#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(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; } 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; } } ;