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cuberite-2a/source/DropSpenserEntity.cpp
madmaxoft@gmail.com 5c3235ecdc Implemented droppers
Added a common ancestor class "DropSpenser" that has the common code for dropper and dispenser and is Lua-accessible, too. The Debuggers plugin now triggers both droppers and dispensers when rclking them with a redstone torch.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1514 0a769ca7-a7f5-676a-18bf-c427514a06d6
2013-05-26 14:39:04 +00:00

213 lines
4.4 KiB
C++

// DropSpenserEntity.cpp
// Declares the cDropSpenserEntity class representing a common ancestor to the cDispenserEntity and cDropperEntity
// The dropper and dispenser only needs to override the DropSpenseFromSlot() function to provide the specific item behavior
#include "Globals.h"
#include "DropSpenserEntity.h"
#include "Player.h"
cDropSpenserEntity::cDropSpenserEntity(BLOCKTYPE a_BlockType, int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World) :
super(a_BlockType, a_BlockX, a_BlockY, a_BlockZ, ContentsWidth, ContentsHeight, a_World),
m_ShouldDropSpense(false)
{
SetBlockEntity(this); // cBlockEntityWindowOwner
}
cDropSpenserEntity::~cDropSpenserEntity()
{
// Tell window its owner is destroyed
cWindow * Window = GetWindow();
if (Window != NULL)
{
Window->OwnerDestroyed();
}
}
void cDropSpenserEntity::AddDropSpenserDir(int & a_BlockX, int & a_BlockY, int & a_BlockZ, NIBBLETYPE a_Direction)
{
switch (a_Direction)
{
case E_META_DISPENSER_FACING_YM: a_BlockY--; return;
case E_META_DISPENSER_FACING_YP: a_BlockY++; return;
case E_META_DISPENSER_FACING_ZM: a_BlockZ--; return;
case E_META_DISPENSER_FACING_ZP: a_BlockZ++; return;
case E_META_DISPENSER_FACING_XM: a_BlockX--; return;
case E_META_DISPENSER_FACING_XP: a_BlockX++; return;
}
LOGWARNING("%s: Unhandled direction: %d", __FUNCTION__, a_Direction);
return;
}
void cDropSpenserEntity::DropSpense(void)
{
int Disp_X = m_PosX;
int Disp_Y = m_PosY;
int Disp_Z = m_PosZ;
NIBBLETYPE Meta = m_World->GetBlockMeta(m_PosX, m_PosY, m_PosZ);
// Pick one of the occupied slots:
int OccupiedSlots[9];
int SlotsCnt = 0;
for (int i = m_Contents.GetNumSlots() - 1; i >= 0; i--)
{
if (!m_Contents.GetSlot(i).IsEmpty())
{
OccupiedSlots[SlotsCnt] = i;
SlotsCnt++;
}
} // for i - m_Contents[]
if (SlotsCnt == 0)
{
// Nothing in the dropspenser, play the click sound
m_World->BroadcastSoundEffect("random.click", m_PosX * 8, m_PosY * 8, m_PosZ * 8, 1.0f, 1.2f);
return;
}
int RandomSlot = m_World->GetTickRandomNumber(SlotsCnt - 1);
// DropSpense the item, using the specialized behavior in the subclasses:
DropSpenseFromSlot(OccupiedSlots[RandomSlot]);
// Broadcast a smoke and click effects:
NIBBLETYPE SmokeDir = 0;
switch (Meta)
{
case 2: SmokeDir = 1; break;
case 3: SmokeDir = 7; break;
case 4: SmokeDir = 3; break;
case 5: SmokeDir = 5; break;
}
m_World->BroadcastSoundParticleEffect(2000, m_PosX * 8, m_PosY * 8, m_PosZ * 8, SmokeDir);
m_World->BroadcastSoundEffect("random.click", m_PosX * 8, m_PosY * 8, m_PosZ * 8, 1.0f, 1.0f);
// Update the UI window, if open:
cWindow * Window = GetWindow();
if (Window != NULL)
{
Window->BroadcastWholeWindow();
}
}
void cDropSpenserEntity::Activate(void)
{
m_ShouldDropSpense = true;
}
bool cDropSpenserEntity::Tick(float a_Dt)
{
if (!m_ShouldDropSpense)
{
return false;
}
m_ShouldDropSpense = false;
DropSpense();
return true;
}
bool cDropSpenserEntity::LoadFromJson(const Json::Value & a_Value)
{
m_PosX = a_Value.get("x", 0).asInt();
m_PosY = a_Value.get("y", 0).asInt();
m_PosZ = a_Value.get("z", 0).asInt();
Json::Value AllSlots = a_Value.get("Slots", 0);
int SlotIdx = 0;
for (Json::Value::iterator itr = AllSlots.begin(); itr != AllSlots.end(); ++itr)
{
m_Contents.GetSlot(SlotIdx).FromJson(*itr);
SlotIdx++;
}
return true;
}
void cDropSpenserEntity::SaveToJson(Json::Value & a_Value)
{
a_Value["x"] = m_PosX;
a_Value["y"] = m_PosY;
a_Value["z"] = m_PosZ;
Json::Value AllSlots;
int NumSlots = m_Contents.GetNumSlots();
for (int i = 0; i < NumSlots; i++)
{
Json::Value Slot;
m_Contents.GetSlot(i).GetJson(Slot);
AllSlots.append(Slot);
}
a_Value["Slots"] = AllSlots;
}
void cDropSpenserEntity::SendTo(cClientHandle & a_Client)
{
// Nothing needs to be sent
UNUSED(a_Client);
}
void cDropSpenserEntity::UsedBy(cPlayer * a_Player)
{
cWindow * Window = GetWindow();
if (Window == NULL)
{
OpenWindow(new cDropSpenserWindow(m_PosX, m_PosY, m_PosZ, this));
Window = GetWindow();
}
if (Window != NULL)
{
if (a_Player->GetWindow() != Window)
{
a_Player->OpenWindow(Window);
Window->SendWholeWindow(*a_Player->GetClientHandle());
}
}
}