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#pragma once
#include "DispenseItemBehavior.h"
class FacingEnum;
class Position;
class DefaultDispenseItemBehavior : public DispenseItemBehavior
{
protected:
enum eOUTCOME
{
// Item has special behaviour that was executed successfully.
ACTIVATED_ITEM = 0,
// Item was dispenced onto the ground as a pickup.
DISPENCED_ITEM = 1,
// Execution failed, the item was left unaffected.
LEFT_ITEM = 2,
};
public:
DefaultDispenseItemBehavior() {};
virtual ~DefaultDispenseItemBehavior() {};
virtual shared_ptr<ItemInstance> dispense(BlockSource *source, shared_ptr<ItemInstance> dispensed);
protected:
// 4J-JEV: Added value used to play FAILED sound effect upon reaching spawn limits.
virtual shared_ptr<ItemInstance> execute(BlockSource *source, shared_ptr<ItemInstance> dispensed, eOUTCOME &outcome);
public:
static void spawnItem(Level *world, shared_ptr<ItemInstance> item, int accuracy, FacingEnum *facing, Position *position);
protected:
virtual void playSound(BlockSource *source, eOUTCOME outcome);
virtual void playAnimation(BlockSource *source, FacingEnum *facing, eOUTCOME outcome);
private:
virtual int getLevelEventDataFrom(FacingEnum *facing);
};
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