#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "DispenserEntity.h"
#include "Player.h"
#include "Simulator/FluidSimulator.h"
cDispenserEntity::cDispenserEntity(int a_BlockX, int a_BlockY, int a_BlockZ) :
super(E_BLOCK_DISPENSER, a_BlockX, a_BlockY, a_BlockZ, NULL)
{
SetBlockEntity(this); // cBlockEntityWindowOwner
}
cDispenserEntity::cDispenserEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World) :
super(E_BLOCK_DISPENSER, a_BlockX, a_BlockY, a_BlockZ, a_World)
{
SetBlockEntity(this); // cBlockEntityWindowOwner
}
void cDispenserEntity::DropSpenseFromSlot(int a_SlotNum)
{
int DispX = m_PosX;
int DispY = m_PosY;
int DispZ = m_PosZ;
NIBBLETYPE Meta = m_World->GetBlockMeta(m_PosX, m_PosY, m_PosZ);
AddDropSpenserDir(DispX, DispY, DispZ, Meta);
// Dispense the item:
switch (m_Contents.GetSlot(a_SlotNum).m_ItemType)
{
case E_ITEM_BUCKET:
{
BLOCKTYPE DispBlock = m_World->GetBlock(DispX, DispY, DispZ);
switch (DispBlock)
{
case E_BLOCK_STATIONARY_WATER:
case E_BLOCK_WATER:
{
if (ScoopUpLiquid(a_SlotNum, E_ITEM_WATER_BUCKET))
{
m_World->SetBlock(DispX, DispY, DispZ, E_BLOCK_AIR, 0);
}
break;
}
case E_BLOCK_STATIONARY_LAVA:
case E_BLOCK_LAVA:
{
if (ScoopUpLiquid(a_SlotNum, E_ITEM_LAVA_BUCKET))
{
m_World->SetBlock(DispX, DispY, DispZ, E_BLOCK_AIR, 0);
}
break;
}
default:
{
DropFromSlot(a_SlotNum);
break;
}
}
break;
} // E_ITEM_BUCKET
case E_ITEM_WATER_BUCKET:
{
BLOCKTYPE DispBlock = m_World->GetBlock(DispX, DispY, DispZ);
if (PlaceLiquid(DispBlock, a_SlotNum))
{
m_World->SetBlock(DispX, DispY, DispZ, E_BLOCK_WATER, 0);
}
else
{
DropFromSlot(a_SlotNum);
}
break;
}
case E_ITEM_LAVA_BUCKET:
{
BLOCKTYPE DispBlock = m_World->GetBlock(DispX, DispY, DispZ);
if (PlaceLiquid(DispBlock, a_SlotNum))
{
m_World->SetBlock(DispX, DispY, DispZ, E_BLOCK_LAVA, 0);
}
else
{
DropFromSlot(a_SlotNum);
}
break;
}
case E_ITEM_SPAWN_EGG:
{
if (m_World->SpawnMob(DispX + 0.5, DispY, DispZ + 0.5, m_Contents.GetSlot(a_SlotNum).m_ItemDamage) >= 0)
{
m_Contents.ChangeSlotCount(a_SlotNum, -1);
}
break;
}
default:
{
DropFromSlot(a_SlotNum);
break;
}
} // switch (ItemType)
}
bool cDispenserEntity::ScoopUpLiquid(int a_SlotNum, short a_BucketItemType)
{
cItem LiquidBucket(a_BucketItemType, 1);
if (m_Contents.GetSlot(a_SlotNum).m_ItemCount == 1)
{
// Special case: replacing one empty bucket with one full bucket
m_Contents.SetSlot(a_SlotNum, LiquidBucket);
return true;
}
// There are stacked buckets at the selected slot, see if a full bucket will fit somewhere else
if (m_Contents.HowManyCanFit(LiquidBucket) < 1)
{
// Cannot fit into m_Contents
return false;
}
m_Contents.ChangeSlotCount(a_SlotNum, -1);
m_Contents.AddItem(LiquidBucket);
return true;
}
bool cDispenserEntity::PlaceLiquid(BLOCKTYPE a_BlockInFront, int a_SlotNum)
{
if (
(a_BlockInFront != E_BLOCK_AIR) &&
!IsBlockLiquid(a_BlockInFront) &&
!cFluidSimulator::CanWashAway(a_BlockInFront)
)
{
// Not a suitable block in front
return false;
}
cItem EmptyBucket(E_ITEM_BUCKET, 1);
if (m_Contents.GetSlot(a_SlotNum).m_ItemCount == 1)
{
// Change the single full bucket present into a single empty bucket
m_Contents.SetSlot(a_SlotNum, EmptyBucket);
return true;
}
// There are full buckets stacked at this slot, check if we can fit in the empty bucket
if (m_Contents.HowManyCanFit(EmptyBucket) < 1)
{
// The empty bucket wouldn't fit into m_Contents
return false;
}
// The empty bucket fits in, remove one full bucket and add the empty one
m_Contents.ChangeSlotCount(a_SlotNum, -1);
m_Contents.AddItem(EmptyBucket);
return true;
}