mirror of
https://github.com/celisej567/mcpe.git
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188 lines
4.7 KiB
C++
188 lines
4.7 KiB
C++
/********************************************************************
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Minecraft: Pocket Edition - Decompilation Project
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Copyright (C) 2023 iProgramInCpp
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The following code is licensed under the BSD 1 clause license.
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SPDX-License-Identifier: BSD-1-Clause
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********************************************************************/
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#include "LeverTile.hpp"
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#include "world/level/Level.hpp"
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LeverTile::LeverTile(int id, int texture, Material* pMtl) : Tile(id, texture, pMtl)
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{
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}
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AABB* LeverTile::getAABB(Level*, int x, int y, int z)
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{
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return nullptr;
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}
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bool LeverTile::isSolidRender()
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{
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return false;
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}
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bool LeverTile::isCubeShaped()
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{
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return false;
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}
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int LeverTile::getRenderShape()
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{
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return SHAPE_LEVER;
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}
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HitResult LeverTile::clip(Level* level, int x, int y, int z, Vec3 a, Vec3 b)
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{
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switch (level->getData(x, y, z) & 7)
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{
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case 1:
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setShape(0.0f, 0.2f, 0.35f, 0.3f, 0.8f, 0.65f);
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break;
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case 2:
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setShape(0.7f, 0.2f, 0.35f, 1.0f, 0.8f, 0.65f);
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break;
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case 3:
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setShape(0.35f, 0.2f, 0.0f, 0.65f, 0.8f, 0.3f);
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break;
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case 4:
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setShape(0.35f, 0.2f, 0.7f, 0.65f, 0.8f, 1.0f);
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break;
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default:
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setShape(0.4f, 0.0f, 0.4f, 0.6f, 0.6f, 0.6f);
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break;
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}
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return Tile::clip(level, x, y, z, a, b);
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}
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bool LeverTile::mayPlace(Level* level, int x, int y, int z)
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{
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if (level->isSolidTile(x, y - 1, z)) return true;
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if (level->isSolidTile(x - 1, y, z)) return true;
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if (level->isSolidTile(x + 1, y, z)) return true;
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if (level->isSolidTile(x, y, z - 1)) return true;
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if (level->isSolidTile(x, y, z + 1)) return true;
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return false;
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}
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bool LeverTile::checkCanSurvive(Level* level, int x, int y, int z)
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{
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if (mayPlace(level, x, y, z))
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return true;
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spawnResources(level, x, y, z, 0);
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level->setTile(x, y, z, TILE_AIR);
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return false;
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}
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void LeverTile::neighborChanged(Level* level, int x, int y, int z, int dir)
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{
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if (!checkCanSurvive(level, x, y, z))
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return;
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int data = level->getData(x, y, z);
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data &= 7;
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bool flag = false;
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if (!level->isSolidTile(x - 1, y, z) && data == 1) flag = true;
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if (!level->isSolidTile(x + 1, y, z) && data == 2) flag = true;
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if (!level->isSolidTile(x, y, z - 1) && data == 3) flag = true;
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if (!level->isSolidTile(x, y, z + 1) && data == 4) flag = true;
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if (!level->isSolidTile(x, y - 1, z) && data == 5) flag = true;
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if (!flag)
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return; // all good
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spawnResources(level, x, y, z, 0);
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level->setTile(x, y, z, TILE_AIR);
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}
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void LeverTile::onPlace(Level* level, int x, int y, int z)
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{
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if (level->isSolidTile(x - 1, y, z))
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level->setData(x, y, z, 1);
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else if (level->isSolidTile(x + 1, y, z))
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level->setData(x, y, z, 2);
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else if (level->isSolidTile(x, y, z - 1))
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level->setData(x, y, z, 3);
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else if (level->isSolidTile(x, y, z + 1))
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level->setData(x, y, z, 4);
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else if (level->isSolidTile(x, y - 1, z))
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level->setData(x, y, z, 5);
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checkCanSurvive(level, x, y, z);
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updateNeighbors(level, x, y, z, m_ID);
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}
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void LeverTile::onRemove(Level* level, int x, int y, int z)
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{
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updateNeighbors(level, x, y, z, m_ID);
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}
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int LeverTile::use(Level* level, int x, int y, int z, Player* player)
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{
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int data = level->getData(x, y, z);
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// toggling
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data ^= 8;
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level->setData(x, y, z, data);
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level->playSound(float(x) + 0.5f, float(y) + 0.5f, float(z) + 0.5f, "random.explode", 1.0f, 0.9f + 0.1f * level->m_random.nextFloat());
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updateNeighbors(level, x, y, z, m_ID);
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return 1;
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}
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bool LeverTile::isSignalSource()
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{
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return true;
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}
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int LeverTile::getTickDelay()
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{
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return 2; // 2 in game ticks per redstone tick
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}
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int LeverTile::getSignal(LevelSource* level, int x, int y, int z, int dir)
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{
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//if (dir == DIR_YNEG)
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return getDirectSignal(level, x, y, z, dir);
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return 0;
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}
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int LeverTile::getDirectSignal(LevelSource* level, int x, int y, int z, int dir)
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{
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int data = level->getData(x, y, z);
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if ((data & 8) == 0)
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return 0;
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data &= 7;
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// check for the sides _behind_ the torch
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//if (data == 5 && dir == DIR_YPOS) return 0;
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//if (data == 3 && dir == DIR_ZPOS) return 0;
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//if (data == 4 && dir == DIR_ZNEG) return 0;
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//if (data == 1 && dir == DIR_XPOS) return 0;
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//if (data == 2 && dir == DIR_XNEG) return 0;
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return 1;
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}
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void LeverTile::updateNeighbors(Level* level, int x, int y, int z, int id)
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{
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level->updateNeighborsAt(x, y - 1, z, id);
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level->updateNeighborsAt(x, y + 1, z, id);
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level->updateNeighborsAt(x - 1, y, z, id);
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level->updateNeighborsAt(x + 1, y, z, id);
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level->updateNeighborsAt(x, y, z - 1, id);
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level->updateNeighborsAt(x, y, z + 1, id);
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level->updateNeighborsAt(x - 1, level->isSolidTile(x - 1, y, z) ? y + 1 : y - 1, z, id);
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level->updateNeighborsAt(x + 1, level->isSolidTile(x + 1, y, z) ? y + 1 : y - 1, z, id);
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level->updateNeighborsAt(x, level->isSolidTile(x - 1, y, z) ? y + 1 : y - 1, z - 1, id);
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level->updateNeighborsAt(x, level->isSolidTile(x + 1, y, z) ? y + 1 : y - 1, z + 1, id);
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}
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