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path: root/src/BlockEntities/DispenserEntity.h
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#pragma once

#include "DropSpenserEntity.h"





// tolua_begin
class cDispenserEntity :
	public cDropSpenserEntity
{
	typedef cDropSpenserEntity Super;

public:

	// tolua_end

	BLOCKENTITY_PROTODEF(cDispenserEntity)

	/** Constructor used for normal operation */
	cDispenserEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World);

	// tolua_begin

	/** Spawns a projectile of the given kind in front of the dispenser with the specified speed.
	Returns the UniqueID of the spawned projectile, or cEntity::INVALID_ID on failure. */
	UInt32 SpawnProjectileFromDispenser(int a_BlockX, int a_BlockY, int a_BlockZ, cProjectileEntity::eKind a_Kind, const Vector3d & a_Speed, const cItem * a_Item = nullptr);

	/** Returns a unit vector in the cardinal direction of where the dispenser with the specified meta would be facing. */
	static Vector3d GetShootVector(NIBBLETYPE a_BlockMeta);

	// tolua_end

private:
	// cDropSpenser overrides:
	virtual void DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum) override;

	/** If such a bucket can fit, adds it to m_Contents and returns true */
	bool ScoopUpLiquid(int a_SlotNum, short a_ResultingBucketItemType);

	/** If the a_BlockInFront can be washed away by liquid and the empty bucket can fit,
	does the m_Contents processing and returns true. Returns false otherwise. */
	bool EmptyLiquidBucket(BLOCKTYPE a_BlockInFront, int a_SlotNum);
} ;  // tolua_export