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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "ChestEntity.h"
#include "../Chunk.h"
#include "../BlockInfo.h"
#include "../Item.h"
#include "../Entities/Player.h"
#include "../UI/ChestWindow.h"
#include "../ClientHandle.h"
#include "../Mobs/Ocelot.h"
cChestEntity::cChestEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos, cWorld * a_World):
Super(a_BlockType, a_BlockMeta, a_Pos, ContentsWidth, ContentsHeight, a_World),
m_NumActivePlayers(0),
m_Neighbour(nullptr)
{
}
cChestEntity & cChestEntity::GetPrimaryChest()
{
if (m_Neighbour == nullptr)
{
return *this;
}
// The primary chest should be the one with lesser X or Z coord:
return (
(m_Neighbour->GetPosX() < GetPosX()) ||
(m_Neighbour->GetPosZ() < GetPosZ())
) ? *m_Neighbour : *this;
}
cChestEntity * cChestEntity::GetSecondaryChest()
{
// If we're the primary, then our neighbour is the secondary, and vice versa:
return (&GetPrimaryChest() == this) ? m_Neighbour : this;
}
bool cChestEntity::ScanNeighbour(cChunk & a_Chunk, Vector3i a_Position)
{
const auto Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(a_Position);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
// If a chest was in fact there, they'll find us when their chunk loads.
return false;
}
const auto BlockEntity = Chunk->GetBlockEntityRel(a_Position);
if ((BlockEntity == nullptr) || (BlockEntity->GetBlockType() != m_BlockType))
{
// Neighbouring block is not the same type of chest:
return false;
}
m_Neighbour = static_cast<cChestEntity *>(BlockEntity);
return true;
}
void cChestEntity::DestroyWindow()
{
const auto Window = GetWindow();
if (Window != nullptr)
{
Window->OwnerDestroyed();
}
}
bool cChestEntity::IsBlocked()
{
return (
(GetPosY() < cChunkDef::Height - 1) &&
(
!cBlockInfo::IsTransparent(GetWorld()->GetBlock(GetPos().addedY(1))) ||
!cOcelot::IsCatSittingOnBlock(GetWorld(), Vector3d(GetPos()))
)
);
}
void cChestEntity::OpenNewWindow(void)
{
if (m_Neighbour != nullptr)
{
ASSERT(&GetPrimaryChest() == this); // Should only open windows for the primary chest.
OpenWindow(new cChestWindow(this, m_Neighbour));
}
else
{
// There is no chest neighbour, open a single-chest window:
OpenWindow(new cChestWindow(this));
}
}
void cChestEntity::CopyFrom(const cBlockEntity & a_Src)
{
Super::CopyFrom(a_Src);
auto & src = static_cast<const cChestEntity &>(a_Src);
m_Contents.CopyFrom(src.m_Contents);
// Reset the neighbor and player count, there's no sense in copying these:
m_Neighbour = nullptr;
m_NumActivePlayers = 0;
}
void cChestEntity::OnAddToWorld(cWorld & a_World, cChunk & a_Chunk)
{
Super::OnAddToWorld(a_World, a_Chunk);
// Scan horizontally adjacent blocks for any neighbouring chest of the same type:
if (
const auto Position = GetRelPos();
ScanNeighbour(a_Chunk, Position.addedX(-1)) ||
ScanNeighbour(a_Chunk, Position.addedX(+1)) ||
ScanNeighbour(a_Chunk, Position.addedZ(-1)) ||
ScanNeighbour(a_Chunk, Position.addedZ(+1))
)
{
m_Neighbour->m_Neighbour = this;
m_Neighbour->DestroyWindow(); // Force neighbour's window shut. Does Mojang server do this or should a double window open?
}
}
void cChestEntity::OnRemoveFromWorld()
{
if (m_Neighbour != nullptr)
{
// Neighbour may share a window with us, force the window shut:
m_Neighbour->DestroyWindow();
m_Neighbour->m_Neighbour = nullptr;
}
DestroyWindow();
}
void cChestEntity::SendTo(cClientHandle & a_Client)
{
a_Client.SendUpdateBlockEntity(*this);
}
bool cChestEntity::UsedBy(cPlayer * a_Player)
{
if (IsBlocked())
{
// Obstruction, don't open
return true;
}
if ((m_Neighbour != nullptr) && m_Neighbour->IsBlocked())
{
return true;
}
if (m_BlockType == E_BLOCK_CHEST)
{
a_Player->GetStatistics().Custom[CustomStatistic::OpenChest]++;
}
else // E_BLOCK_TRAPPED_CHEST
{
a_Player->GetStatistics().Custom[CustomStatistic::TriggerTrappedChest]++;
}
auto & PrimaryChest = GetPrimaryChest();
cWindow * Window = PrimaryChest.GetWindow();
// If the window is not created, open it anew:
if (Window == nullptr)
{
PrimaryChest.OpenNewWindow();
Window = PrimaryChest.GetWindow();
}
// Open the window for the player:
if (Window != nullptr)
{
if (a_Player->GetWindow() != Window)
{
a_Player->OpenWindow(*Window);
}
}
return true;
}
void cChestEntity::OnSlotChanged(cItemGrid * a_Grid, int a_SlotNum)
{
ASSERT(a_Grid == &m_Contents);
// Have cBlockEntityWithItems update redstone and try to broadcast our window:
Super::OnSlotChanged(a_Grid, a_SlotNum);
cWindow * Window = GetWindow();
if ((Window == nullptr) && (m_Neighbour != nullptr))
{
// Window was null, Super will have failed.
// Neighbour might own the window:
Window = m_Neighbour->GetWindow();
}
if (Window != nullptr)
{
Window->BroadcastWholeWindow();
}
}
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