the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1#include "stdafx.h"
2#include "net.minecraft.world.level.h"
3#include "net.minecraft.world.phys.h"
4#include "DoorTile.h"
5#include "LevelEvent.h"
6#include "net.minecraft.world.item.h"
7#include "net.minecraft.world.entity.player.h"
8#include "net.minecraft.world.h"
9#include "net.minecraft.h"
10
11const wstring DoorTile::TEXTURES[] = { L"doorWood_lower", L"doorWood_upper", L"doorIron_lower", L"doorIron_upper" };
12
13DoorTile::DoorTile(int id, Material *material) : Tile(id, material,isSolidRender())
14{
15 if (material == Material::metal)
16 {
17 texBase = 2;
18 }
19 else
20 {
21 texBase = 0;
22 }
23
24 float r = 0.5f;
25 float h = 1.0f;
26 Tile::setShape(0.5f - r, 0, 0.5f - r, 0.5f + r, h, 0.5f + r);
27}
28
29Icon *DoorTile::getTexture(int face, int data)
30{
31 return iconBottom[TEXTURE_NORMAL];
32}
33
34Icon *DoorTile::getTexture(LevelSource *level, int x, int y, int z, int face)
35{
36 if (face == Facing::UP || face == Facing::DOWN) return iconBottom[TEXTURE_NORMAL];
37
38 int compositeData = getCompositeData(level, x, y, z);
39 int dir = compositeData & C_DIR_MASK;
40 bool isOpen = (compositeData & C_OPEN_MASK) != 0;
41 bool flip = false;
42 bool upper = (compositeData & C_IS_UPPER_MASK) != 0;
43
44 if (isOpen)
45 {
46 if (dir == 0 && face == 2) flip = !flip;
47 else if (dir == 1 && face == 5) flip = !flip;
48 else if (dir == 2 && face == 3) flip = !flip;
49 else if (dir == 3 && face == 4) flip = !flip;
50 }
51 else
52 {
53 if (dir == 0 && face == 5) flip = !flip;
54 else if (dir == 1 && face == 3) flip = !flip;
55 else if (dir == 2 && face == 4) flip = !flip;
56 else if (dir == 3 && face == 2) flip = !flip;
57 if ((compositeData & C_RIGHT_HINGE_MASK) != 0) flip = !flip;
58 }
59
60 if (upper)
61 {
62 return iconTop[flip ? TEXTURE_FLIPPED : TEXTURE_NORMAL];
63 }
64 else
65 {
66 return iconBottom[flip ? TEXTURE_FLIPPED : TEXTURE_NORMAL];
67 }
68}
69
70void DoorTile::registerIcons(IconRegister *iconRegister)
71{
72 iconTop[TEXTURE_NORMAL] = iconRegister->registerIcon(getIconName() + L"_upper");
73 iconBottom[TEXTURE_NORMAL] = iconRegister->registerIcon(getIconName() + L"_lower");
74 iconTop[TEXTURE_FLIPPED] = new FlippedIcon(iconTop[TEXTURE_NORMAL], true, false);
75 iconBottom[TEXTURE_FLIPPED] = new FlippedIcon(iconBottom[TEXTURE_NORMAL], true, false);
76}
77
78bool DoorTile::blocksLight()
79{
80 return false;
81}
82
83bool DoorTile::isSolidRender(bool isServerLevel)
84{
85 return false;
86}
87
88bool DoorTile::isCubeShaped()
89{
90 return false;
91}
92
93int DoorTile::getRenderShape()
94{
95 return Tile::SHAPE_DOOR;
96}
97
98AABB *DoorTile::getTileAABB(Level *level, int x, int y, int z)
99{
100 updateShape(level, x, y, z);
101 AABB *retval = Tile::getTileAABB(level, x, y, z);
102 return retval;
103}
104
105AABB *DoorTile::getAABB(Level *level, int x, int y, int z)
106{
107 updateShape(level, x, y, z);
108 AABB *retval = Tile::getAABB(level, x, y, z);
109 return retval;
110}
111
112void DoorTile::updateShape(LevelSource *level, int x, int y, int z, int forceData, shared_ptr<TileEntity> forceEntity) // 4J added forceData, forceEntity param
113{
114 setShape(getCompositeData(level,x, y, z));
115}
116
