Added Arrow- and FireCharge-Dispensing to DispenserEntity.
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@ -6,8 +6,10 @@
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#include "../Simulator/FluidSimulator.h"
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#include "../Simulator/FluidSimulator.h"
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#include "../Chunk.h"
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#include "../Chunk.h"
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#include "../World.h"
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#include "../Entities/ArrowEntity.h"
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#include "../Entities/FireChargeEntity.h"
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#include "../Matrix4.h"
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cDispenserEntity::cDispenserEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World) :
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cDispenserEntity::cDispenserEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World) :
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@ -141,7 +143,57 @@ void cDispenserEntity::DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum)
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case E_ITEM_FIRE_CHARGE:
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case E_ITEM_FIRE_CHARGE:
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{
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{
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// TODO: Spawn fireball entity
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Vector3d Speed = GetProjectileLookVector(a_Chunk);
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double MobX = 0.5 + (DispX + DispChunk->GetPosX() * cChunkDef::Width);
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double MobZ = 0.5 + (DispZ + DispChunk->GetPosZ() * cChunkDef::Width);
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cFireChargeEntity* fireCharge = new cFireChargeEntity(NULL /*was this*/, MobX, (double) DispY + 0.3, MobZ, Speed);
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if (fireCharge == NULL)
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{
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break;
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}
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if (!fireCharge->Initialize(m_World))
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{
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delete fireCharge;
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break;
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}
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m_World->BroadcastSpawnEntity(*fireCharge);
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m_Contents.ChangeSlotCount(a_SlotNum, -1);
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break;
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}
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case E_ITEM_ARROW:
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{
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Vector3d Speed = GetProjectileLookVector(a_Chunk);
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double MobX = 0.5 + (DispX + DispChunk->GetPosX() * cChunkDef::Width);
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double MobZ = 0.5 + (DispZ + DispChunk->GetPosZ() * cChunkDef::Width);
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cArrowEntity* Arrow = new cArrowEntity(NULL /*was this*/, MobX, (double) DispY + 0.3, MobZ, Speed);
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if (Arrow == NULL)
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{
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break;
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}
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if (!Arrow->Initialize(m_World))
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{
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delete Arrow;
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break;
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}
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m_World->BroadcastSpawnEntity(*Arrow);
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m_Contents.ChangeSlotCount(a_SlotNum, -1);
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break;
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break;
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}
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}
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@ -154,8 +206,29 @@ void cDispenserEntity::DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum)
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}
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}
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Vector3d cDispenserEntity::GetProjectileLookVector(cChunk & a_Chunk)
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{
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NIBBLETYPE Meta = a_Chunk.GetMeta(m_RelX, m_PosY, m_RelZ);
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int Direction = 0;
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switch (Meta)
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{
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case E_META_DROPSPENSER_FACING_YP: Direction = 0; break; // YP & YM don't have associated smoke dirs, just do 4 (centre of block)
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case E_META_DROPSPENSER_FACING_YM: Direction = 0; break;
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case E_META_DROPSPENSER_FACING_XM: Direction = 90; break; // WEST
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case E_META_DROPSPENSER_FACING_XP: Direction = 270; break; // EAST
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case E_META_DROPSPENSER_FACING_ZM: Direction = 180; break;
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case E_META_DROPSPENSER_FACING_ZP: Direction = 0; break;
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}
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Matrix4d m;
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m.Init(Vector3d(), 0, Direction, 0);
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Vector3d Look = m.Transform(Vector3d(0, 0, 1));
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Vector3d Speed = Look * 20;
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Speed.y = Speed.y + 1;
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return Speed;
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}
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bool cDispenserEntity::ScoopUpLiquid(int a_SlotNum, short a_BucketItemType)
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bool cDispenserEntity::ScoopUpLiquid(int a_SlotNum, short a_BucketItemType)
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@ -216,7 +289,3 @@ bool cDispenserEntity::EmptyLiquidBucket(BLOCKTYPE a_BlockInFront, int a_SlotNum
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m_Contents.AddItem(EmptyBucket);
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m_Contents.AddItem(EmptyBucket);
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return true;
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return true;
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}
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}
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@ -29,10 +29,9 @@ private:
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/// If such a bucket can fit, adds it to m_Contents and returns true
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/// If such a bucket can fit, adds it to m_Contents and returns true
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bool ScoopUpLiquid(int a_SlotNum, short a_BucketItemType);
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bool ScoopUpLiquid(int a_SlotNum, short a_BucketItemType);
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// Returns how to aim the projectile
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Vector3d GetProjectileLookVector(cChunk & a_Chunk);
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/// If the a_BlockInFront is liquidable and the empty bucket can fit, does the m_Contents processing and returns true
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/// If the a_BlockInFront is liquidable and the empty bucket can fit, does the m_Contents processing and returns true
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bool EmptyLiquidBucket(BLOCKTYPE a_BlockInFront, int a_SlotNum);
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bool EmptyLiquidBucket(BLOCKTYPE a_BlockInFront, int a_SlotNum);
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} ; // tolua_export
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} ; // tolua_export
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