1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
|
#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
cItem Item(a_Item.m_ItemType, 1);
if (!a_Player->GetInventory().RemoveItem(Item))
{
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:
Item.m_ItemType = NewItem;
Item.m_ItemCount = 1;
a_Player->GetInventory().AddItem(Item);
// 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:
cItem Item(a_Item.m_ItemType, 1);
if (!a_Player->GetInventory().RemoveItem(Item))
{
LOG("Clicked with a full bucket, but cannot remove one from the inventory? WTF?");
ASSERT(!"Inventory bucket mismatch");
return false;
}
Item.m_ItemType = E_ITEM_BUCKET;
Item.m_ItemCount = 1;
if (!a_Player->GetInventory().AddItem(Item))
{
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;
}
};
|