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-rw-r--r--source/Items/ItemBucket.h320
1 files changed, 160 insertions, 160 deletions
diff --git a/source/Items/ItemBucket.h b/source/Items/ItemBucket.h
index e4adc98b8..fa3d48da1 100644
--- a/source/Items/ItemBucket.h
+++ b/source/Items/ItemBucket.h
@@ -1,160 +1,160 @@
-
-#pragma once
-
-#include "ItemHandler.h"
-#include "../World.h"
-#include "../Simulator/FluidSimulator.h"
-#include "../Blocks/BlockHandler.h"
-
-
-
-
-
-class cItemBucketHandler :
- public cItemHandler
-{
-public:
- cItemBucketHandler(int a_ItemType) :
- cItemHandler(a_ItemType)
- {
-
- }
-
- virtual bool OnItemUse(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Dir) override
- {
- switch (m_ItemType)
- {
- case E_ITEM_BUCKET: return ScoopUpFluid(a_World, a_Player, a_Item, a_BlockX, a_BlockY, a_BlockZ, a_Dir);
- case E_ITEM_LAVA_BUCKET: return PlaceFluid (a_World, a_Player, a_Item, a_BlockX, a_BlockY, a_BlockZ, a_Dir, E_BLOCK_LAVA);
- case E_ITEM_WATER_BUCKET: return PlaceFluid (a_World, a_Player, a_Item, a_BlockX, a_BlockY, a_BlockZ, a_Dir, E_BLOCK_WATER);
- default:
- {
- ASSERT(!"Unhandled ItemType");
- return false;
- }
- }
- }
-
-
-
- bool ScoopUpFluid(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace)
- {
- if (a_BlockFace < 0)
- {
- return false;
- }
- AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
- BLOCKTYPE ClickedBlock;
- NIBBLETYPE ClickedMeta;
- a_World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, ClickedBlock, ClickedMeta);
- LOGD("Bucket Clicked BlockType %d, meta %d", ClickedBlock, ClickedMeta);
- if (ClickedMeta != 0)
- {
- // Not a source block
- return false;
- }
-
- if (a_Player->GetGameMode() == gmCreative)
- {
- // In creative mode don't modify the inventory, just remove the fluid:
- a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
- return true;
- }
-
- ENUM_ITEM_ID NewItem = E_ITEM_EMPTY;
- switch (ClickedBlock)
- {
- case E_BLOCK_WATER:
- case E_BLOCK_STATIONARY_WATER:
- {
- NewItem = E_ITEM_WATER_BUCKET;
- break;
- }
- case E_BLOCK_LAVA:
- case E_BLOCK_STATIONARY_LAVA:
- {
- NewItem = E_ITEM_LAVA_BUCKET;
- break;
- }
-
- default: return false;
- }
-
- // Remove the bucket from the inventory
- if (!a_Player->GetInventory().RemoveOneEquippedItem())
- {
- LOG("Clicked with an empty bucket, but cannot remove one from the inventory? WTF?");
- ASSERT(!"Inventory bucket mismatch");
- return true;
- }
-
- // Give new bucket, filled with fluid:
- cItem Item(NewItem, 1);
- a_Player->GetInventory().AddItem(Item, true, true);
-
- // Remove water / lava block
- a_Player->GetWorld()->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
- return true;
- }
-
-
- bool PlaceFluid(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, BLOCKTYPE a_FluidBlock)
- {
- if (a_BlockFace < 0)
- {
- return false;
- }
-
- BLOCKTYPE CurrentBlock = a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
- bool CanWashAway = cFluidSimulator::CanWashAway(CurrentBlock);
- if (!CanWashAway)
- {
- // The block pointed at cannot be washed away, so put fluid on top of it / on its sides
- AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
- CurrentBlock = a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
- }
- if (
- !CanWashAway &&
- (CurrentBlock != E_BLOCK_AIR) &&
- (CurrentBlock != E_BLOCK_WATER) &&
- (CurrentBlock != E_BLOCK_STATIONARY_WATER) &&
- (CurrentBlock != E_BLOCK_LAVA) &&
- (CurrentBlock != E_BLOCK_STATIONARY_LAVA)
- )
- {
- // Cannot place water here
- return false;
- }
-
- if (a_Player->GetGameMode() != gmCreative)
- {
- // Remove fluid bucket, add empty bucket:
- if (!a_Player->GetInventory().RemoveOneEquippedItem())
- {
- LOG("Clicked with a full bucket, but cannot remove one from the inventory? WTF?");
- ASSERT(!"Inventory bucket mismatch");
- return false;
- }
- cItem Item(E_ITEM_BUCKET, 1);
- if (!a_Player->GetInventory().AddItem(Item,true,true))
- {
- return false;
- }
- }
-
- // Wash away anything that was there prior to placing:
- if (CanWashAway)
- {
- cBlockHandler * Handler = BlockHandler(CurrentBlock);
- if (Handler->DoesDropOnUnsuitable())
- {
