// ItemChest.h
// Declares the cItemChestHandler class representing the cItemHandler descendant responsible for chests
#pragma once
#include "ItemHandler.h"
#include "../Blocks/BlockChest.h"
class cItemChestHandler:
public cItemHandler
{
typedef cItemHandler super;
public:
cItemChestHandler(int a_ItemType):
super(a_ItemType)
{
}
virtual bool OnPlayerPlace(
cWorld & a_World, cPlayer & a_Player, const cItem & a_EquippedItem,
int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
int a_CursorX, int a_CursorY, int a_CursorZ
) override
{
if (a_BlockFace < 0)
{
// Clicked in air
return false;
}
if ((a_BlockY < 0) || (a_BlockY >= cChunkDef::Height))
{
// The clicked block is outside the world, ignore this call altogether (#128)
return false;
}
// Check if the block ignores build collision (water, grass etc.):
BLOCKTYPE ClickedBlock;
NIBBLETYPE ClickedBlockMeta;
a_World.GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, ClickedBlock, ClickedBlockMeta);
if (
BlockHandler(ClickedBlock)->DoesIgnoreBuildCollision() ||
BlockHandler(ClickedBlock)->DoesIgnoreBuildCollision(&a_Player, ClickedBlockMeta)
)
{
cChunkInterface ChunkInterface(a_World.GetChunkMap());
BlockHandler(ClickedBlock)->OnDestroyedByPlayer(ChunkInterface, a_World, &a_Player, a_BlockX, a_BlockY, a_BlockZ);
}
else
{
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
if ((a_BlockY < 0) || (a_BlockY >= cChunkDef::Height))
{
// The block is being placed outside the world, ignore this packet altogether (#128)
return false;
}
NIBBLETYPE PlaceMeta;
BLOCKTYPE PlaceBlock;
a_World.GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, PlaceBlock, PlaceMeta);
// Clicked on side of block, make sure that placement won't be cancelled if there is a slab able to be double slabbed.
// No need to do combinability (dblslab) checks, client will do that here.
if (
!BlockHandler(PlaceBlock)->DoesIgnoreBuildCollision() &&
!BlockHandler(PlaceBlock)->DoesIgnoreBuildCollision(&a_Player, PlaceMeta)
)
{
// Tried to place a block *into* another?
// Happens when you place a block aiming at side of block with a torch on it or stem beside it
return false;
}
}
// Check that there is at most one single neighbor of the same chest type:
static const Vector3i CrossCoords[] =
{
{-1, 0, 0},
{ 0, 0, -1},
{ 1, 0, 0},
{ 0, 0, 1},
};
int NeighborIdx = -1;
for (size_t i = 0; i < ARRAYCOUNT(CrossCoords); i++)
{
if (a_World.GetBlock(a_BlockX + CrossCoords[i].x, a_BlockY, a_BlockZ + CrossCoords[i].z) != m_ItemType)
{
continue;
}
if (NeighborIdx >= 0)
{
// Can't place here, there are already two neighbors, this would form a 3-block chest
return false;
}
NeighborIdx = static_cast<int>(i);
// Check that this neighbor is a single chest:
int bx = a_BlockX + CrossCoords[i].x;
int bz = a_BlockZ + CrossCoords[i].z;
for (size_t j = 0; j < ARRAYCOUNT(CrossCoords); j++)
{
if (a_World.GetBlock(bx + CrossCoords[j].x, a_BlockY, bz + CrossCoords[j].z) == m_ItemType)
{
return false;
}
} // for j
} // for i
// If there's no chest neighbor, place the single block chest and bail out:
BLOCKTYPE ChestBlockType = static_cast<BLOCKTYPE>(m_ItemType);
if (NeighborIdx < 0)
{
NIBBLETYPE Meta = cBlockChestHandler::PlayerYawToMetaData(a_Player.GetYaw());
return a_Player.PlaceBlock(a_BlockX, a_BlockY, a_BlockZ, ChestBlockType, Meta);
}
// There is a neighbor to which we need to adjust
double yaw = a_Player.GetYaw();
if ((NeighborIdx == 0) || (NeighborIdx == 2))
{
// The neighbor is in the X axis, form a X-axis-aligned dblchest:
NIBBLETYPE Meta = ((yaw >= -90) && (yaw < 90)) ? E_META_CHEST_FACING_ZM : E_META_CHEST_FACING_ZP;
// Place the new chest:
if (!a_Player.PlaceBlock(a_BlockX, a_BlockY, a_BlockZ, ChestBlockType, Meta))
{
return false;
}
// Adjust the existing chest:
a_World.FastSetBlock(a_BlockX + CrossCoords[NeighborIdx].x, a_BlockY, a_BlockZ + CrossCoords[NeighborIdx].z, ChestBlockType, Meta);
return true;
}
// The neighbor is in the Z axis, form a Z-axis-aligned dblchest:
NIBBLETYPE Meta = (yaw < 0) ? E_META_CHEST_FACING_XM : E_META_CHEST_FACING_XP;
// Place the new chest:
if (!a_Player.PlaceBlock(a_BlockX, a_BlockY, a_BlockZ, ChestBlockType, Meta))
{
return false;
}
// Adjust the existing chest:
a_World.FastSetBlock(a_BlockX + CrossCoords[NeighborIdx].x, a_BlockY, a_BlockZ + CrossCoords[NeighborIdx].z, ChestBlockType, Meta);
return true;
}
private:
cItemChestHandler(const cItemChestHandler &) = delete;
};