ 0, -1, -1, E_BLOCK_SOULSAND, 0},
{ 0, -1, 0, E_BLOCK_SOULSAND, 0},
{ 0, -1, 1, E_BLOCK_SOULSAND, 0},
{ 0, -2, -1, E_BLOCK_AIR, 0},
{ 0, -2, 0, E_BLOCK_SOULSAND, 0},
{ 0, -2, 1, E_BLOCK_AIR, 0},
};
// Try to spawn the wither from each image:
return (
TrySpawnWitherFromImage(
a_World, a_Player, ImageWitherX, ARRAYCOUNT(ImageWitherX),
a_PlacedHeadX, a_PlacedHeadY, a_PlacedHeadZ,
a_OffsetX, a_OffsetZ
) ||
TrySpawnWitherFromImage(
a_World, a_Player, ImageWitherZ, ARRAYCOUNT(ImageWitherZ),
a_PlacedHeadX, a_PlacedHeadY, a_PlacedHeadZ,
a_OffsetX, a_OffsetZ
)
);
}
/** Tries to spawn a wither from the specified image at the specified offset from the placed head block.
PlacedHead coords are used to override the block query - at those coords the block is not queried from the world,
but assumed to be a head instead.
Offset is used to shift the image around the X and Z axis.
Returns true iff the wither was created successfully. */
bool TrySpawnWitherFromImage(
cWorld & a_World, cPlayer & a_Player, const sSetBlock * a_Image, size_t a_ImageCount,
int a_PlacedHeadX, int a_PlacedHeadY, int a_PlacedHeadZ,
int a_OffsetX, int a_OffsetZ
)
{
// Check each block individually; simultaneously build the SetBlockVector for clearing the blocks:
sSetBlockVector AirBlocks;
AirBlocks.reserve(a_ImageCount);
for (size_t i = 0; i < a_ImageCount; i++)
{
// Get the absolute coords of the image:
int BlockX = a_PlacedHeadX + a_OffsetX + a_Image[i].m_RelX;
int BlockY = a_PlacedHeadY + a_Image[i].m_RelY;
int BlockZ = a_PlacedHeadZ + a_OffsetZ + a_Image[i].m_RelZ;
// If the query is for the placed head, short-circuit-evaluate it:
if ((BlockX == a_PlacedHeadX) && (BlockY == a_PlacedHeadY) && (BlockZ == a_PlacedHeadZ))
{
if ((a_Image[i].m_BlockType != E_BLOCK_HEAD) || (a_Image[i].m_BlockMeta != E_META_HEAD_WITHER))
{
return false; // Didn't match
}
continue; // Matched, continue checking the rest of the image
}
// Query the world block:
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
if (!a_World.GetBlockTypeMeta(BlockX, BlockY, BlockZ, BlockType, BlockMeta))
{
// Cannot query block, assume unloaded chunk, fail to spawn the wither
return false;
}
// Compare the world block:
if ((BlockType != a_Image[i].m_BlockType) || (BlockMeta != a_Image[i].m_BlockMeta))
{
return false; // Didn't match
}
// Matched, continue checking
} // for i - a_Image
// All image blocks matched, try place the wither:
if (!a_Player.PlaceBlocks(AirBlocks))
{
return false;
}
// Spawn the wither:
int BlockX = a_PlacedHeadX + a_OffsetX;
int BlockZ = a_PlacedHeadZ + a_OffsetZ;
a_World.SpawnMob(static_cast<double>(BlockX) + 0.5, a_PlacedHeadY - 2, static_cast<double>(BlockZ) + 0.5, mtWither);
AwardSpawnWitherAchievement(a_World, BlockX, a_PlacedHeadY - 2, BlockZ);
return true;
}
/** Awards the achievement to all players close to the specified point. */
void AwardSpawnWitherAchievement(cWorld & a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
{
class cPlayerCallback : public cPlayerListCallback
{
Vector3f m_Pos;
virtual bool Item(cPlayer * a_Player)
{
// If player is close, award achievement:
double Dist = (a_Player->GetPosition() - m_Pos).Length();
if (Dist < 50.0)
{
a_Player->AwardAchievement(achSpawnWither);
}
return false;
}
public:
cPlayerCallback(const Vector3f & a_Pos) : m_Pos(a_Pos) {}
} PlayerCallback(Vector3f(static_cast<float>(a_BlockX), static_cast<float>(a_BlockY), static_cast<float>(a_BlockZ)));
a_World.ForEachPlayer(PlayerCallback);
}
virtual bool IsPlaceable(void) override
{
return true;
}
virtual bool GetPlacementBlockTypeMeta(
cWorld * a_World, cPlayer * a_Player,
int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
int a_CursorX, int a_CursorY, int a_CursorZ,
BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
) override
{
a_BlockType = E_BLOCK_HEAD;
a_BlockMeta = (NIBBLETYPE)(a_Player->GetEquippedItem().m_ItemDamage & 0x0f);
return true;
}
} ;