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Diffstat (limited to '')
-rw-r--r-- | src/Items/ItemChest.h | 167 |
1 files changed, 167 insertions, 0 deletions
diff --git a/src/Items/ItemChest.h b/src/Items/ItemChest.h new file mode 100644 index 000000000..b6579c423 --- /dev/null +++ b/src/Items/ItemChest.h @@ -0,0 +1,167 @@ + +// 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; +}; + + + + |