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129
Minecraft.World/BoatItem.cpp
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129
Minecraft.World/BoatItem.cpp
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#include "stdafx.h"
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#include "net.minecraft.world.entity.player.h"
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#include "net.minecraft.world.entity.item.h"
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#include "net.minecraft.world.level.h"
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#include "net.minecraft.world.level.tile.h"
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#include "net.minecraft.world.phys.h"
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#include "ItemInstance.h"
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#include "BoatItem.h"
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BoatItem::BoatItem(int id) : Item( id )
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{
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this->maxStackSize = 1;
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}
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bool BoatItem::TestUse(Level *level, shared_ptr<Player> player)
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{
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// 4J-PB - added for tooltips to test use
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// 4J TODO really we should have the crosshair hitresult telling us if it hit water, and at what distance, so we don't need to do this again
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// if the player happens to have a boat in their hand
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float xRot = player->xRotO + (player->xRot - player->xRotO);
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float yRot = player->yRotO + (player->yRot - player->yRotO);
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double x = player->xo + (player->x - player->xo);
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double y = player->yo + (player->y - player->yo) + 1.62 - player->heightOffset;
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double z = player->zo + (player->z - player->zo);
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Vec3 *from = Vec3::newTemp(x, y, z);
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float yCos = Mth::cos(-yRot * Mth::RAD_TO_GRAD - PI);
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float ySin = Mth::sin(-yRot * Mth::RAD_TO_GRAD - PI);
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float xCos = -Mth::cos(-xRot * Mth::RAD_TO_GRAD);
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float xSin = Mth::sin(-xRot * Mth::RAD_TO_GRAD);
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float xa = ySin * xCos;
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float ya = xSin;
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float za = yCos * xCos;
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double range = 5;
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Vec3 *to = from->add(xa * range, ya * range, za * range);
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HitResult *hr = level->clip(from, to, true);
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if (hr == NULL) return false;
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if (hr->type == HitResult::TILE)
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{
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delete hr;
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return true;
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}
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delete hr;
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return false;
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}
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shared_ptr<ItemInstance> BoatItem::use(shared_ptr<ItemInstance> itemInstance, Level *level, shared_ptr<Player> player)
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{
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float a = 1;
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float xRot = player->xRotO + (player->xRot - player->xRotO) * a;
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float yRot = player->yRotO + (player->yRot - player->yRotO) * a;
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double x = player->xo + (player->x - player->xo) * a;
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double y = player->yo + (player->y - player->yo) * a + 1.62 - player->heightOffset;
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double z = player->zo + (player->z - player->zo) * a;
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Vec3 *from = Vec3::newTemp(x, y, z);
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float yCos = Mth::cos(-yRot * Mth::RAD_TO_GRAD - PI);
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float ySin = Mth::sin(-yRot * Mth::RAD_TO_GRAD - PI);
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float xCos = -Mth::cos(-xRot * Mth::RAD_TO_GRAD);
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float xSin = Mth::sin(-xRot * Mth::RAD_TO_GRAD);
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float xa = ySin * xCos;
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float ya = xSin;
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float za = yCos * xCos;
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double range = 5;
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Vec3 *to = from->add(xa * range, ya * range, za * range);
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HitResult *hr = level->clip(from, to, true);
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if (hr == NULL) return itemInstance;
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// check entity collision
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Vec3 *b = player->getViewVector(a);
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bool hitEntity = false;
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float overlap = 1;
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vector<shared_ptr<Entity> > *objects = level->getEntities(player, player->bb->expand(b->x * (range), b->y * (range), b->z * (range))->grow(overlap, overlap, overlap));
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//for (int i = 0; i < objects.size(); i++) {
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for(AUTO_VAR(it, objects->begin()); it != objects->end(); ++it)
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{
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shared_ptr<Entity> e = *it; //objects.get(i);
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if (!e->isPickable()) continue;
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float rr = e->getPickRadius();
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AABB *bb = e->bb->grow(rr, rr, rr);
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if (bb->contains(from))
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{
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hitEntity = true;
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}
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}
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if (hitEntity)
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{
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return itemInstance;
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}
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if (hr->type == HitResult::TILE)
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{
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int xt = hr->x;
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int yt = hr->y;
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int zt = hr->z;
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if (!level->isClientSide)
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{
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if (level->getTile(xt, yt, zt) == Tile::topSnow_Id) yt--;
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if( level->countInstanceOf(eTYPE_BOAT, true) < Level::MAX_XBOX_BOATS ) // 4J - added limit
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{
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level->addEntity( shared_ptr<Boat>( new Boat(level, xt + 0.5f, yt + 1.0f, zt + 0.5f) ) );
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if (!player->abilities.instabuild)
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{
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itemInstance->count--;
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}
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}
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else
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{
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// display a message to say max boats has been hit
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player->displayClientMessage(IDS_MAX_BOATS );
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}
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}
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}
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delete hr;
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return itemInstance;
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}
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