#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "DispenserEntity.h"
#include "../Simulator/FluidSimulator.h"
#include "../Entities/Boat.h"
#include "../Chunk.h"
#include "../Defines.h"
#include "../World.h"
#include "../Entities/ProjectileEntity.h"
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)
{
}
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 == nullptr)
{
// Would dispense into / interact with a non-loaded chunk, ignore the tick
return;
}
BLOCKTYPE DispBlock = DispChunk->GetBlock(DispX, DispY, DispZ);
int BlockX = (DispX + DispChunk->GetPosX() * cChunkDef::Width);
int BlockZ = (DispZ + DispChunk->GetPosZ() * cChunkDef::Width);
// 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(BlockX + 0.5, DispY + 0.5, BlockZ + 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(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, 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))
{
double TNTX = 0.5 + (DispX + DispChunk->GetPosX() * cChunkDef::Width);
double TNTZ = 0.5 + (DispZ + DispChunk->GetPosZ() * cChunkDef::Width);
m_World->SpawnPrimedTNT(TNTX, DispY + 0.5, TNTZ, 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(DispX, DispY, DispZ, 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(BlockX, DispY, BlockZ, cProjectileEntity::pkFireCharge, GetShootVector(Meta) * 20) != cEntity::INVALID_ID)
{
m_Contents.ChangeSlotCount(a_SlotNum, -1);
}
break;
}
case E_ITEM_ARROW:
{
if (SpawnProjectileFromDispenser(BlockX, DispY, BlockZ, 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(BlockX, DispY, BlockZ, 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(BlockX, DispY, BlockZ, 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(BlockX, DispY, BlockZ, 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(BlockX, DispY, BlockZ, 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(BlockX, DispY, BlockZ, true))
{
m_Contents.ChangeSlotCount(a_SlotNum, -1);
}
break;
}
case E_ITEM_BOAT:
{
Vector3d SpawnPos;
if (IsBlockWater(DispBlock))
{
// Water next to the dispenser, spawn a boat above the water block
SpawnPos.Set(BlockX, DispY + 1, BlockZ);
}
else if (IsBlockWater(DispChunk->GetBlock(DispX, DispY - 1, DispZ)))
{
// Water one block below the dispenser, spawn a boat at the dispenser's Y level
SpawnPos.Set(BlockX, DispY, BlockZ);
}
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.x, SpawnPos.y, SpawnPos.z))
{
m_Contents.ChangeSlotCount(a_SlotNum, -1);
}
break;
}
case E_ITEM_FIREWORK_ROCKET:
{
// TODO: Add the fireworks entity
break;
}
default:
{
DropFromSlot(a_Chunk, a_SlotNum);
break;
}
} // switch (SlotItem.m_ItemType)
}
UInt32 cDispenserEntity::SpawnProjectileFromDispenser(int a_BlockX, int a_BlockY, int a_BlockZ, cProjectileEntity::eKind a_Kind, const Vector3d & a_ShootVector, const cItem * a_Item)
{
return m_World->CreateProjectile(
static_cast<double>(a_BlockX + 0.5),
static_cast<double>(a_BlockY + 0.5),
static_cast<double>(a_BlockZ + 0.5),
a_Kind, nullptr, a_Item, &a_ShootVector
);
}
Vector3d cDispenserEntity::GetShootVector(NIBBLETYPE a_Meta)
{
switch (a_Meta & 0x7)
{
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_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;
}