117int DoorTile::getDir(LevelSource *level, int x, int y, int z)
118{
119 return getCompositeData(level, x, y, z) & C_DIR_MASK;
120}
121
122bool DoorTile::isOpen(LevelSource *level, int x, int y, int z)
123{
124 return (getCompositeData(level, x, y, z) & C_OPEN_MASK) != 0;
125}
126
127void DoorTile::setShape(int compositeData)
128{
129 float r = 3 / 16.0f;
130 Tile::setShape(0, 0, 0, 1, 2, 1);
131 int dir = compositeData & C_DIR_MASK;
132 bool open = (compositeData & C_OPEN_MASK) != 0;
133 bool hasRightHinge = (compositeData & C_RIGHT_HINGE_MASK) != 0;
134 if (dir == 0)
135 {
136 if (open)
137 {
138 if (!hasRightHinge) setShape(0, 0, 0, 1, 1, r);
139 else setShape(0, 0, 1 - r, 1, 1, 1);
140 }
141 else setShape(0, 0, 0, r, 1, 1);
142 }
143 else if (dir == 1)
144 {
145 if (open)
146 {
147 if (!hasRightHinge) setShape(1 - r, 0, 0, 1, 1, 1);
148 else setShape(0, 0, 0, r, 1, 1);
149 }
150 else setShape(0, 0, 0, 1, 1, r);
151 }
152 else if (dir == 2)
153 {
154 if (open)
155 {
156 if (!hasRightHinge) setShape(0, 0, 1 - r, 1, 1, 1);
157 else setShape(0, 0, 0, 1, 1, r);
158 }
159 else setShape(1 - r, 0, 0, 1, 1, 1);
160 }
161 else if (dir == 3)
162 {
163 if (open)
164 {
165 if (!hasRightHinge) setShape(0, 0, 0, r, 1, 1);
166 else setShape(1 - r, 0, 0, 1, 1, 1);
167 }
168 else setShape(0, 0, 1 - r, 1, 1, 1);
169 }
170}
171
172void DoorTile::attack(Level *level, int x, int y, int z, shared_ptr<Player> player)
173{
174 // Fix for #92957 - TU11: Content: Multiplayer: Wooden Doors splits in half and glitch in open / close motion while being mined.
175 // In lastest PC version this is commented out, so do that now to fix bug above
176 //use(level, x, y, z, player);
177}
178
179// 4J-PB - Adding a TestUse for tooltip display
180bool DoorTile::TestUse()
181{
182 return id == Tile::door_wood_Id;
183}
184
185bool DoorTile::use(Level *level, int x, int y, int z, shared_ptr<Player> player, int clickedFace, float clickX, float clickY, float clickZ, bool soundOnly/*=false*/) // 4J added soundOnly param
186{
187 if (soundOnly)
188 {
189 // 4J - added - just do enough to play the sound
190 if (material != Material::metal)
191 {
192 level->levelEvent(player, LevelEvent::SOUND_OPEN_DOOR, x, y, z, 0);
193 }
194 return false;
195 }
196
197 if (material == Material::metal) return true;
198
199 int compositeData = getCompositeData(level, x, y, z);
200 int lowerData = compositeData & C_LOWER_DATA_MASK;
201 lowerData ^= 4;
202 if ((compositeData & C_IS_UPPER_MASK) == 0)
203 {
204 level->setData(x, y, z, lowerData, Tile::UPDATE_CLIENTS);
205 level->setTilesDirty(x, y, z, x, y, z);
206 }
207 else
208 {
209 level->setData(x, y - 1, z, lowerData, Tile::UPDATE_CLIENTS);
210 level->setTilesDirty(x, y - 1, z, x, y, z);
211 }
212
213 level->levelEvent(player, LevelEvent::SOUND_OPEN_DOOR, x, y, z, 0);
214 return true;
215}
216
217void DoorTile::setOpen(Level *level, int x, int y, int z, bool shouldOpen)
218{
219 int compositeData = getCompositeData(level, x, y, z);
220 bool isOpen = (compositeData & C_OPEN_MASK) != 0;
221 if (isOpen == shouldOpen) return;
222
223 int lowerData = compositeData & C_LOWER_DATA_MASK;
224 lowerData ^= 4;
225 if ((compositeData & C_IS_UPPER_MASK) == 0)
226 {
227 level->setData(x, y, z, lowerData, Tile::UPDATE_CLIENTS);
