summaryrefslogtreecommitdiffstats
path: root/src/Items/ItemChest.h
blob: b8807e5d8887ab2c56380fac714b1d8920967466 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163

#pragma once

#include "ItemHandler.h"
#include "../BlockInfo.h"
#include "../Blocks/BlockChest.h"





class cItemChestHandler:
	public cItemHandler
{
	using Super = cItemHandler;

public:

	cItemChestHandler(int a_ItemType):
		Super(a_ItemType)
	{
	}


	/** We need an OnPlayerPlace override because we're processing neighbor chests and changing their metas,
	the parent class cannot do that. */
	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;
		Vector3i blockPos(a_BlockX, a_BlockY, a_BlockZ);
		a_World.GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, clickedBlock, clickedBlockMeta);
		cChunkInterface ChunkInterface(a_World.GetChunkMap());
		auto blockHandler = BlockHandler(clickedBlock);
		if (blockHandler->DoesIgnoreBuildCollision(ChunkInterface, blockPos, a_Player, clickedBlockMeta))
		{
			blockHandler->OnPlayerBreakingBlock(ChunkInterface, a_World, a_Player, blockPos);
		}
		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->DoesIgnoreBuildCollision(ChunkInterface, blockPos, a_Player, clickedBlockMeta))
			{
				// 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

		// Get the meta of the placed chest; take existing neighbors into account:
		BLOCKTYPE ChestBlockType = static_cast<BLOCKTYPE>(m_ItemType);
		NIBBLETYPE Meta;
		auto yaw = a_Player.GetYaw();
		switch (NeighborIdx)
		{
			case 0:
			case 2:
			{
				// The neighbor is in the X axis, form a X-axis-aligned dblchest:
				Meta = ((yaw >= -90) && (yaw < 90)) ? E_META_CHEST_FACING_ZM : E_META_CHEST_FACING_ZP;
				break;
			}
			case 1:
			case 3:
			{
				// The neighbor is in the Z axis, form a Z-axis-aligned dblchest:
				Meta = (yaw < 0) ? E_META_CHEST_FACING_XM : E_META_CHEST_FACING_XP;
				break;
			}
			default:
			{
				Meta = cBlockChestHandler::PlayerYawToMetaData(yaw);
				break;
			}
		}  // switch (NeighborIdx)

		// Place the new chest:
		if (!a_Player.PlaceBlock(a_BlockX, a_BlockY, a_BlockZ, ChestBlockType, Meta))
		{
			return false;
		}

		// Adjust the existing chest, if any:
		if (NeighborIdx != -1)
		{
			a_World.FastSetBlock(a_BlockX + CrossCoords[NeighborIdx].x, a_BlockY, a_BlockZ + CrossCoords[NeighborIdx].z, ChestBlockType, Meta);
		}

		// Remove the "placed" item:
		if (a_Player.IsGameModeSurvival())
		{
			a_Player.GetInventory().RemoveOneEquippedItem();
		}
		return true;
	}

private:
	cItemChestHandler(const cItemChestHandler &) = delete;
};