items: on_use event
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@ -7,7 +7,8 @@
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#include "../typedefs.h"
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struct item_funcs_set {
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bool init: 1;
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bool init: 1;
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bool on_use: 1;
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bool on_use_on_block: 1;
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bool on_block_break_by: 1;
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};
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@ -205,14 +205,52 @@ void PlayerController::updateControls(float delta){
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player->updateInput(level, input, delta);
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}
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static int determine_rotation(Block* def, glm::ivec3& norm, glm::vec3& camDir) {
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if (def && def->rotatable){
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const std::string& name = def->rotations.name;
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if (name == "pipe") {
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if (norm.x < 0.0f) return BLOCK_DIR_WEST;
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else if (norm.x > 0.0f) return BLOCK_DIR_EAST;
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else if (norm.y > 0.0f) return BLOCK_DIR_UP;
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else if (norm.y < 0.0f) return BLOCK_DIR_DOWN;
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else if (norm.z > 0.0f) return BLOCK_DIR_NORTH;
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else if (norm.z < 0.0f) return BLOCK_DIR_SOUTH;
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}
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else if (name == "pane") {
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if (abs(camDir.x) > abs(camDir.z)){
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if (camDir.x > 0.0f) return BLOCK_DIR_EAST;
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if (camDir.x < 0.0f) return BLOCK_DIR_WEST;
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}
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if (abs(camDir.x) < abs(camDir.z)){
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if (camDir.z > 0.0f) return BLOCK_DIR_SOUTH;
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if (camDir.z < 0.0f) return BLOCK_DIR_NORTH;
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}
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}
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}
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return 0;
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}
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static void pick_block(ContentIndices* indices, Chunks* chunks, Player* player, int x, int y, int z) {
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Block* block = indices->getBlockDef(chunks->get(x,y,z)->id);
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itemid_t id = block->rt.pickingItem;
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auto inventory = player->getInventory();
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size_t slotid = inventory->findSlotByItem(id, 0, 10);
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if (slotid == Inventory::npos) {
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slotid = player->getChosenSlot();
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} else {
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player->setChosenSlot(slotid);
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}
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ItemStack& stack = inventory->getSlot(slotid);
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if (stack.getItemId() != id) {
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stack.set(ItemStack(id, 1));
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}
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}
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void PlayerController::updateInteraction(){
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auto indices = level->content->getIndices();
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Chunks* chunks = level->chunks.get();
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Lighting* lighting = level->lighting.get();
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Camera* camera = player->camera.get();
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glm::vec3 end;
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glm::ivec3 iend;
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glm::ivec3 norm;
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bool xkey = Events::pressed(keycode::X);
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bool lclick = Events::jactive(BIND_PLAYER_ATTACK) ||
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@ -223,11 +261,19 @@ void PlayerController::updateInteraction(){
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if (xkey) {
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maxDistance *= 20.0f;
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}
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auto inventory = player->getInventory();
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ItemStack& stack = inventory->getSlot(player->getChosenSlot());
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ItemDef* item = indices->getItemDef(stack.getItemId());
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voxel* vox = chunks->rayCast(camera->position,
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camera->front,
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maxDistance,
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end, norm, iend);
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glm::vec3 end;
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glm::ivec3 iend;
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glm::ivec3 norm;
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voxel* vox = chunks->rayCast(
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camera->position,
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camera->front,
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maxDistance,
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end, norm, iend
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);
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if (vox != nullptr){
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player->selectedVoxel = *vox;
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selectedBlockId = vox->id;
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@ -238,50 +284,31 @@ void PlayerController::updateInteraction(){
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int x = iend.x;
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int y = iend.y;
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int z = iend.z;
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uint8_t states = 0;
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auto inventory = player->getInventory();
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ItemStack& stack = inventory->getSlot(player->getChosenSlot());
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ItemDef* item = indices->getItemDef(stack.getItemId());
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Block* def = indices->getBlockDef(item->rt.placingBlock);
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if (def && def->rotatable){
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const std::string& name = def->rotations.name;
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if (name == "pipe") {
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if (norm.x < 0.0f) states = BLOCK_DIR_WEST;
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else if (norm.x > 0.0f) states = BLOCK_DIR_EAST;
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else if (norm.y > 0.0f) states = BLOCK_DIR_UP;
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else if (norm.y < 0.0f) states = BLOCK_DIR_DOWN;
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else if (norm.z > 0.0f) states = BLOCK_DIR_NORTH;
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else if (norm.z < 0.0f) states = BLOCK_DIR_SOUTH;
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} else if (name == "pane") {
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glm::vec3 vec = camera->dir;
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if (abs(vec.x) > abs(vec.z)){
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if (vec.x > 0.0f) states = BLOCK_DIR_EAST;
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if (vec.x < 0.0f) states = BLOCK_DIR_WEST;
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}
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if (abs(vec.x) < abs(vec.z)){
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if (vec.z > 0.0f) states = BLOCK_DIR_SOUTH;
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if (vec.z < 0.0f) states = BLOCK_DIR_NORTH;
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}
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}
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}
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uint8_t states = determine_rotation(def, norm, camera->dir);
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if (lclick) {
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if (!input.shift && item->rt.funcsset.on_block_break_by) {
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if (scripting::on_item_break_block(player.get(), item, x, y, z))
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return;
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}
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if (lclick && !input.shift && item->rt.funcsset.on_block_break_by) {
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if (scripting::on_item_break_block(player.get(), item, x, y, z))
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return;
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}
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Block* target = indices->getBlockDef(vox->id);
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if (lclick && target->breakable){
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blocksController->breakBlock(player.get(), target, x, y, z);
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}
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if (rclick) {
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if (!input.shift && item->rt.funcsset.on_use_on_block) {
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if (scripting::on_item_use_on_block(player.get(), item, x, y, z))
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return;
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}
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if (rclick && !input.shift) {
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bool preventDefault = false;
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if (item->rt.funcsset.on_use) {
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preventDefault |= scripting::on_item_use(player.get(), item);
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}
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if (item->rt.funcsset.on_use_on_block) {
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preventDefault |= scripting::on_item_use_on_block(player.get(), item, x, y, z);