228 level->setTilesDirty(x, y, z, x, y, z);
229 }
230 else
231 {
232 level->setData(x, y - 1, z, lowerData, Tile::UPDATE_CLIENTS);
233 level->setTilesDirty(x, y - 1, z, x, y, z);
234 }
235
236 level->levelEvent(nullptr, LevelEvent::SOUND_OPEN_DOOR, x, y, z, 0);
237}
238
239void DoorTile::neighborChanged(Level *level, int x, int y, int z, int type)
240{
241 int data = level->getData(x, y, z);
242 if ((data & UPPER_BIT) == 0)
243 {
244 bool spawn = false;
245 if (level->getTile(x, y + 1, z) != id)
246 {
247 level->removeTile(x, y, z);
248 spawn = true;
249 }
250 if (!level->isSolidBlockingTile(x, y - 1, z))
251 {
252 level->removeTile(x, y, z);
253 spawn = true;
254 if (level->getTile(x, y + 1, z) == id)
255 {
256 level->removeTile(x, y + 1, z);
257 }
258 }
259 if (spawn)
260 {
261 if (!level->isClientSide)
262 {
263 spawnResources(level, x, y, z, data, 0);
264 }
265 }
266 else
267 {
268 bool signal = level->hasNeighborSignal(x, y, z) || level->hasNeighborSignal(x, y + 1, z);
269 if ((signal || (type > 0 && Tile::tiles[type]->isSignalSource())) && type != id)
270 {
271 setOpen(level, x, y, z, signal);
272 }
273 }
274 }
275 else
276 {
277 if (level->getTile(x, y - 1, z) != id)
278 {
279 level->removeTile(x, y, z);
280 }
281 if (type > 0 && type != id)
282 {
283 neighborChanged(level, x, y - 1, z, type);
284 }
285 }
286}
287
288int DoorTile::getResource(int data, Random *random, int playerBonusLevel)
289{
290 if ((data & 8) != 0) return 0;
291 if (material == Material::metal) return Item::door_iron->id;
292 return Item::door_wood->id;
293}
294
295HitResult *DoorTile::clip(Level *level, int xt, int yt, int zt, Vec3 *a, Vec3 *b)
296{
297 updateShape(level, xt, yt, zt);
298 return Tile::clip(level, xt, yt, zt, a, b);
299}
300
301bool DoorTile::mayPlace(Level *level, int x, int y, int z)
302{
303 if (y >= Level::maxBuildHeight - 1) return false;
304
305 return (level->isTopSolidBlocking(x, y - 1, z) && Tile::mayPlace(level, x, y, z) && Tile::mayPlace(level, x, y + 1, z));
306}
307
308bool DoorTile::isOpen(int data)
309{
310 return (data & 4) != 0;
311}
312
313int DoorTile::getPistonPushReaction()
314{
315 return Material::PUSH_DESTROY;
316}
317
318int DoorTile::getCompositeData(LevelSource *level, int x, int y, int z)
319{
320 int data = level->getData(x, y, z);
321 bool isUpper = (data & UPPER_BIT) != 0;
322 int lowerData;
323 int upperData;
324 if (isUpper)
325 {
326 lowerData = level->getData(x, y - 1, z);
327 upperData = data;
328 }
329 else
330 {
331 lowerData = data;
332 upperData = level->getData(x, y + 1, z);
333 }
334
335 // bits: dir, dir, open/closed, isUpper, isRightHinge
336 bool isRightHinge = (upperData & 1) != 0;
337 return (lowerData & C_LOWER_DATA_MASK) | (isUpper ? 8 : 0) | (isRightHinge ? 16 : 0);
338}
339
340int DoorTile::cloneTileId(Level *level, int x, int y, int z)
341{
342 return material == Material::metal ? Item::door_iron_Id : Item::door_wood_Id;
343}
344
345void DoorTile::playerWillDestroy(Level *level, int x, int y, int z, int data, shared_ptr<Player> player)
346{
347 if (player->abilities.instabuild)
348 {
349 if ((data & UPPER_BIT) != 0)
350 {
351 if (level->getTile(x, y - 1, z) == id)
352 {
353 level->removeTile(x, y - 1, z);
354 }
355 }
356 }
357}