- Handler->DropBlock(a_World, a_Player, a_BlockX, a_BlockY, a_BlockZ);
- }
- }
-
- a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, a_FluidBlock, 0);
-
- return true;
- }
-
-};
+
+#pragma once
+
+#include "ItemHandler.h"
+#include "../World.h"
+#include "../Simulator/FluidSimulator.h"
+#include "../Blocks/BlockHandler.h"
+
+
+
+
+
+class cItemBucketHandler :
+ public cItemHandler
+{
+public:
+ cItemBucketHandler(int a_ItemType) :
+ cItemHandler(a_ItemType)
+ {
+
+ }
+
+ virtual bool OnItemUse(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Dir) override
+ {
+ switch (m_ItemType)
+ {
+ case E_ITEM_BUCKET: return ScoopUpFluid(a_World, a_Player, a_Item, a_BlockX, a_BlockY, a_BlockZ, a_Dir);
+ case E_ITEM_LAVA_BUCKET: return PlaceFluid (a_World, a_Player, a_Item, a_BlockX, a_BlockY, a_BlockZ, a_Dir, E_BLOCK_LAVA);
+ case E_ITEM_WATER_BUCKET: return PlaceFluid (a_World, a_Player, a_Item, a_BlockX, a_BlockY, a_BlockZ, a_Dir, E_BLOCK_WATER);
+ default:
+ {
+ ASSERT(!"Unhandled ItemType");
+ return false;
+ }
+ }
+ }
+
+
+
+ bool ScoopUpFluid(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace)
+ {
+ if (a_BlockFace < 0)
+ {
+ return false;
+ }
+ AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
+ BLOCKTYPE ClickedBlock;
+ NIBBLETYPE ClickedMeta;
+ a_World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, ClickedBlock, ClickedMeta);
+ LOGD("Bucket Clicked BlockType %d, meta %d", ClickedBlock, ClickedMeta);
+ if (ClickedMeta != 0)
+ {
+ // Not a source block
+ return false;
+ }
+
+ if (a_Player->GetGameMode() == gmCreative)
+ {
+ // In creative mode don't modify the inventory, just remove the fluid:
+ a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
+ return true;
+ }
+
+ ENUM_ITEM_ID NewItem = E_ITEM_EMPTY;
+ switch (ClickedBlock)
+ {
+ case E_BLOCK_WATER:
+ case E_BLOCK_STATIONARY_WATER:
+ {
+ NewItem = E_ITEM_WATER_BUCKET;
+ break;
+ }
+ case E_BLOCK_LAVA:
+ case E_BLOCK_STATIONARY_LAVA:
+ {
+ NewItem = E_ITEM_LAVA_BUCKET;
+ break;
+ }
+
+ default: return false;
+ }
+
+ // Remove the bucket from the inventory
+ if (!a_Player->GetInventory().RemoveOneEquippedItem())
+ {
+ LOG("Clicked with an empty bucket, but cannot remove one from the inventory? WTF?");
+ ASSERT(!"Inventory bucket mismatch");
+ return true;
+ }
+
+ // Give new bucket, filled with fluid:
+ cItem Item(NewItem, 1);
+ a_Player->GetInventory().AddItem(Item, true, true);
+
+ // Remove water / lava block
+ a_Player->GetWorld()->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
+ return true;
+ }
+
+
+ bool PlaceFluid(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, BLOCKTYPE a_FluidBlock)
+ {
+ if (a_BlockFace < 0)
+ {
+ return false;
+ }
+
+ BLOCKTYPE CurrentBlock = a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
+ bool CanWashAway = cFluidSimulator::CanWashAway(CurrentBlock);
+ if (!CanWashAway)
+ {
+ // The block pointed at cannot be washed away, so put fluid on top of it / on its sides
+ AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
+ CurrentBlock = a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
+ }
+ if (
+ !CanWashAway &&
+ (CurrentBlock != E_BLOCK_AIR) &&
+ (CurrentBlock != E_BLOCK_WATER) &&
+ (CurrentBlock != E_BLOCK_STATIONARY_WATER) &&
+ (CurrentBlock != E_BLOCK_LAVA) &&
+ (CurrentBlock != E_BLOCK_STATIONARY_LAVA)
+ )
+ {
+ // Cannot place water here
+ return false;
+ }
+
+ if (a_Player->GetGameMode() != gmCreative)
+ {
+ // Remove fluid bucket, add empty bucket:
+ if (!a_Player->GetInventory().RemoveOneEquippedItem())
+ {
+ LOG("Clicked with a full bucket, but cannot remove one from the inventory? WTF?");
+ ASSERT(!"Inventory bucket mismatch");
+ return false;
+ }
+ cItem Item(E_ITEM_BUCKET, 1);
+ if (!a_Player->GetInventory().AddItem(Item,true,true))
+ {
+ return false;
+ }
+ }
+
+ // Wash away anything that was there prior to placing:
+ if (CanWashAway)
+ {
+ cBlockHandler * Handler = BlockHandler(CurrentBlock);
+ if (Handler->DoesDropOnUnsuitable())
+ {
+ Handler->DropBlock(a_World, a_Player, a_BlockX, a_BlockY, a_BlockZ);
+ }
+ }
+
+ a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, a_FluidBlock, 0);
+
+ return true;
+ }
+
+};