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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "DispenserEntity.h"
#include "../Chunk.h"
#include "../BlockInfo.h"
#include "../Defines.h"
#include "../World.h"
#include "../Entities/Boat.h"
#include "../Entities/ProjectileEntity.h"
#include "../Simulator/FluidSimulator.h"
cDispenserEntity::cDispenserEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos, cWorld * a_World):
super(a_BlockType, a_BlockMeta, a_Pos, a_World)
{
ASSERT(a_BlockType == E_BLOCK_DISPENSER);
}
void cDispenserEntity::DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum)
{
Vector3i dispRelCoord(GetRelPos());
auto meta = a_Chunk.GetMeta(dispRelCoord);
AddDropSpenserDir(dispRelCoord, meta);
auto dispChunk = a_Chunk.GetRelNeighborChunkAdjustCoords(dispRelCoord);
if (dispChunk == nullptr)
{
// Would dispense into / interact with a non-loaded chunk, ignore the tick
return;
}
BLOCKTYPE dispBlock = dispChunk->GetBlock(dispRelCoord);
auto dispAbsCoord = dispChunk->RelativeToAbsolute(dispRelCoord);
// Dispense the item:
const cItem & SlotItem = m_Contents.GetSlot(a_SlotNum);
if (ItemCategory::IsMinecart(SlotItem.m_ItemType) && IsBlockRail(dispBlock)) // only actually place the minecart if there are rails!
{
if (m_World->SpawnMinecart(dispAbsCoord.x + 0.5, dispAbsCoord.y + 0.5, dispAbsCoord.z + 0.5, SlotItem.m_ItemType) != cEntity::INVALID_ID)
{
m_Contents.ChangeSlotCount(a_SlotNum, -1);
}
return;
}
switch (SlotItem.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(dispRelCoord, E_BLOCK_AIR, 0);
}
break;
}
case E_BLOCK_STATIONARY_LAVA:
case E_BLOCK_LAVA:
{
if (ScoopUpLiquid(a_SlotNum, E_ITEM_LAVA_BUCKET))
{
dispChunk->SetBlock(dispRelCoord, 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(dispRelCoord, 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(dispRelCoord, E_BLOCK_LAVA, 0);
}
else
{
DropFromSlot(a_Chunk, a_SlotNum);
}
break;
}
case E_ITEM_SPAWN_EGG:
{
double MobX = 0.5 + dispAbsCoord.x;
double MobZ = 0.5 + dispAbsCoord.z;
if (m_World->SpawnMob(MobX, dispAbsCoord.y, MobZ, static_cast<eMonsterType>(m_Contents.GetSlot(a_SlotNum).m_ItemDamage), false) != cEntity::INVALID_ID)
{
m_Contents.ChangeSlotCount(a_SlotNum, -1);
}
break;
}
case E_BLOCK_TNT:
{
// Spawn a primed TNT entity, if space allows:
if (!cBlockInfo::IsSolid(dispBlock))
{
m_World->SpawnPrimedTNT(Vector3d(0.5, 0.5, 0.5) + dispAbsCoord, 80, 0); // 80 ticks fuse, no initial velocity
m_Contents.ChangeSlotCount(a_SlotNum, -1);
}
break;
}
case E_ITEM_FLINT_AND_STEEL:
{
// Spawn fire if the block in front is air.
if (dispBlock == E_BLOCK_AIR)
{
dispChunk->SetBlock(dispRelCoord, E_BLOCK_FIRE, 0);
bool ItemBroke = m_Contents.DamageItem(a_SlotNum, 1);
if (ItemBroke)
{
m_Contents.ChangeSlotCount(a_SlotNum, -1);
}
}
break;
}
case E_ITEM_FIRE_CHARGE:
{
if (SpawnProjectileFromDispenser(dispAbsCoord, cProjectileEntity::pkFireCharge, GetShootVector(meta) * 20) != cEntity::INVALID_ID)
{
m_Contents.ChangeSlotCount(a_SlotNum, -1);
}
break;
}
case E_ITEM_ARROW:
{
if (SpawnProjectileFromDispenser(dispAbsCoord, cProjectileEntity::pkArrow, GetShootVector(meta) * 30 + Vector3d(0, 1, 0)) != cEntity::INVALID_ID)
{
m_Contents.ChangeSlotCount(a_SlotNum, -1);
}
break;
}
case E_ITEM_SNOWBALL:
{
if (SpawnProjectileFromDispenser(dispAbsCoord, cProjectileEntity::pkSnowball, GetShootVector(meta) * 20 + Vector3d(0, 1, 0)) != cEntity::INVALID_ID)
