mcserver/source/cBlockToPickup.cpp

324 lines
8.3 KiB
C++

#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "cBlockToPickup.h"
#include "Defines.h"
#include "BlockID.h"
#include "MersenneTwister.h"
static void AddRandomDrop(cItems & a_Drops, MTRand & r1, int a_OneInNChance, ENUM_ITEM_ID a_ItemID)
{
if ((r1.randInt(16 * a_OneInNChance - 1) / 16) != 0)
{
return;
}
a_Drops.push_back(cItem(a_ItemID, 1));
}
void cBlockToPickup::ToPickup(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, ENUM_ITEM_ID a_UsedItemID, cItems & a_Drops)
{
MTRand r1;
switch (a_BlockType)
{
// Blocks that always drop themselves as the only item, no matter what tool; copy damage from meta:
case E_BLOCK_LOG:
case E_BLOCK_PLANKS:
case E_BLOCK_WOOL:
{
a_Drops.push_back(cItem((ENUM_ITEM_ID)a_BlockType, 1, a_BlockMeta));
return;
}
// Blocks that always drop themselves as the only item, no matter what tool, set damage value zero:
case E_BLOCK_DIRT:
case E_BLOCK_SAPLING:
case E_BLOCK_SAND:
case E_BLOCK_TORCH:
case E_BLOCK_YELLOW_FLOWER:
case E_BLOCK_RED_ROSE:
case E_BLOCK_BROWN_MUSHROOM:
case E_BLOCK_RED_MUSHROOM:
case E_BLOCK_TNT:
case E_BLOCK_CRAFTING_TABLE:
case E_BLOCK_FURNACE:
case E_BLOCK_CACTUS:
case E_BLOCK_REDSTONE_TORCH_OFF:
case E_BLOCK_POWERED_RAIL:
case E_BLOCK_DETECTOR_RAIL:
case E_BLOCK_RAIL:
case E_BLOCK_LADDER:
case E_BLOCK_LEVER:
case E_BLOCK_WOODEN_PRESSURE_PLATE:
case E_BLOCK_STONE_BUTTON:
case E_BLOCK_JUKEBOX:
case E_BLOCK_FENCE:
case E_BLOCK_FENCE_GATE:
case E_BLOCK_PUMPKIN:
case E_BLOCK_NETHERRACK:
case E_BLOCK_SOULSAND:
case E_BLOCK_JACK_O_LANTERN:
case E_BLOCK_TRAPDOOR:
{
a_Drops.push_back(cItem((ENUM_ITEM_ID)a_BlockType, 1, 0));
return;
}
// Blocks that always drop a single item, no matter what tool:
case E_BLOCK_SIGN_POST:
case E_BLOCK_WALLSIGN: a_Drops.push_back(cItem(E_ITEM_SIGN, 1)); return;
case E_BLOCK_REDSTONE_WIRE: a_Drops.push_back(cItem(E_ITEM_REDSTONE_DUST, 1)); return;
case E_BLOCK_GLOWSTONE: a_Drops.push_back(cItem(E_ITEM_GLOWSTONE_DUST, 1)); return;
case E_BLOCK_REDSTONE_REPEATER_OFF:
case E_BLOCK_REDSTONE_REPEATER_ON: a_Drops.push_back(cItem(E_ITEM_REDSTONE_REPEATER, 1)); return;
case E_BLOCK_COBWEB: a_Drops.push_back(cItem(E_ITEM_STRING, 1)); return;
case E_BLOCK_FARMLAND:
case E_BLOCK_GRASS: a_Drops.push_back(cItem(E_ITEM_DIRT, 1)); return;
case E_BLOCK_LIT_FURNACE: a_Drops.push_back(cItem(E_ITEM_FURNACE, 1)); return;
