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path: root/source/DispenserEntity.cpp
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#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"
#include "Chunk.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(cChunk & a_Chunk, int a_SlotNum)
{
	int DispX = m_RelX;
	int DispY = m_PosY;
	int DispZ = m_RelZ;
	NIBBLETYPE Meta = a_Chunk.GetMeta(m_RelX, m_PosY, m_RelZ);
	AddDropSpenserDir(DispX, DispY, DispZ, Meta);
	cChunk * DispChunk = a_Chunk.GetRelNeighborChunkAdjustCoords(DispX, DispZ);
	if (DispChunk == NULL)
	{
		// Would dispense into / interact with a non-loaded chunk, ignore the tick
		return;
	}
	BLOCKTYPE DispBlock = DispChunk->GetBlock(DispX, DispY, DispZ);

	// Dispense the item:
	switch (m_Contents.GetSlot(a_SlotNum).m_ItemType)
	{
		case E_ITEM_BUCKET:
		{
			LOGD("Dispensing empty bucket in slot %d; DispBlock is \"%s\" (%d).", a_SlotNum, ItemTypeToString(DispBlock).c_str(), DispBlock);
			switch (DispBlock)
			{
				case E_BLOCK_STATIONARY_WATER:
				case E_BLOCK_WATER:
				{
					if (ScoopUpLiquid(a_SlotNum, E_ITEM_WATER_BUCKET))
					{
						DispChunk->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))
					{
						DispChunk->SetBlock(DispX, DispY, DispZ, E_BLOCK_AIR, 0);
					}
					break;
				}
				default:
				{
					DropFromSlot(a_Chunk, a_SlotNum);
					break;
				}
			}
			break;
		}  // E_ITEM_BUCKET
		
		case E_ITEM_WATER_BUCKET:
		{
			LOGD("Dispensing water bucket in slot %d; DispBlock is \"%s\" (%d).", a_SlotNum, ItemTypeToString(DispBlock).c_str(), DispBlock);
			if (EmptyLiquidBucket(DispBlock, a_SlotNum))
			{
				DispChunk->SetBlock(DispX, DispY, DispZ, E_BLOCK_WATER, 0);
			}
			else
			{
				DropFromSlot(a_Chunk, a_SlotNum);
			}
			break;
		}
		
		case E_ITEM_LAVA_BUCKET:
		{
			LOGD("Dispensing lava bucket in slot %d; DispBlock is \"%s\" (%d).", a_SlotNum, ItemTypeToString(DispBlock).c_str(), DispBlock);
			if (EmptyLiquidBucket(DispBlock, a_SlotNum))
			{
				DispChunk->SetBlock(DispX, DispY, DispZ, E_BLOCK_LAVA, 0);
			}
			else
			{
				DropFromSlot(a_Chunk, a_SlotNum);
			}
			break;
		}
		
		case E_ITEM_SPAWN_EGG:
		{
			double MobX = 0.5 + (DispX + DispChunk->GetPosX() * cChunkDef::Width);
			double MobZ = 0.5 + (DispZ + DispChunk->GetPosZ() * cChunkDef::Width);
			if (m_World->SpawnMob(MobX, DispY, MobZ, m_Contents.GetSlot(a_SlotNum).m_ItemDamage) >= 0)
			{
				m_Contents.ChangeSlotCount(a_SlotNum, -1);
			}
			break;
		}
		
		default:
		{
			DropFromSlot(a_Chunk, 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::EmptyLiquidBucket(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;
}