{
m_Contents.ChangeSlotCount(a_SlotNum, -1);
}
break;
}
case E_ITEM_EGG:
{
if (SpawnProjectileFromDispenser(dispAbsCoord, cProjectileEntity::pkEgg, GetShootVector(meta) * 20 + Vector3d(0, 1, 0)) != cEntity::INVALID_ID)
{
m_Contents.ChangeSlotCount(a_SlotNum, -1);
}
break;
}
case E_ITEM_BOTTLE_O_ENCHANTING:
{
if (SpawnProjectileFromDispenser(dispAbsCoord, cProjectileEntity::pkExpBottle, GetShootVector(meta) * 20 + Vector3d(0, 1, 0)) != cEntity::INVALID_ID)
{
m_Contents.ChangeSlotCount(a_SlotNum, -1);
}
break;
}
case E_ITEM_POTION:
{
if (SpawnProjectileFromDispenser(dispAbsCoord, cProjectileEntity::pkSplashPotion, GetShootVector(meta) * 20 + Vector3d(0, 1, 0), &SlotItem) != cEntity::INVALID_ID)
{
m_Contents.ChangeSlotCount(a_SlotNum, -1);
}
break;
}
case E_ITEM_DYE:
{
if (SlotItem.m_ItemDamage != E_META_DYE_WHITE)
{
DropFromSlot(a_Chunk, a_SlotNum);
break;
}
if (m_World->GrowRipePlant(dispAbsCoord.x, dispAbsCoord.y, dispAbsCoord.z, true))
{
m_Contents.ChangeSlotCount(a_SlotNum, -1);
}
break;
}
case E_ITEM_BOAT:
case E_ITEM_SPRUCE_BOAT:
case E_ITEM_BIRCH_BOAT:
case E_ITEM_JUNGLE_BOAT:
case E_ITEM_ACACIA_BOAT:
case E_ITEM_DARK_OAK_BOAT:
{
Vector3d spawnPos = dispAbsCoord;
if (IsBlockWater(dispBlock))
{
// Water next to the dispenser, spawn a boat above the water block
spawnPos.y += 1;
}
else if (IsBlockWater(dispChunk->GetBlock(dispRelCoord.addedY(-1))))
{
// Water one block below the dispenser, spawn a boat at the dispenser's Y level
// No adjustment needed
}
else
{
// There's no eligible water block, drop the boat as a pickup
DropFromSlot(a_Chunk, a_SlotNum);
break;
}
spawnPos += GetShootVector(meta) * 0.8; // A boat is bigger than one block. Add the shoot vector to put it outside the dispenser.
spawnPos += Vector3d(0.5, 0.5, 0.5);
if (m_World->SpawnBoat(spawnPos, cBoat::ItemToMaterial(SlotItem)))
{
m_Contents.ChangeSlotCount(a_SlotNum, -1);
}
break;
}
case E_ITEM_FIREWORK_ROCKET:
{
if (SpawnProjectileFromDispenser(dispAbsCoord, cProjectileEntity::pkFirework, GetShootVector(meta) * 20 + Vector3d(0, 1, 0), &SlotItem) != cEntity::INVALID_ID)
{
m_Contents.ChangeSlotCount(a_SlotNum, -1);
}
break;
}
default:
{
DropFromSlot(a_Chunk, a_SlotNum);
break;
}
} // switch (SlotItem.m_ItemType)
}
UInt32 cDispenserEntity::SpawnProjectileFromDispenser(Vector3i a_BlockPos, cProjectileEntity::eKind a_Kind, const Vector3d & a_ShootVector, const cItem * a_Item)
{
return m_World->CreateProjectile(Vector3d(0.5, 0.5, 0.5) + a_BlockPos,
a_Kind, nullptr, a_Item, &a_ShootVector
);
}
Vector3d cDispenserEntity::GetShootVector(NIBBLETYPE a_Meta)
{
switch (a_Meta & E_META_DROPSPENSER_FACING_MASK)
{
case E_META_DROPSPENSER_FACING_YP: return Vector3d( 0, 1, 0);
case E_META_DROPSPENSER_FACING_YM: return Vector3d( 0, -1, 0);
case E_META_DROPSPENSER_FACING_XM: return Vector3d(-1, 0, 0);
case E_META_DROPSPENSER_FACING_XP: return Vector3d( 1, 0, 0);
case E_META_DROPSPENSER_FACING_ZM: return Vector3d( 0, 0, -1);
case E_META_DROPSPENSER_FACING_ZP: return Vector3d( 0, 0, 1);
}
LOGWARNING("Unhandled dispenser meta: %d", a_Meta);
ASSERT(!"Unhandled dispenser facing");
return Vector3d(0, 1, 0);
}
bool cDispenserEntity::ScoopUpLiquid(int a_SlotNum, short a_ResultingBucketItemType)
{
cItem LiquidBucket(a_ResultingBucketItemType);
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;
}
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