5c3235ecdc
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
213 lines
4.4 KiB
C++
213 lines
4.4 KiB
C++
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// DropSpenserEntity.cpp
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// Declares the cDropSpenserEntity class representing a common ancestor to the cDispenserEntity and cDropperEntity
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// The dropper and dispenser only needs to override the DropSpenseFromSlot() function to provide the specific item behavior
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#include "Globals.h"
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#include "DropSpenserEntity.h"
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#include "Player.h"
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cDropSpenserEntity::cDropSpenserEntity(BLOCKTYPE a_BlockType, int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World) :
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super(a_BlockType, a_BlockX, a_BlockY, a_BlockZ, ContentsWidth, ContentsHeight, a_World),
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m_ShouldDropSpense(false)
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{
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SetBlockEntity(this); // cBlockEntityWindowOwner
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}
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cDropSpenserEntity::~cDropSpenserEntity()
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{
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// Tell window its owner is destroyed
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cWindow * Window = GetWindow();
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if (Window != NULL)
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{
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Window->OwnerDestroyed();
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}
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}
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void cDropSpenserEntity::AddDropSpenserDir(int & a_BlockX, int & a_BlockY, int & a_BlockZ, NIBBLETYPE a_Direction)
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{
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switch (a_Direction)
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{
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case E_META_DISPENSER_FACING_YM: a_BlockY--; return;
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case E_META_DISPENSER_FACING_YP: a_BlockY++; return;
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case E_META_DISPENSER_FACING_ZM: a_BlockZ--; return;
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case E_META_DISPENSER_FACING_ZP: a_BlockZ++; return;
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case E_META_DISPENSER_FACING_XM: a_BlockX--; return;
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case E_META_DISPENSER_FACING_XP: a_BlockX++; return;
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}
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LOGWARNING("%s: Unhandled direction: %d", __FUNCTION__, a_Direction);
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return;
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}
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void cDropSpenserEntity::DropSpense(void)
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{
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int Disp_X = m_PosX;
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int Disp_Y = m_PosY;
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int Disp_Z = m_PosZ;
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NIBBLETYPE Meta = m_World->GetBlockMeta(m_PosX, m_PosY, m_PosZ);
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// Pick one of the occupied slots:
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int OccupiedSlots[9];
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int SlotsCnt = 0;
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for (int i = m_Contents.GetNumSlots() - 1; i >= 0; i--)
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{
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if (!m_Contents.GetSlot(i).IsEmpty())
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{
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OccupiedSlots[SlotsCnt] = i;
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SlotsCnt++;
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}
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} // for i - m_Contents[]
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if (SlotsCnt == 0)
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{
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// Nothing in the dropspenser, play the click sound
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m_World->BroadcastSoundEffect("random.click", m_PosX * 8, m_PosY * 8, m_PosZ * 8, 1.0f, 1.2f);
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return;
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}
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int RandomSlot = m_World->GetTickRandomNumber(SlotsCnt - 1);
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// DropSpense the item, using the specialized behavior in the subclasses:
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DropSpenseFromSlot(OccupiedSlots[RandomSlot]);
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// Broadcast a smoke and click effects:
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NIBBLETYPE SmokeDir = 0;
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switch (Meta)
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{
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case 2: SmokeDir = 1; break;
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case 3: SmokeDir = 7; break;
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case 4: SmokeDir = 3; break;
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case 5: SmokeDir = 5; break;
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}
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m_World->BroadcastSoundParticleEffect(2000, m_PosX * 8, m_PosY * 8, m_PosZ * 8, SmokeDir);
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m_World->BroadcastSoundEffect("random.click", m_PosX * 8, m_PosY * 8, m_PosZ * 8, 1.0f, 1.0f);
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// Update the UI window, if open:
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cWindow * Window = GetWindow();
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if (Window != NULL)
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{
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Window->BroadcastWholeWindow();
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}
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}
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void cDropSpenserEntity::Activate(void)
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{
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m_ShouldDropSpense = true;
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}
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bool cDropSpenserEntity::Tick(float a_Dt)
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{
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if (!m_ShouldDropSpense)
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{
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return false;
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}
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m_ShouldDropSpense = false;
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DropSpense();
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return true;
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}
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bool cDropSpenserEntity::LoadFromJson(const Json::Value & a_Value)
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{
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m_PosX = a_Value.get("x", 0).asInt();
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m_PosY = a_Value.get("y", 0).asInt();
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m_PosZ = a_Value.get("z", 0).asInt();
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Json::Value AllSlots = a_Value.get("Slots", 0);
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int SlotIdx = 0;
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for (Json::Value::iterator itr = AllSlots.begin(); itr != AllSlots.end(); ++itr)
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{
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m_Contents.GetSlot(SlotIdx).FromJson(*itr);
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SlotIdx++;
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}
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return true;
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}
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void cDropSpenserEntity::SaveToJson(Json::Value & a_Value)
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{
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a_Value["x"] = m_PosX;
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a_Value["y"] = m_PosY;
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a_Value["z"] = m_PosZ;
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Json::Value AllSlots;
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int NumSlots = m_Contents.GetNumSlots();
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for (int i = 0; i < NumSlots; i++)
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{
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Json::Value Slot;
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m_Contents.GetSlot(i).GetJson(Slot);
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AllSlots.append(Slot);
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}
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a_Value["Slots"] = AllSlots;
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}
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void cDropSpenserEntity::SendTo(cClientHandle & a_Client)
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{
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// Nothing needs to be sent
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UNUSED(a_Client);
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}
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void cDropSpenserEntity::UsedBy(cPlayer * a_Player)
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{
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cWindow * Window = GetWindow();
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if (Window == NULL)
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{
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OpenWindow(new cDropSpenserWindow(m_PosX, m_PosY, m_PosZ, this));
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Window = GetWindow();
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}
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if (Window != NULL)
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{
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if (a_Player->GetWindow() != Window)
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{
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a_Player->OpenWindow(Window);
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Window->SendWholeWindow(*a_Player->GetClientHandle());
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}
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}
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}
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