1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
|
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "JukeboxEntity.h"
#include "World.h"
#include <json/json.h>
cJukeboxEntity::cJukeboxEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World)
: cBlockEntity(E_BLOCK_JUKEBOX, a_BlockX, a_BlockY, a_BlockZ, a_World)
, m_Record( 0 )
{
}
cJukeboxEntity::~cJukeboxEntity()
{
if (m_Record >= 2256 && m_Record <= 2267)
{
EjectRecord();
m_Record = 0;
}
}
void cJukeboxEntity::UsedBy( cPlayer * a_Player )
{
if (m_Record == 0)
{
const cItem & HeldItem = a_Player->GetEquippedItem();
if (HeldItem.m_ItemType >= 2256 && HeldItem.m_ItemType <= 2267)
{
m_Record = HeldItem.m_ItemType;
a_Player->UseEquippedItem();
PlayRecord();
}
}
else if (m_Record >= 2256 && m_Record <= 2267)
{
EjectRecord();
m_Record = 0;
}
}
void cJukeboxEntity::PlayRecord( void )
{
m_World->BroadcastSoundParticleEffect(1005, m_PosX * 8, m_PosY * 8, m_PosZ * 8, m_Record);
}
void cJukeboxEntity::EjectRecord( void )
{
cItems Drops;
Drops.push_back(cItem(m_Record, 1, 0));
m_World->SpawnItemPickups(Drops, m_PosX, m_PosY+1, m_PosZ);
m_World->BroadcastSoundParticleEffect(1005, m_PosX * 8, m_PosY * 8, m_PosZ * 8, 0);
}
int cJukeboxEntity::GetRecord( void )
{
return m_Record;
}
void cJukeboxEntity::SetRecord( int a_Record )
{
m_Record = a_Record;
}
bool cJukeboxEntity::LoadFromJson( const Json::Value & a_Value )
{
m_PosX = a_Value.get("x", 0).asInt();
m_PosY = a_Value.get("y", 0).asInt();
m_PosZ = a_Value.get("z", 0).asInt();
m_Record = a_Value.get("Record", 0).asInt();
return true;
}
void cJukeboxEntity::SaveToJson( Json::Value & a_Value )
{
a_Value["x"] = m_PosX;
a_Value["y"] = m_PosY;
a_Value["z"] = m_PosZ;
a_Value["Record"] = m_Record;
}
|