case E_BLOCK_SUGARCANE: a_Drops.push_back(cItem(E_ITEM_SUGARCANE, 1)); return;
case E_BLOCK_PUMPKIN_STEM: a_Drops.push_back(cItem(E_ITEM_PUMPKIN_SEEDS, 1)); return;
case E_BLOCK_MELON_STEM: a_Drops.push_back(cItem(E_ITEM_MELON_SEEDS, 1)); return;
// Doors seem to need their meta set to 1
case E_BLOCK_WOODEN_DOOR: a_Drops.push_back(cItem(E_ITEM_WOODEN_DOOR, 1, 1)); return;
case E_BLOCK_IRON_DOOR: a_Drops.push_back(cItem(E_ITEM_IRON_DOOR, 1, 1)); return;
////////////////////////
// Ores:
// Coal ore requires a pickaxe:
case E_BLOCK_COAL_ORE:
{
if (ItemCategory::IsPickaxe(a_UsedItemID))
{
a_Drops.push_back(cItem(E_ITEM_COAL, 1));
}
return;
}
// Iron ore requires a stone or better pickaxe:
case E_BLOCK_IRON_ORE:
{
if (
(a_UsedItemID == E_ITEM_STONE_PICKAXE) ||
(a_UsedItemID == E_ITEM_IRON_PICKAXE) ||
(a_UsedItemID == E_ITEM_DIAMOND_PICKAXE)
)
{
a_Drops.push_back(cItem(E_ITEM_IRON_ORE, 1));
}
return;
}
// Gold and diamond ores require an iron or better pickaxe:
case E_BLOCK_GOLD_ORE:
case E_BLOCK_DIAMOND_ORE:
{
if (
(a_UsedItemID == E_ITEM_IRON_PICKAXE) ||
(a_UsedItemID == E_ITEM_DIAMOND_PICKAXE)
)
{
a_Drops.push_back(cItem((ENUM_ITEM_ID)a_BlockType, 1));
}
return;
}
// Obsidian require a diamond pickaxe:
case E_BLOCK_OBSIDIAN:
{
if (a_UsedItemID == E_ITEM_DIAMOND_PICKAXE)
{
a_Drops.push_back(cItem((ENUM_ITEM_ID)a_BlockType, 1));
}
return;
}
// Redstone requires an iron or better pickaxe:
case E_BLOCK_REDSTONE_ORE_GLOWING:
case E_BLOCK_REDSTONE_ORE:
{
if (
(a_UsedItemID == E_ITEM_IRON_PICKAXE) ||
(a_UsedItemID == E_ITEM_DIAMOND_PICKAXE)
)
{
a_Drops.push_back(cItem(E_ITEM_REDSTONE_DUST, 4 + (short)r1.randInt(1)));
}
return;
}
// Lapis ore requires a stone or better pickaxe:
case E_BLOCK_LAPIS_ORE:
{
if (
(a_UsedItemID == E_ITEM_STONE_PICKAXE) ||
(a_UsedItemID == E_ITEM_IRON_PICKAXE) ||
(a_UsedItemID == E_ITEM_GOLD_PICKAXE) ||
(a_UsedItemID == E_ITEM_DIAMOND_PICKAXE)
)
{
a_Drops.push_back(cItem(E_ITEM_DYE, 4 + (short)r1.randInt(4), E_META_DYE_BLUE));
}
return;
}
////////////////////////
// Resource blocks:
// Iron and lapis blocks require a stone or better pickaxe:
case E_BLOCK_IRON_BLOCK:
case E_BLOCK_LAPIS_BLOCK:
{
if (
(a_UsedItemID == E_ITEM_STONE_PICKAXE) ||
(a_UsedItemID == E_ITEM_IRON_PICKAXE) ||
(a_UsedItemID == E_ITEM_DIAMOND_PICKAXE)
)
{
a_Drops.push_back(cItem((ENUM_ITEM_ID)a_BlockType, 1));
}
return;
}
// Diamond and gold blocks require an iron or better pickaxe:
case E_BLOCK_DIAMOND_BLOCK:
{
if (
