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[1.6.4] Entity Item Frame Registration


Armeleon

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Hello! I have a small issue with registering a new Item Frame. I want to make it so that breaking an item frame doesn't drop any items. I figured the easiest way to do this was to copy the EntityItemFrame class into my mod, change the name and extend it from the original EntityItemFrame class. That way, I could change the ItemDropChance variable to 0.  It works great, but it doesn't register properly with the world, and when I quit and come back in, my customized frames are gone.

 

I've posted my new class, CheatingItemFrame, here.  Can anyone help?

 

 

package pillars.src;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityHanging;
import net.minecraft.entity.item.EntityItemFrame;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.Item;
import net.minecraft.item.ItemMap;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.world.World;
import net.minecraft.world.storage.MapData;

public class CheatingItemFrame extends EntityItemFrame 
{
    /** Chance for this item frame's item to drop from the frame. */
//change this to 0 perhaps? That works, but the world doesn't call this class on load!
    private float itemDropChance = 0.0F;

    public CheatingItemFrame(World par1World)
    {
        super(par1World);
    }

    public CheatingItemFrame(World par1World, int par2, int par3, int par4, int par5)
    {
        super(par1World, par2, par3, par4, par5);
        this.setDirection(par5);
    }

    protected void entityInit()
    {
        this.getDataWatcher().addObjectByDataType(2, 5);
        this.getDataWatcher().addObject(3, Byte.valueOf((byte)0));
    }

    public int getWidthPixels()
    {
        return 9;
    }

    public int getHeightPixels()
    {
        return 9;
    }

    @SideOnly(Side.CLIENT)

    /**
     * Checks if the entity is in range to render by using the past in distance and comparing it to its average edge
     * length * 64 * renderDistanceWeight Args: distance
     */
    public boolean isInRangeToRenderDist(double par1)
    {
        double d1 = 16.0D;
        d1 *= 64.0D * this.renderDistanceWeight;
        return par1 < d1 * d1;
    }

    /**
     * Called when this entity is broken. Entity parameter may be null.
     */
    public void onBroken(Entity par1Entity)
    {
        ItemStack itemstack = this.getDisplayedItem();

        if (par1Entity instanceof EntityPlayer)
        {
            EntityPlayer entityplayer = (EntityPlayer)par1Entity;

            if (entityplayer.capabilities.isCreativeMode)
            {
                this.removeFrameFromMap(itemstack);
                return;
            }
        }

        //Why don't we pretend we are in creative and just copy it over?
        	//nevermind that doesn't work
        
        this.entityDropItem(new ItemStack(Item.itemFrame), 0.0F);

        if (itemstack != null && this.rand.nextFloat() < this.itemDropChance)
        {
            itemstack = itemstack.copy();
            this.removeFrameFromMap(itemstack);
            this.entityDropItem(itemstack, 0.0F);
        }
    }

    /**
     * Removes the dot representing this frame's position from the map when the item frame is broken.
     */
    private void removeFrameFromMap(ItemStack par1ItemStack)
    {
        if (par1ItemStack != null)
        {
            if (par1ItemStack.itemID == Item.map.itemID)
            {
                MapData mapdata = ((ItemMap)par1ItemStack.getItem()).getMapData(par1ItemStack, this.worldObj);
                mapdata.playersVisibleOnMap.remove("frame-" + this.entityId);
            }

            par1ItemStack.setItemFrame((CheatingItemFrame)null);
        }
    }

    public ItemStack getDisplayedItem()
    {
        return this.getDataWatcher().getWatchableObjectItemStack(2);
    }

    public void setDisplayedItem(ItemStack par1ItemStack)
    {
        par1ItemStack = par1ItemStack.copy();
        par1ItemStack.stackSize = 1;
        par1ItemStack.setItemFrame(this);
        this.getDataWatcher().updateObject(2, par1ItemStack);
        this.getDataWatcher().setObjectWatched(2);
    }

    /**
     * Return the rotation of the item currently on this frame.
     */
    public int getRotation()
    {
        return this.getDataWatcher().getWatchableObjectByte(3);
    }

    public void setItemRotation(int par1)
    {
        this.getDataWatcher().updateObject(3, Byte.valueOf((byte)(par1 % 4)));
    }

    /**
     * (abstract) Protected helper method to write subclass entity data to NBT.
     */
    public void writeEntityToNBT(NBTTagCompound par1NBTTagCompound)
    {
        if (this.getDisplayedItem() != null)
        {
            par1NBTTagCompound.setCompoundTag("Item", this.getDisplayedItem().writeToNBT(new NBTTagCompound()));
            par1NBTTagCompound.setByte("ItemRotation", (byte)this.getRotation());
            par1NBTTagCompound.setFloat("ItemDropChance", this.itemDropChance);
        }

        super.writeEntityToNBT(par1NBTTagCompound);
    }

    /**
     * (abstract) Protected helper method to read subclass entity data from NBT.
     */
    public void readEntityFromNBT(NBTTagCompound par1NBTTagCompound)
    {
        NBTTagCompound nbttagcompound1 = par1NBTTagCompound.getCompoundTag("Item");

        if (nbttagcompound1 != null && !nbttagcompound1.hasNoTags())
        {
            this.setDisplayedItem(ItemStack.loadItemStackFromNBT(nbttagcompound1));
            this.setItemRotation(par1NBTTagCompound.getByte("ItemRotation"));

            if (par1NBTTagCompound.hasKey("ItemDropChance"))
            {
                this.itemDropChance = par1NBTTagCompound.getFloat("ItemDropChance");
            }
        }

        super.readEntityFromNBT(par1NBTTagCompound);
    }

    /**
     * First layer of player interaction
     */
    public boolean interactFirst(EntityPlayer par1EntityPlayer)
    {
        if (this.getDisplayedItem() == null)
        {
            ItemStack itemstack = par1EntityPlayer.getHeldItem();

            if (itemstack != null && !this.worldObj.isRemote)
            {
                this.setDisplayedItem(itemstack);

                if (!par1EntityPlayer.capabilities.isCreativeMode && --itemstack.stackSize <= 0)
                {
                    par1EntityPlayer.inventory.setInventorySlotContents(par1EntityPlayer.inventory.currentItem, (ItemStack)null);
                }
            }
        }
        else if (!this.worldObj.isRemote)
        {
            this.setItemRotation(this.getRotation() + 1);
        }

        return true;
    }
}

 

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Example:

 

EntityRegistry.registerModEntity(EntityClayGolem.class, "EntClayGolem", 0, this, 350, 5, false);

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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That works! Thank you. But now it seems like I've got to give it its own texture and everything. I've never done an entity before, can you point me in the right direction? I don't need anything fancy. Like I said in my first post, I want it to look and act exactly like an item frame, just without the ability to drop items.

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You're kind of on your own there.

 

Every entity is rendered differently and those renderers tend to control the texture.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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Hi

 

If you're just doing an exact copy of the EntityItemFrame, you could copy/adapt the rendering code in RenderItemFrame, you would need to register your own renderer for your CheatingItemFrame.

 

Come to think of it, since you've derived your CheatingItemFrame from EntityItemFrame, you can probably just bind RenderItemFrame to it.  Worth a shot.

 

RenderingRegistry.registerEntityRenderingHandler(CheatingItemFrame.class, new RenderItemFrame());

 

-TGG

 

 

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