// DropSpenserEntity.cpp
// Declares the cDropSpenserEntity class representing a common ancestor to the cDispenserEntity and cDropperEntity
// The dropper and dispenser only needs to override the DropSpenseFromSlot() function to provide the specific item behavior
#include "Globals.h"
#include "DropSpenserEntity.h"
#include "../Entities/Player.h"
#include "../Chunk.h"
#include "../UI/DropSpenserWindow.h"
cDropSpenserEntity::cDropSpenserEntity(BLOCKTYPE a_BlockType, int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World) :
super(a_BlockType, a_BlockX, a_BlockY, a_BlockZ, ContentsWidth, ContentsHeight, a_World),
m_ShouldDropSpense(false),
m_IsPowered(false)
{
}
cDropSpenserEntity::~cDropSpenserEntity()
{
// Tell window its owner is destroyed
cWindow * Window = GetWindow();
if (Window != nullptr)
{
Window->OwnerDestroyed();
}
}
void cDropSpenserEntity::AddDropSpenserDir(int & a_BlockX, int & a_BlockY, int & a_BlockZ, NIBBLETYPE a_Direction)
{
switch (a_Direction & 0x07) // Vanilla uses the 8th bit to determine power state - we don't
{
case E_META_DROPSPENSER_FACING_YM: a_BlockY--; return;
case E_META_DROPSPENSER_FACING_YP: a_BlockY++; return;
case E_META_DROPSPENSER_FACING_ZM: a_BlockZ--; return;
case E_META_DROPSPENSER_FACING_ZP: a_BlockZ++; return;
case E_META_DROPSPENSER_FACING_XM: a_BlockX--; return;
case E_META_DROPSPENSER_FACING_XP: a_BlockX++; return;
}
LOGWARNING("%s: Unhandled direction: %d", __FUNCTION__, a_Direction);
return;
}
void cDropSpenserEntity::DropSpense(cChunk & a_Chunk)
{
// Pick one of the occupied slots:
int OccupiedSlots[9];
int SlotsCnt = 0;
for (int i = m_Contents.GetNumSlots() - 1; i >= 0; i--)
{
if (!m_Contents.GetSlot(i).IsEmpty())
{
OccupiedSlots[SlotsCnt] = i;
SlotsCnt++;
}
} // for i - m_Contents[]
if (SlotsCnt == 0)
{
// Nothing in the dropspenser, play the click sound
m_World->BroadcastSoundEffect("random.click", m_PosX * 8, m_PosY * 8, m_PosZ * 8, 1.0f, 1.2f);
return;
}
int RandomSlot = m_World->GetTickRandomNumber(SlotsCnt - 1);
// DropSpense the item, using the specialized behavior in the subclasses:
DropSpenseFromSlot(a_Chunk, OccupiedSlots[RandomSlot]);
// Broadcast a smoke and click effects:
NIBBLETYPE Meta = a_Chunk.GetMeta(m_RelX, m_PosY, m_RelZ);
int SmokeDir = 0;
switch (Meta)
{
case E_META_DROPSPENSER_FACING_YP: SmokeDir = 4; break; // YP & YM don't have associated smoke dirs, just do 4 (centre of block)
case E_META_DROPSPENSER_FACING_YM: SmokeDir = 4; break;
case E_META_DROPSPENSER_FACING_XM: SmokeDir = 3; break;
case E_META_DROPSPENSER_FACING_XP: SmokeDir = 5; break;
case E_META_DROPSPENSER_FACING_ZM: SmokeDir = 1; break;
case E_META_DROPSPENSER_FACING_ZP: SmokeDir = 7; break;
}
m_World->BroadcastSoundParticleEffect(2000, m_PosX, m_PosY, m_PosZ, SmokeDir);
m_World->BroadcastSoundEffect("random.click", m_PosX * 8, m_PosY * 8, m_PosZ * 8, 1.0f, 1.0f);
}
void cDropSpenserEntity::Activate(void)
{
m_ShouldDropSpense = true;
}
void cDropSpenserEntity::SetRedstonePower(bool a_IsPowered)
{
if (a_IsPowered && !m_IsPowered)
{
Activate();
}
m_IsPowered = a_IsPowered;
}
bool cDropSpenserEntity::Tick(float a_Dt, cChunk & a_Chunk)
{
UNUSED(a_Dt);
if (!m_ShouldDropSpense)
{
return false;
}
m_ShouldDropSpense = false;
DropSpense(a_Chunk);
return true;
}
void cDropSpenserEntity::SendTo(cClientHandle & a_Client)
{
// Nothing needs to be sent
UNUSED(a_Client);
}
void cDropSpenserEntity::UsedBy(cPlayer * a_Player)
{
cWindow * Window = GetWindow();
if (Window == nullptr)
{
OpenWindow(new cDropSpenserWindow(m_PosX, m_PosY, m_PosZ, this));
Window = GetWindow();
}
if (Window != nullptr)
{
if (a_Player->GetWindow() != Window)
{
a_Player->OpenWindow(Window);
}
}
}
void cDropSpenserEntity::DropFromSlot(cChunk & a_Chunk, int a_SlotNum)
{
int DispX = m_PosX;
int DispY = m_PosY;
int DispZ = m_PosZ;
NIBBLETYPE Meta = a_Chunk.GetMeta(m_RelX, m_PosY, m_RelZ);
AddDropSpenserDir(DispX, DispY, DispZ, Meta);
cItems Pickups;
Pickups.push_back(m_Contents.RemoveOneItem(a_SlotNum));
const int PickupSpeed = m_World->GetTickRandomNumber(4) + 2; // At least 2, at most 6
int PickupSpeedX = 0, PickupSpeedY = 0, PickupSpeedZ = 0;
switch (Meta)
{
case E_META_DROPSPENSER_FACING_YP: PickupSpeedY = PickupSpeed; break;
case E_META_DROPSPENSER_FACING_YM: PickupSpeedY = -PickupSpeed; break;
case E_META_DROPSPENSER_FACING_XM: PickupSpeedX = -PickupSpeed; break;
case E_META_DROPSPENSER_FACING_XP: PickupSpeedX = PickupSpeed; break;
case E_META_DROPSPENSER_FACING_ZM: PickupSpeedZ = -PickupSpeed; break;
case E_META_DROPSPENSER_FACING_ZP: PickupSpeedZ = PickupSpeed; break;
}
double MicroX, MicroY, MicroZ;
MicroX = DispX + 0.5;
MicroY = DispY + 0.4; // Slightly less than half, to accomodate actual texture hole on DropSpenser
MicroZ = DispZ + 0.5;
m_World->SpawnItemPickups(Pickups, MicroX, MicroY, MicroZ, PickupSpeedX, PickupSpeedY, PickupSpeedZ);
}