From ccdf03daaf880dd0c89a03b50c11eb083ee1cfb0 Mon Sep 17 00:00:00 2001 From: Mattes D Date: Wed, 24 Dec 2014 07:20:17 +0100 Subject: Refactored all player block placing to go through hooks. Fixes #1618. --- src/Items/ItemMobHead.h | 261 ++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 261 insertions(+) (limited to 'src/Items/ItemMobHead.h') diff --git a/src/Items/ItemMobHead.h b/src/Items/ItemMobHead.h index 4c36fe8d8..d962dabae 100644 --- a/src/Items/ItemMobHead.h +++ b/src/Items/ItemMobHead.h @@ -3,6 +3,7 @@ #include "ItemHandler.h" #include "../World.h" +#include "../BlockEntities/MobHeadEntity.h" @@ -18,6 +19,266 @@ public: } + 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(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(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(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(a_EquippedItem.m_ItemType), static_cast(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(BlockX) + 0.5, a_PlacedHeadY - 2, static_cast(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(a_BlockX), static_cast(a_BlockY), static_cast(a_BlockZ))); + a_World.ForEachPlayer(PlayerCallback); + } + + virtual bool IsPlaceable(void) override { return true; -- cgit v1.2.3