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}
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if (preventDefault) {
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return;
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}
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}
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if (def && rclick){
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if (!input.shift && target->rt.funcsset.oninteract) {
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@ -316,25 +343,18 @@ void PlayerController::updateInteraction(){
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}
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}
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}
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if (Events::jactive(BIND_PLAYER_PICK)){
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Block* block = indices->getBlockDef(chunks->get(x,y,z)->id);
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itemid_t id = block->rt.pickingItem;
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auto inventory = player->getInventory();
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size_t slotid = inventory->findSlotByItem(id, 0, 10);
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if (slotid == Inventory::npos) {
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slotid = player->getChosenSlot();
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} else {
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player->setChosenSlot(slotid);
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}
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ItemStack& stack = inventory->getSlot(slotid);
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if (stack.getItemId() != id) {
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stack.set(ItemStack(id, 1));
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}
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if (Events::jactive(BIND_PLAYER_PICK)) {
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pick_block(indices, chunks, player.get(), x, y, z);
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}
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} else {
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selectedBlockId = -1;
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selectedBlockStates = 0;
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}
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if (rclick) {
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if (item->rt.funcsset.on_use) {
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scripting::on_item_use(player.get(), item);
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}
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}
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}
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Player* PlayerController::getPlayer() {
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@ -187,6 +187,17 @@ bool scripting::on_block_interact(Player* player, const Block* block, int x, int
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return false;
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}
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bool scripting::on_item_use(Player* player, const ItemDef* item) {
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std::string name = item->name+".use";
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if (state->getglobal(name)) {
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state->pushinteger(player->getId());
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if (state->callNoThrow(4)) {
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return state->toboolean(-1);
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}
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}
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return false;
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}
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bool scripting::on_item_use_on_block(Player* player, const ItemDef* item, int x, int y, int z) {
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std::string name = item->name+".useon";
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if (state->getglobal(name)) {
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@ -263,6 +274,7 @@ void scripting::load_item_script(int env, std::string prefix, fs::path file, ite
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state->execute(env, src, file.u8string());
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funcsset.init = register_event(env, "init", prefix+".init");
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funcsset.on_use = register_event(env, "on_use", prefix+".use");
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funcsset.on_use_on_block = register_event(env, "on_use_on_block", prefix+".useon");
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funcsset.on_block_break_by = register_event(env, "on_block_break_by", prefix+".blockbreakby");
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}
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@ -30,7 +30,7 @@ namespace scripting {
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extern Level* level;
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extern BlocksController* blocks;
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/* Lua environment wrapper for automatic deletion */
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/// @brief Lua environment wrapper for automatic deletion
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class Environment {
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int env;
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public:
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@ -58,34 +58,51 @@ namespace scripting {
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void on_block_broken(Player* player, const Block* block, int x, int y, int z);
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bool on_block_interact(Player* player, const Block* block, int x, int y, int z);
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/** Called on RMB click on block with the item selected
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@return true if prevents default action */
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/// @brief Called on RMB click with the item selected
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/// @return true if prevents default action
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bool on_item_use(Player* player, const ItemDef* item);
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/// @brief Called on RMB click on block with the item selected
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/// @return true if prevents default action
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bool on_item_use_on_block(Player* player, const ItemDef* item, int x, int y, int z);
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/** Called on LMB click on block with the item selected
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@return true if prevents default action */
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/// @brief Called on LMB click on block with the item selected
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/// @return true if prevents default action
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bool on_item_break_block(Player* player, const ItemDef* item, int x, int y, int z);
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/** Called on UI view show */
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/// @brief Called on UI view show
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void on_ui_open(UiDocument* layout, Inventory* inventory, glm::ivec3 blockcoord);
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/** Called on UI view close*/
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/// @brief Called on UI view close
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void on_ui_close(UiDocument* layout, Inventory* inventory);
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/** Load script associated with a Block */
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/// @brief Load script associated with a Block
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/// @param env environment id
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/// @param prefix pack id
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/// @param file item script file
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/// @param funcsset block callbacks set
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void load_block_script(int env, std::string prefix, fs::path file, block_funcs_set& funcsset);
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/** Load script associated with an Item */
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void load_item_script(int env, std::string prefix, fs::path file, item_funcs_set& funcsset);
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/**
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* Load package-specific world script
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* @param env environment id
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* @param packid content-pack id
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* @param file script file path
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*/
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/// @brief Load script associated with an Item
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/// @param env environment id
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/// @param prefix pack id
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/// @param file item script file
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/// @param funcsset item callbacks set
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void load_item_script(int env, std::string prefix, fs::path file, item_funcs_set& funcsset);
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/// @brief Load package-specific world script
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/// @param env environment id
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/// @param packid content-pack id
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/// @param file script file path
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void load_world_script(int env, std::string packid, fs::path file);
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/** Load script associated with an UiDocument */
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/// @brief Load script associated with an UiDocument
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/// @param env environment id
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/// @param prefix pack id
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/// @param file item script file
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/// @param script document script info
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void load_layout_script(int env, std::string prefix, fs::path file, uidocscript& script);
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/** Finalize lua state. Using scripting after will lead to Lua panic */
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/// @brief Finalize lua state. Using scripting after will lead to Lua panic
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void close();
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}
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