Refactored more of Entities and BlockEntities to use Vector3. (#4403)
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@@ -15,8 +15,8 @@
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cDropSpenserEntity::cDropSpenserEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World):
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Super(a_BlockType, a_BlockMeta, a_BlockX, a_BlockY, a_BlockZ, ContentsWidth, ContentsHeight, a_World),
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cDropSpenserEntity::cDropSpenserEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos, cWorld * a_World):
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super(a_BlockType, a_BlockMeta, a_Pos, ContentsWidth, ContentsHeight, a_World),
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m_ShouldDropSpense(false)
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{
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}
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@@ -39,16 +39,16 @@ cDropSpenserEntity::~cDropSpenserEntity()
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void cDropSpenserEntity::AddDropSpenserDir(int & a_BlockX, int & a_BlockY, int & a_BlockZ, NIBBLETYPE a_Direction)
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void cDropSpenserEntity::AddDropSpenserDir(Vector3i & a_RelCoord, NIBBLETYPE a_Direction)
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{
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switch (a_Direction & E_META_DROPSPENSER_FACING_MASK)
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{
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case E_META_DROPSPENSER_FACING_YM: a_BlockY--; return;
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case E_META_DROPSPENSER_FACING_YP: a_BlockY++; return;
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case E_META_DROPSPENSER_FACING_ZM: a_BlockZ--; return;
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case E_META_DROPSPENSER_FACING_ZP: a_BlockZ++; return;
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case E_META_DROPSPENSER_FACING_XM: a_BlockX--; return;
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case E_META_DROPSPENSER_FACING_XP: a_BlockX++; return;
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case E_META_DROPSPENSER_FACING_YM: a_RelCoord.y--; return;
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case E_META_DROPSPENSER_FACING_YP: a_RelCoord.y++; return;
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case E_META_DROPSPENSER_FACING_ZM: a_RelCoord.z--; return;
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case E_META_DROPSPENSER_FACING_ZP: a_RelCoord.z++; return;
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case E_META_DROPSPENSER_FACING_XM: a_RelCoord.x--; return;
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case E_META_DROPSPENSER_FACING_XP: a_RelCoord.x++; return;
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}
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LOGWARNING("%s: Unhandled direction: %d", __FUNCTION__, a_Direction);
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return;
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@@ -75,7 +75,7 @@ void cDropSpenserEntity::DropSpense(cChunk & a_Chunk)
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if (SlotsCnt == 0)
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{
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// Nothing in the dropspenser, play the click sound
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m_World->BroadcastSoundEffect("block.dispenser.fail", Vector3d(m_PosX, m_PosY, m_PosZ), 1.0f, 1.2f);
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m_World->BroadcastSoundEffect("block.dispenser.fail", m_Pos, 1.0f, 1.2f);
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return;
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}
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@@ -85,7 +85,7 @@ void cDropSpenserEntity::DropSpense(cChunk & a_Chunk)
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DropSpenseFromSlot(a_Chunk, OccupiedSlots[RandomSlot]);
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// Broadcast a smoke and click effects:
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NIBBLETYPE Meta = a_Chunk.GetMeta(m_RelX, m_PosY, m_RelZ);
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NIBBLETYPE Meta = a_Chunk.GetMeta(GetRelPos());
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int SmokeDir = 0;
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switch (Meta & E_META_DROPSPENSER_FACING_MASK)
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{
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@@ -97,7 +97,7 @@ void cDropSpenserEntity::DropSpense(cChunk & a_Chunk)
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case E_META_DROPSPENSER_FACING_ZP: SmokeDir = static_cast<int>(SmokeDirection::NORTH); break;
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}
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m_World->BroadcastSoundParticleEffect(EffectID::PARTICLE_SMOKE, GetPos(), SmokeDir);
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m_World->BroadcastSoundEffect("block.dispenser.dispense", Vector3d(m_PosX, m_PosY, m_PosZ), 1.0f, 1.0f);
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m_World->BroadcastSoundEffect("block.dispenser.dispense", m_Pos, 1.0f, 1.0f);
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}
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@@ -115,7 +115,7 @@ void cDropSpenserEntity::Activate(void)
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void cDropSpenserEntity::CopyFrom(const cBlockEntity & a_Src)
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{
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Super::CopyFrom(a_Src);
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super::CopyFrom(a_Src);
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auto & src = static_cast<const cDropSpenserEntity &>(a_Src);
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m_Contents.CopyFrom(src.m_Contents);
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m_ShouldDropSpense = src.m_ShouldDropSpense;
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@@ -157,7 +157,7 @@ bool cDropSpenserEntity::UsedBy(cPlayer * a_Player)
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cWindow * Window = GetWindow();
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if (Window == nullptr)
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{
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OpenWindow(new cDropSpenserWindow(m_PosX, m_PosY, m_PosZ, this));
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OpenWindow(new cDropSpenserWindow(this));
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Window = GetWindow();
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}
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@@ -177,11 +177,9 @@ bool cDropSpenserEntity::UsedBy(cPlayer * a_Player)
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void cDropSpenserEntity::DropFromSlot(cChunk & a_Chunk, int a_SlotNum)
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{
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int DispX = m_PosX;
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int DispY = m_PosY;
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int DispZ = m_PosZ;
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NIBBLETYPE Meta = a_Chunk.GetMeta(m_RelX, m_PosY, m_RelZ);
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AddDropSpenserDir(DispX, DispY, DispZ, Meta);
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Vector3i dispCoord(m_Pos);
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auto Meta = a_Chunk.GetMeta(GetRelPos());
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AddDropSpenserDir(dispCoord, Meta);
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cItems Pickups;
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Pickups.push_back(m_Contents.RemoveOneItem(a_SlotNum));
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@@ -199,9 +197,9 @@ void cDropSpenserEntity::DropFromSlot(cChunk & a_Chunk, int a_SlotNum)
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}
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double MicroX, MicroY, MicroZ;
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MicroX = DispX + 0.5;
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MicroY = DispY + 0.4; // Slightly less than half, to accomodate actual texture hole on DropSpenser
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MicroZ = DispZ + 0.5;
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MicroX = dispCoord.x + 0.5;
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MicroY = dispCoord.y + 0.4; // Slightly less than half, to accomodate actual texture hole on DropSpenser
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MicroZ = dispCoord.z + 0.5;
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m_World->SpawnItemPickups(Pickups, MicroX, MicroY, MicroZ, PickupSpeedX, PickupSpeedY, PickupSpeedZ);
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