cdc452916e
* Replace buckets to the selected hotbar slot, rather than the first available. Replicates vanilla behaviour, as well as being more logical. * Refactor cInventory::AddItem. Behaviour is now documented * Add new cInventory::ReplaceOneEquippedItem and ::SetEquippedItem methods * Return empty potion to the same slot after drinking * Replace buckets correctly in other situations, not simply water and lava Uses the new ReplaceOneEquippedItem method * Correct collecting water from source block with bottle * Add cPlayer::ReplaceOneEquippedItemTossRest method * Handle stacked filled buckets (in theory) Use new cPlayer::ReplaceOneEquippedItemTossRest method
122 lines
3.1 KiB
C++
122 lines
3.1 KiB
C++
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#pragma once
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#include "BlockHandler.h"
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class cBlockCauldronHandler :
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public cBlockHandler
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{
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using super = cBlockHandler;
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public:
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cBlockCauldronHandler(BLOCKTYPE a_BlockType):
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super(a_BlockType)
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{
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}
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virtual cItems ConvertToPickups(NIBBLETYPE a_BlockMeta, cBlockEntity * a_BlockEntity, const cEntity * a_Digger, const cItem * a_Tool) override
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{
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return cItem(E_ITEM_CAULDRON, 1, 0);
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}
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virtual bool OnUse(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer & a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ) override
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{
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NIBBLETYPE Meta = a_ChunkInterface.GetBlockMeta({a_BlockX, a_BlockY, a_BlockZ});
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auto EquippedItem = a_Player.GetEquippedItem();
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switch (EquippedItem.m_ItemType)
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{
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case E_ITEM_BUCKET:
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{
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if (Meta == 3)
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{
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a_ChunkInterface.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0);
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// Give new bucket, filled with fluid when the gamemode is not creative:
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if (!a_Player.IsGameModeCreative())
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{
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a_Player.ReplaceOneEquippedItemTossRest(cItem(E_ITEM_WATER_BUCKET));
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}
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}
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break;
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}
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case E_ITEM_WATER_BUCKET:
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{
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if (Meta < 3)
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{
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a_ChunkInterface.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 3);
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// Give empty bucket back when the gamemode is not creative:
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if (!a_Player.IsGameModeCreative())
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{
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a_Player.ReplaceOneEquippedItemTossRest(cItem(E_ITEM_BUCKET));
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}
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}
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break;
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}
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case E_ITEM_GLASS_BOTTLE:
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{
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if (Meta > 0)
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{
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a_ChunkInterface.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, --Meta);
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// Give new potion when the gamemode is not creative:
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if (!a_Player.IsGameModeCreative())
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{
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a_Player.ReplaceOneEquippedItemTossRest(cItem(E_ITEM_POTION));
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}
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}
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break;
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}
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case E_ITEM_POTION:
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{
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// Refill cauldron with water bottles.
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if ((Meta < 3) && (EquippedItem.m_ItemDamage == 0))
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{
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a_ChunkInterface.SetBlockMeta(Vector3i(a_BlockX, a_BlockY, a_BlockZ), ++Meta);
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// Give empty bottle when the gamemode is not creative:
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if (!a_Player.IsGameModeCreative())
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{
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a_Player.ReplaceOneEquippedItemTossRest(cItem(E_ITEM_GLASS_BOTTLE));
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}
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}
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}
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}
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return true;
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}
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virtual bool IsUseable() override
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{
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return true;
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}
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virtual void OnUpdate(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cBlockPluginInterface & a_PluginInterface, cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ) override
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{
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int BlockX = a_RelX + a_Chunk.GetPosX() * cChunkDef::Width;
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int BlockZ = a_RelZ + a_Chunk.GetPosZ() * cChunkDef::Width;
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if (!a_WorldInterface.IsWeatherWetAt(BlockX, BlockZ) || (a_RelY != a_WorldInterface.GetHeight(BlockX, BlockZ)))
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{
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// It's not raining at our current location or we do not have a direct view of the sky
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// We cannot eat the rain :(
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return;
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}
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NIBBLETYPE Meta = a_Chunk.GetMeta(a_RelX, a_RelY, a_RelZ);
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if (Meta < 3)
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{
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a_Chunk.SetMeta(a_RelX, a_RelY, a_RelZ, Meta + 1);
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}
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}
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virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) override
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{
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UNUSED(a_Meta);
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return 21;
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}
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} ;
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