ebb2ccaa26
Plugins shouldn't construct block entities, rather, they will query them either from the cWorld (while playing), or from cChunkDesc (while generating).
216 lines
5.4 KiB
C++
216 lines
5.4 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "DispenserEntity.h"
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#include "../Entities/Player.h"
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#include "../Simulator/FluidSimulator.h"
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#include "../Chunk.h"
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cDispenserEntity::cDispenserEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World) :
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super(E_BLOCK_DISPENSER, a_BlockX, a_BlockY, a_BlockZ, a_World)
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{
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SetBlockEntity(this); // cBlockEntityWindowOwner
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}
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void cDispenserEntity::DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum)
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{
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int DispX = m_RelX;
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int DispY = m_PosY;
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int DispZ = m_RelZ;
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NIBBLETYPE Meta = a_Chunk.GetMeta(m_RelX, m_PosY, m_RelZ);
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AddDropSpenserDir(DispX, DispY, DispZ, Meta);
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cChunk * DispChunk = a_Chunk.GetRelNeighborChunkAdjustCoords(DispX, DispZ);
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if (DispChunk == NULL)
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{
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// Would dispense into / interact with a non-loaded chunk, ignore the tick
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return;
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}
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BLOCKTYPE DispBlock = DispChunk->GetBlock(DispX, DispY, DispZ);
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// Dispense the item:
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switch (m_Contents.GetSlot(a_SlotNum).m_ItemType)
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{
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case E_ITEM_BUCKET:
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{
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LOGD("Dispensing empty bucket in slot %d; DispBlock is \"%s\" (%d).", a_SlotNum, ItemTypeToString(DispBlock).c_str(), DispBlock);
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switch (DispBlock)
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{
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case E_BLOCK_STATIONARY_WATER:
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case E_BLOCK_WATER:
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{
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if (ScoopUpLiquid(a_SlotNum, E_ITEM_WATER_BUCKET))
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{
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DispChunk->SetBlock(DispX, DispY, DispZ, E_BLOCK_AIR, 0);
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}
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break;
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}
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case E_BLOCK_STATIONARY_LAVA:
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case E_BLOCK_LAVA:
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{
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if (ScoopUpLiquid(a_SlotNum, E_ITEM_LAVA_BUCKET))
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{
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DispChunk->SetBlock(DispX, DispY, DispZ, E_BLOCK_AIR, 0);
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}
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break;
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}
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default:
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{
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DropFromSlot(a_Chunk, a_SlotNum);
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break;
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}
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}
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break;
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} // E_ITEM_BUCKET
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case E_ITEM_WATER_BUCKET:
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{
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LOGD("Dispensing water bucket in slot %d; DispBlock is \"%s\" (%d).", a_SlotNum, ItemTypeToString(DispBlock).c_str(), DispBlock);
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if (EmptyLiquidBucket(DispBlock, a_SlotNum))
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{
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DispChunk->SetBlock(DispX, DispY, DispZ, E_BLOCK_WATER, 0);
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}
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else
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{
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DropFromSlot(a_Chunk, a_SlotNum);
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}
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break;
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}
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case E_ITEM_LAVA_BUCKET:
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{
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LOGD("Dispensing lava bucket in slot %d; DispBlock is \"%s\" (%d).", a_SlotNum, ItemTypeToString(DispBlock).c_str(), DispBlock);
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if (EmptyLiquidBucket(DispBlock, a_SlotNum))
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{
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DispChunk->SetBlock(DispX, DispY, DispZ, E_BLOCK_LAVA, 0);
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}
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else
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{
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DropFromSlot(a_Chunk, a_SlotNum);
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}
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break;
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}
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case E_ITEM_SPAWN_EGG:
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{
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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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if (m_World->SpawnMob(MobX, DispY, MobZ, (cMonster::eType)m_Contents.GetSlot(a_SlotNum).m_ItemDamage) >= 0)
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{
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m_Contents.ChangeSlotCount(a_SlotNum, -1);
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}
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break;
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}
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case E_BLOCK_TNT:
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{
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// Spawn a primed TNT entity, if space allows:
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if (DispChunk->GetBlock(DispX, DispY, DispZ) == E_BLOCK_AIR)
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{
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double TNTX = 0.5 + (DispX + DispChunk->GetPosX() * cChunkDef::Width);
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double TNTZ = 0.5 + (DispZ + DispChunk->GetPosZ() * cChunkDef::Width);
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m_World->SpawnPrimedTNT(TNTX, DispY + 0.5, TNTZ, 4, 0); // 4 seconds fuse, no initial velocity
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m_Contents.ChangeSlotCount(a_SlotNum, -1);
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}
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break;
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}
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case E_ITEM_FLINT_AND_STEEL:
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{
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// Spawn fire if the block in front is air.
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if (DispChunk->GetBlock(DispX, DispY, DispZ) == E_BLOCK_AIR)
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{
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DispChunk->SetBlock(DispX, DispY, DispZ, E_BLOCK_FIRE, 0);
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m_Contents.SetSlot(a_SlotNum, m_Contents.GetSlot(a_SlotNum).m_ItemType, m_Contents.GetSlot(a_SlotNum).m_ItemCount, m_Contents.GetSlot(a_SlotNum).m_ItemDamage + 1);
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// If the durability has run out destroy the item.
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if (m_Contents.GetSlot(a_SlotNum).m_ItemDamage > 64)
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{
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m_Contents.ChangeSlotCount(a_SlotNum, -1);
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}
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}
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break;
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}
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default:
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{
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DropFromSlot(a_Chunk, a_SlotNum);
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break;
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}
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} // switch (ItemType)
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}
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bool cDispenserEntity::ScoopUpLiquid(int a_SlotNum, short a_BucketItemType)
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{
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cItem LiquidBucket(a_BucketItemType, 1);
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if (m_Contents.GetSlot(a_SlotNum).m_ItemCount == 1)
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{
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// Special case: replacing one empty bucket with one full bucket
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m_Contents.SetSlot(a_SlotNum, LiquidBucket);
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return true;
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}
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// There are stacked buckets at the selected slot, see if a full bucket will fit somewhere else
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if (m_Contents.HowManyCanFit(LiquidBucket) < 1)
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{
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// Cannot fit into m_Contents
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return false;
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}
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m_Contents.ChangeSlotCount(a_SlotNum, -1);
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m_Contents.AddItem(LiquidBucket);
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return true;
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}
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bool cDispenserEntity::EmptyLiquidBucket(BLOCKTYPE a_BlockInFront, int a_SlotNum)
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{
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if (
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(a_BlockInFront != E_BLOCK_AIR) &&
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!IsBlockLiquid(a_BlockInFront) &&
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!cFluidSimulator::CanWashAway(a_BlockInFront)
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)
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{
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// Not a suitable block in front
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return false;
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}
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cItem EmptyBucket(E_ITEM_BUCKET, 1);
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if (m_Contents.GetSlot(a_SlotNum).m_ItemCount == 1)
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{
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// Change the single full bucket present into a single empty bucket
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m_Contents.SetSlot(a_SlotNum, EmptyBucket);
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return true;
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}
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// There are full buckets stacked at this slot, check if we can fit in the empty bucket
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if (m_Contents.HowManyCanFit(EmptyBucket) < 1)
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{
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// The empty bucket wouldn't fit into m_Contents
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return false;
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}
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// The empty bucket fits in, remove one full bucket and add the empty one
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m_Contents.ChangeSlotCount(a_SlotNum, -1);
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m_Contents.AddItem(EmptyBucket);
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return true;
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}
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