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path: root/src/BlockEntities/DropSpenserEntity.cpp
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// 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 "../Entities/Player.h"
#include "../Chunk.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),
	m_IsPowered(false)
{
}





cDropSpenserEntity::~cDropSpenserEntity()
{
	// Tell window its owner is destroyed
	cWindow * Window = GetWindow();
	if (Window != nullptr)
	{
		Window->OwnerDestroyed();
	}
}





void cDropSpenserEntity::AddDropSpenserDir(int & a_BlockX, int & a_BlockY, int & a_BlockZ, NIBBLETYPE a_Direction)
{
	switch (a_Direction & 0x07)  // Vanilla uses the 8th bit to determine power state - we don't
	{
		case E_META_DROPSPENSER_FACING_YM: a_BlockY--; return;
		case E_META_DROPSPENSER_FACING_YP: a_BlockY++; return;
		case E_META_DROPSPENSER_FACING_ZM: a_BlockZ--; return;
		case E_META_DROPSPENSER_FACING_ZP: a_BlockZ++; return;
		case E_META_DROPSPENSER_FACING_XM: a_BlockX--; return;
		case E_META_DROPSPENSER_FACING_XP: a_BlockX++; return;
	}
	LOGWARNING("%s: Unhandled direction: %d", __FUNCTION__, a_Direction);
	return;
}





void cDropSpenserEntity::DropSpense(cChunk & a_Chunk)
{
	// 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(a_Chunk, OccupiedSlots[RandomSlot]);
	
	// Broadcast a smoke and click effects:
	NIBBLETYPE Meta = a_Chunk.GetMeta(m_RelX, m_PosY, m_RelZ);
	int SmokeDir = 0;
	switch (Meta)
	{
		case E_META_DROPSPENSER_FACING_YP: SmokeDir = 4; break;  // YP & YM don't have associated smoke dirs, just do 4 (centre of block)
		case E_META_DROPSPENSER_FACING_YM: SmokeDir = 4; break;
		case E_META_DROPSPENSER_FACING_XM: SmokeDir = 3; break;
		case E_META_DROPSPENSER_FACING_XP: SmokeDir = 5; break;
		case E_META_DROPSPENSER_FACING_ZM: SmokeDir = 1; break;
		case E_META_DROPSPENSER_FACING_ZP: SmokeDir = 7; break;
	}
	m_World->BroadcastSoundParticleEffect(2000, m_PosX, m_PosY, m_PosZ, SmokeDir);
	m_World->BroadcastSoundEffect("random.click", m_PosX * 8, m_PosY * 8, m_PosZ * 8, 1.0f, 1.0f);
}





void cDropSpenserEntity::Activate(void)
{
	m_ShouldDropSpense = true;
}





void cDropSpenserEntity::SetRedstonePower(bool a_IsPowered)
{
	if (a_IsPowered && !m_IsPowered)
	{
		Activate();
	}
	m_IsPowered = a_IsPowered;
}





bool cDropSpenserEntity::Tick(float a_Dt, cChunk & a_Chunk)
{
	UNUSED(a_Dt);
	if (!m_ShouldDropSpense)
	{
		return false;
	}
	
	m_ShouldDropSpense = false;
	DropSpense(a_Chunk);
	return true;
}





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 == nullptr)
	{
		OpenWindow(new cDropSpenserWindow(m_PosX, m_PosY, m_PosZ, this));
		Window = GetWindow();
	}
	
	if (Window != nullptr)
	{
		if (a_Player->GetWindow() != Window)
		{
			a_Player->OpenWindow(Window);
		}
	}
}





void cDropSpenserEntity::DropFromSlot(cChunk & a_Chunk, int a_SlotNum)
{
	int DispX = m_PosX;
	int DispY = m_PosY;
	int DispZ = m_PosZ;
	NIBBLETYPE Meta = a_Chunk.GetMeta(m_RelX, m_PosY, m_RelZ);
	AddDropSpenserDir(DispX, DispY, DispZ, Meta);

	cItems Pickups;
	Pickups.push_back(m_Contents.RemoveOneItem(a_SlotNum));

	const int PickupSpeed = m_World->GetTickRandomNumber(4) + 2;  // At least 2, at most 6
	int PickupSpeedX = 0, PickupSpeedY = 0, PickupSpeedZ = 0;
	switch (Meta)
	{
		case E_META_DROPSPENSER_FACING_YP: PickupSpeedY =  PickupSpeed; break;
		case E_META_DROPSPENSER_FACING_YM: PickupSpeedY = -PickupSpeed; break;
		case E_META_DROPSPENSER_FACING_XM: PickupSpeedX = -PickupSpeed; break;
		case E_META_DROPSPENSER_FACING_XP: PickupSpeedX =  PickupSpeed; break;
		case E_META_DROPSPENSER_FACING_ZM: PickupSpeedZ = -PickupSpeed; break;
		case E_META_DROPSPENSER_FACING_ZP: PickupSpeedZ =  PickupSpeed; break;
	}

	double MicroX, MicroY, MicroZ;
	MicroX = DispX + 0.5;
	MicroY = DispY + 0.4;  // Slightly less than half, to accomodate actual texture hole on DropSpenser
	MicroZ = DispZ + 0.5;


	m_World->SpawnItemPickups(Pickups, MicroX, MicroY, MicroZ, PickupSpeedX, PickupSpeedY, PickupSpeedZ);
}