2013-07-29 04:13:03 -07:00
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#pragma once
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#include "ItemHandler.h"
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#include "../World.h"
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#include "../Simulator/FluidSimulator.h"
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#include "../Blocks/BlockHandler.h"
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class cItemBucketHandler :
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public cItemHandler
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{
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public:
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cItemBucketHandler(int a_ItemType) :
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cItemHandler(a_ItemType)
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{
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}
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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
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{
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switch (m_ItemType)
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{
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case E_ITEM_BUCKET: return ScoopUpFluid(a_World, a_Player, a_Item, a_BlockX, a_BlockY, a_BlockZ, a_Dir);
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case E_ITEM_LAVA_BUCKET: return PlaceFluid (a_World, a_Player, a_Item, a_BlockX, a_BlockY, a_BlockZ, a_Dir, E_BLOCK_LAVA);
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case E_ITEM_WATER_BUCKET: return PlaceFluid (a_World, a_Player, a_Item, a_BlockX, a_BlockY, a_BlockZ, a_Dir, E_BLOCK_WATER);
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default:
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{
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ASSERT(!"Unhandled ItemType");
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return false;
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}
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}
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}
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bool ScoopUpFluid(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace)
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{
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if (a_BlockFace < 0)
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{
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return false;
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}
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
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BLOCKTYPE ClickedBlock;
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NIBBLETYPE ClickedMeta;
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a_World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, ClickedBlock, ClickedMeta);
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LOGD("Bucket Clicked BlockType %d, meta %d", ClickedBlock, ClickedMeta);
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if (ClickedMeta != 0)
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{
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// Not a source block
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return false;
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}
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if (a_Player->GetGameMode() == gmCreative)
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{
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// In creative mode don't modify the inventory, just remove the fluid:
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a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
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return true;
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}
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ENUM_ITEM_ID NewItem = E_ITEM_EMPTY;
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switch (ClickedBlock)
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{
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case E_BLOCK_WATER:
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case E_BLOCK_STATIONARY_WATER:
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{
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NewItem = E_ITEM_WATER_BUCKET;
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break;
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}
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case E_BLOCK_LAVA:
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case E_BLOCK_STATIONARY_LAVA:
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{
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NewItem = E_ITEM_LAVA_BUCKET;
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break;
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}
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default: return false;
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}
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// Remove the bucket from the inventory
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if (!a_Player->GetInventory().RemoveOneEquippedItem())
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{
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LOG("Clicked with an empty bucket, but cannot remove one from the inventory? WTF?");
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ASSERT(!"Inventory bucket mismatch");
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return true;
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}
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// Give new bucket, filled with fluid:
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cItem Item(NewItem, 1);
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a_Player->GetInventory().AddItem(Item, true, true);
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// Remove water / lava block
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a_Player->GetWorld()->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
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return true;
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}
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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)
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{
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if (a_BlockFace < 0)
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{
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return false;
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}
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BLOCKTYPE CurrentBlock = a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
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bool CanWashAway = cFluidSimulator::CanWashAway(CurrentBlock);
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if (!CanWashAway)
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{
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// The block pointed at cannot be washed away, so put fluid on top of it / on its sides
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
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CurrentBlock = a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
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}
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if (
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!CanWashAway &&
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(CurrentBlock != E_BLOCK_AIR) &&
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(CurrentBlock != E_BLOCK_WATER) &&
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(CurrentBlock != E_BLOCK_STATIONARY_WATER) &&
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(CurrentBlock != E_BLOCK_LAVA) &&
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(CurrentBlock != E_BLOCK_STATIONARY_LAVA)
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)
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{
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// Cannot place water here
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return false;
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}
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if (a_Player->GetGameMode() != gmCreative)
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{
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// Remove fluid bucket, add empty bucket:
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if (!a_Player->GetInventory().RemoveOneEquippedItem())
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{
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LOG("Clicked with a full bucket, but cannot remove one from the inventory? WTF?");
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ASSERT(!"Inventory bucket mismatch");
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return false;
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}
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cItem Item(E_ITEM_BUCKET, 1);
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if (!a_Player->GetInventory().AddItem(Item,true,true))
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{
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return false;
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}
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}
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// Wash away anything that was there prior to placing:
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if (CanWashAway)
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{
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cBlockHandler * Handler = BlockHandler(CurrentBlock);
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if (Handler->DoesDropOnUnsuitable())
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{
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Handler->DropBlock(a_World, a_Player, a_BlockX, a_BlockY, a_BlockZ);
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}
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}
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a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, a_FluidBlock, 0);
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return true;
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}
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};
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