(a_UsedItemID == E_ITEM_IRON_PICKAXE) ||
(a_UsedItemID == E_ITEM_DIAMOND_PICKAXE)
)
{
a_Drops.push_back(cItem((ENUM_ITEM_ID)a_BlockType, 1));
}
}
// These blocks require a pickaxe to drop themselves:
case E_BLOCK_COBBLESTONE:
case E_BLOCK_BRICK:
case E_BLOCK_NETHER_BRICK:
case E_BLOCK_MOSSY_COBBLESTONE:
case E_BLOCK_STONE_SLAB:
case E_BLOCK_COBBLESTONE_STAIRS:
case E_BLOCK_STONE_BRICK_STAIRS:
case E_BLOCK_NETHER_BRICK_STAIRS:
case E_BLOCK_SANDSTONE_STAIRS:
case E_BLOCK_SANDSTONE:
case E_BLOCK_STONE_PRESSURE_PLATE:
{
if (ItemCategory::IsPickaxe(a_UsedItemID))
{
a_Drops.push_back(cItem((ENUM_ITEM_ID)a_BlockType, 1));
}
return;
}
// Stone requires a pickaxe to drop cobblestone:
case E_BLOCK_STONE:
{
if (ItemCategory::IsPickaxe(a_UsedItemID))
{
a_Drops.push_back(cItem(E_ITEM_COBBLESTONE, 1));
}
return;
}
// Snow requires a shovel to harvest:
case E_BLOCK_SNOW:
{
if (ItemCategory::IsShovel(a_UsedItemID))
{
a_Drops.push_back(cItem(E_ITEM_SNOWBALL, 1));
}
return;
}
// Leaves require shears for harvesting and have a chance of dropping a sapling and a red apple:
case E_BLOCK_LEAVES:
{
if (a_UsedItemID == E_ITEM_SHEARS)
{
a_Drops.push_back(cItem(E_ITEM_LEAVES, 1));
}
else
{
AddRandomDrop(a_Drops, r1, 5, E_ITEM_SAPLING);
AddRandomDrop(a_Drops, r1, 200, E_ITEM_APPLE);
}
return;
}
// Crops drop a wheat and possibly another seeds when ripe; always drop at least a single seed
case E_BLOCK_CROPS:
{
if (a_BlockMeta == 7)
{
AddRandomDrop(a_Drops, r1, 3, E_ITEM_SEEDS);
a_Drops.push_back(cItem(E_ITEM_WHEAT, 1));
}
a_Drops.push_back(cItem(E_ITEM_SEEDS, 1));
return;
}
// Vines drop only with shears, otherwise they are destroyed
case E_BLOCK_VINES:
{
if (a_UsedItemID == E_ITEM_SHEARS)
{
a_Drops.push_back(cItem(E_ITEM_VINES, 1));
}
return;
}
// Snow drops only when using a shovel
case E_BLOCK_SNOW_BLOCK:
{
if (ItemCategory::IsShovel(a_UsedItemID))
{
a_Drops.push_back(cItem(E_ITEM_SNOWBALL, 4, 0)); return;
}
return;
}
// Random multi-drop blocks:
case E_BLOCK_TALL_GRASS: a_Drops.push_back(cItem(E_ITEM_SEEDS, (short)r1.randInt(3) / 2, 1)); return;
case E_BLOCK_MELON: a_Drops.push_back(cItem(E_ITEM_MELON_SLICE, 3 + (short)r1.randInt(2), 1)); return;
// Fixed multi-drop blocks:
case E_BLOCK_DOUBLE_STONE_SLAB: a_Drops.push_back(cItem(E_ITEM_STONE_SLAB, 2, 0)); return;
case E_BLOCK_DOUBLE_WOODEN_SLAB: a_Drops.push_back(cItem(E_ITEM_STEP, 2, 0)); return;
default:
{
return;
}
} // switch (a_BlockType)
}