Fixed cItemGrid API, no more changeable GetSlot().
Also fixed possible water and lava duplication glitches in the dispenser. git-svn-id: http://mc-server.googlecode.com/svn/trunk@1520 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -37,85 +37,81 @@ void cDispenserEntity::DropSpenseFromSlot(int a_SlotNum)
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NIBBLETYPE Meta = m_World->GetBlockMeta(m_PosX, m_PosY, m_PosZ);
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AddDropSpenserDir(DispX, DispY, DispZ, Meta);
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cItem & Drop = m_Contents.GetSlot(a_SlotNum);
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// Dispense the item:
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switch (Drop.m_ItemType)
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switch (m_Contents.GetSlot(a_SlotNum).m_ItemType)
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{
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case E_ITEM_BUCKET:
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{
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BLOCKTYPE DispBlock = m_World->GetBlock(DispX, DispY, DispZ);
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if (DispBlock == E_BLOCK_STATIONARY_WATER)
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switch (DispBlock)
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{
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m_World->SetBlock(DispX, DispY, DispZ, E_BLOCK_AIR, 0);
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Drop.m_ItemType = E_ITEM_WATER_BUCKET; // TODO: Duplication glitch - bucket stacking allows you to duplicate water
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}
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else if (DispBlock == E_BLOCK_STATIONARY_LAVA)
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{
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m_World->SetBlock(DispX, DispY, DispZ, E_BLOCK_AIR, 0);
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Drop.m_ItemType = E_ITEM_LAVA_BUCKET; // TODO: Duplication glitch - bucket stacking allows you to duplicate lava
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}
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else
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{
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cItems Pickups;
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Pickups.push_back(Drop.CopyOne());
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m_World->SpawnItemPickups(Pickups, DispX, DispY, DispZ);
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Drop.m_ItemCount--;
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case E_BLOCK_STATIONARY_WATER:
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case E_BLOCK_WATER:
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{
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if (ScoopUpLiquid(a_SlotNum, E_ITEM_WATER_BUCKET))
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{
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m_World->SetBlock(DispX, DispY, DispZ, E_BLOCK_AIR, 0);
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}
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break;
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}
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case E_BLOCK_STATIONARY_LAVA:
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case E_BLOCK_LAVA:
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{
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if (ScoopUpLiquid(a_SlotNum, E_ITEM_LAVA_BUCKET))
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{
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m_World->SetBlock(DispX, DispY, DispZ, E_BLOCK_AIR, 0);
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}
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break;
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}
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default:
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{
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DropFromSlot(a_SlotNum);
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break;
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}
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}
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break;
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}
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} // E_ITEM_BUCKET
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case E_ITEM_WATER_BUCKET:
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{
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BLOCKTYPE DispBlock = m_World->GetBlock(DispX, DispY, DispZ);
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if ((DispBlock == E_BLOCK_AIR) || IsBlockLiquid(DispBlock) || cFluidSimulator::CanWashAway(DispBlock))
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if (PlaceLiquid(DispBlock, a_SlotNum))
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{
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m_World->SetBlock(DispX, DispY, DispZ, E_BLOCK_STATIONARY_WATER, 0);
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Drop.m_ItemType = E_ITEM_BUCKET;
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m_World->SetBlock(DispX, DispY, DispZ, E_BLOCK_WATER, 0);
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}
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else
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{
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cItems Pickups;
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Pickups.push_back(Drop.CopyOne());
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m_World->SpawnItemPickups(Pickups, DispX, DispY, DispZ);
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Drop.m_ItemCount--;
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DropFromSlot(a_SlotNum);
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}
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break;
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}
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case E_ITEM_LAVA_BUCKET:
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{
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BLOCKTYPE DispBlock = m_World->GetBlock( DispX, DispY, DispZ );
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if ((DispBlock == E_BLOCK_AIR) || IsBlockLiquid(DispBlock) || cFluidSimulator::CanWashAway(DispBlock))
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BLOCKTYPE DispBlock = m_World->GetBlock(DispX, DispY, DispZ);
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if (PlaceLiquid(DispBlock, a_SlotNum))
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{
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m_World->SetBlock(DispX, DispY, DispZ, E_BLOCK_STATIONARY_LAVA, 0);
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Drop.m_ItemType = E_ITEM_BUCKET;
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m_World->SetBlock(DispX, DispY, DispZ, E_BLOCK_LAVA, 0);
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}
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else
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{
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cItems Pickups;
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Pickups.push_back(Drop.CopyOne());
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m_World->SpawnItemPickups(Pickups, DispX, DispY, DispZ);
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Drop.m_ItemCount--;
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DropFromSlot(a_SlotNum);
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}
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break;
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}
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case E_ITEM_SPAWN_EGG:
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{
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if (m_World->SpawnMob(DispX + 0.5, DispY, DispZ + 0.5, Drop.m_ItemDamage) >= 0)
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if (m_World->SpawnMob(DispX + 0.5, DispY, DispZ + 0.5, m_Contents.GetSlot(a_SlotNum).m_ItemDamage) >= 0)
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{
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Drop.m_ItemCount--;
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m_Contents.ChangeSlotCount(a_SlotNum, -1);
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}
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break;
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}
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default:
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{
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cItems Pickups;
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Pickups.push_back(Drop.CopyOne());
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m_World->SpawnItemPickups(Pickups, DispX, DispY, DispZ);
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Drop.m_ItemCount--;
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DropFromSlot(a_SlotNum);
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break;
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}
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} // switch (ItemType)
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@@ -125,3 +121,66 @@ void cDispenserEntity::DropSpenseFromSlot(int a_SlotNum)
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bool cDispenserEntity::ScoopUpLiquid(int a_SlotNum, short a_BucketItemType)
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{
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cItem LiquidBucket(a_BucketItemType, 1);
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if (m_Contents.GetSlot(a_SlotNum).m_ItemCount == 1)
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{
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// Special case: replacing one empty bucket with one full bucket
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m_Contents.SetSlot(a_SlotNum, LiquidBucket);
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return true;
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}
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// There are stacked buckets at the selected slot, see if a full bucket will fit somewhere else
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if (m_Contents.HowManyCanFit(LiquidBucket) < 1)
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{
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// Cannot fit into m_Contents
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return false;
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}
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m_Contents.ChangeSlotCount(a_SlotNum, -1);
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m_Contents.AddItem(LiquidBucket);
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return true;
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}
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bool cDispenserEntity::PlaceLiquid(BLOCKTYPE a_BlockInFront, int a_SlotNum)
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{
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if (
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(a_BlockInFront != E_BLOCK_AIR) &&
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!IsBlockLiquid(a_BlockInFront) &&
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!cFluidSimulator::CanWashAway(a_BlockInFront)
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)
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{
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// Not a suitable block in front
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return false;
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}
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cItem EmptyBucket(E_ITEM_BUCKET, 1);
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if (m_Contents.GetSlot(a_SlotNum).m_ItemCount == 1)
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{
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// Change the single full bucket present into a single empty bucket
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m_Contents.SetSlot(a_SlotNum, EmptyBucket);
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return true;
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}
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// There are full buckets stacked at this slot, check if we can fit in the empty bucket
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if (m_Contents.HowManyCanFit(EmptyBucket) < 1)
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{
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// The empty bucket wouldn't fit into m_Contents
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return false;
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}
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// The empty bucket fits in, remove one full bucket and add the empty one
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m_Contents.ChangeSlotCount(a_SlotNum, -1);
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m_Contents.AddItem(EmptyBucket);
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return true;
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}
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