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path: root/source/cBlockToPickup.cpp
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#include "Globals.h"  // NOTE: MSVC stupidness requires this to be the same across all modules

#include "cBlockToPickup.h"
#include "Defines.h"
#include "BlockID.h"
#include "stdlib.h"
#include "MersenneTwister.h"

ENUM_ITEM_ID cBlockToPickup::ToPickup( unsigned char a_BlockID, ENUM_ITEM_ID a_UsedItemID )
{
	MTRand r1;
	(void)a_UsedItemID;

	switch( a_BlockID )
	{
	case E_BLOCK_AIR:
		return E_ITEM_EMPTY;
	case E_BLOCK_COBBLESTONE:
	case E_BLOCK_STONE:
		if(ItemCategory::IsPickaxe(a_UsedItemID))
			return E_ITEM_COBBLESTONE;
		return E_ITEM_EMPTY;
	case E_BLOCK_GRASS:
		return E_ITEM_DIRT;
	case E_BLOCK_FIRE:
		return E_ITEM_EMPTY;
	case E_BLOCK_GLASS:
		return E_ITEM_EMPTY;
	case E_BLOCK_DIRT:
		return E_ITEM_DIRT;
	case E_BLOCK_LOG:
		return E_ITEM_LOG;
	case E_BLOCK_LEAVES:
		if( a_UsedItemID == E_ITEM_SHEARS )
			return E_ITEM_LEAVES;
		else
			if(r1.randInt() % 5 == 0) return E_ITEM_SAPLING;
		return E_ITEM_EMPTY;
	case E_BLOCK_COAL_ORE:
		return E_ITEM_COAL;
	case E_BLOCK_LAPIS_ORE:
		return E_ITEM_DYE;
	case E_BLOCK_REDSTONE_ORE_GLOWING:
	case E_BLOCK_REDSTONE_ORE:
		return E_ITEM_REDSTONE_DUST;
	case E_BLOCK_DIAMOND_ORE:
		return E_ITEM_DIAMOND;
	case E_BLOCK_IRON_BLOCK:
		return E_ITEM_IRON_BLOCK;
	case E_BLOCK_DIAMOND_BLOCK:
		return E_ITEM_DIAMOND_BLOCK;
	case E_BLOCK_GOLD_BLOCK:
		return E_ITEM_GOLD_BLOCK;
	case E_BLOCK_SIGN_POST:
	case E_BLOCK_WALLSIGN:
		return E_ITEM_SIGN;
	case E_BLOCK_REDSTONE_WIRE:
		return E_ITEM_REDSTONE_DUST;
	case E_BLOCK_REDSTONE_TORCH_OFF:
		return E_ITEM_REDSTONE_TORCH_ON;
	case E_BLOCK_MELON:
		return E_ITEM_MELON_SLICE;
	case E_BLOCK_WOODEN_DOOR:
		return E_ITEM_WOODEN_DOOR;
	case E_BLOCK_IRON_DOOR:
		return E_ITEM_IRON_DOOR;
	case E_BLOCK_GLOWSTONE:
		return E_ITEM_GLOWSTONE_DUST;
	case E_BLOCK_DOUBLE_STEP:
		return E_ITEM_STEP;
	case E_BLOCK_REDSTONE_REPEATER_OFF:
	case E_BLOCK_REDSTONE_REPEATER_ON:
		return E_ITEM_REDSTONE_REPEATER;
	default:
		return (ENUM_ITEM_ID)a_BlockID;
	}
}

char cBlockToPickup::PickupCount(unsigned char a_BlockID)
{
	MTRand r1;
	switch(a_BlockID)
	{
	case E_BLOCK_REDSTONE_ORE_GLOWING:
	case E_BLOCK_REDSTONE_ORE:
		return r1.randInt() % 2 + 4;
	case E_BLOCK_GLOWSTONE:
		return r1.randInt() % 3 + 2;
	case E_BLOCK_MELON:
		return r1.randInt() % 8 + 3;
	case E_BLOCK_LAPIS_ORE:
		return r1.randInt() % 5 + 4;
	case E_BLOCK_DOUBLE_STEP:
		return 2;
	default:
		return 1;
	}
}