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cuberite-2a/source/Blocks/BlockChest.h

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#pragma once
#include "BlockEntity.h"
#include "../World.h"
#include "../Player.h"
class cBlockChestHandler :
public cBlockEntityHandler
{
public:
cBlockChestHandler(BLOCKTYPE a_BlockType)
: cBlockEntityHandler(a_BlockType)
{
}
virtual bool GetPlacementBlockTypeMeta(
cWorld * a_World, cPlayer * a_Player,
int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace,
int a_CursorX, int a_CursorY, int a_CursorZ,
BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
) override
{
a_BlockType = m_BlockType;
// Is there a doublechest already next to this block?
if (!CanBeAt(a_World, a_BlockX, a_BlockY, a_BlockZ))
{
// Yup, cannot form a triple-chest, refuse:
return false;
}
// Check if this forms a doublechest, if so, need to adjust the meta:
cBlockArea Area;
if (!Area.Read(a_World, a_BlockX - 1, a_BlockX + 1, a_BlockY, a_BlockY, a_BlockZ - 1, a_BlockZ + 1))
{
return false;
}
double rot = a_Player->GetRotation();
if (
(Area.GetRelBlockType(0, 0, 1) == E_BLOCK_CHEST) ||
(Area.GetRelBlockType(2, 0, 1) == E_BLOCK_CHEST)
)
{
a_BlockMeta = ((rot >= -90) && (rot < 90)) ? 2 : 3;
return true;
}
if (
(Area.GetRelBlockType(0, 0, 1) == E_BLOCK_CHEST) ||
(Area.GetRelBlockType(2, 0, 1) == E_BLOCK_CHEST)
)
{
a_BlockMeta = (rot < 0) ? 4 : 5;
return true;
}
// Single chest, get meta from rotation only
a_BlockMeta = RotationToMetaData(rot);
return true;
}
virtual void OnPlacedByPlayer(
cWorld * a_World, cPlayer * a_Player,
int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace,
int a_CursorX, int a_CursorY, int a_CursorZ,
BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta
) override
{
// Check if this forms a doublechest, if so, need to adjust the meta:
cBlockArea Area;
if (!Area.Read(a_World, a_BlockX - 1, a_BlockX + 1, a_BlockY, a_BlockY, a_BlockZ - 1, a_BlockZ + 1))
{
return;
}
double rot = a_Player->GetRotation();
// Choose meta from player rotation, choose only between 2 or 3
NIBBLETYPE NewMeta = ((rot >= -90) && (rot < 90)) ? 2 : 3;
if (
CheckAndAdjustNeighbor(a_World, Area, 0, 1, NewMeta) ||
CheckAndAdjustNeighbor(a_World, Area, 2, 1, NewMeta)
)
{
// Forming a double chest in the X direction
return;
}
// Choose meta from player rotation, choose only between 4 or 5
NewMeta = (rot < 0) ? 4 : 5;
if (
CheckAndAdjustNeighbor(a_World, Area, 1, 0, NewMeta) ||
CheckAndAdjustNeighbor(a_World, Area, 2, 2, NewMeta)
)
{
// Forming a double chest in the Z direction
return;
}
// Single chest, no further processing needed
}
virtual const char * GetStepSound(void) override
{
return "step.wood";
}
virtual bool CanBeAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
{
cBlockArea Area;
if (!Area.Read(a_World, a_BlockX - 2, a_BlockX + 2, a_BlockY, a_BlockY, a_BlockZ - 2, a_BlockZ + 2))
{
// Cannot read the surroundings, probably at the edge of loaded chunks. Disallow.
return false;
}
int NumChestNeighbors = 0;
if (Area.GetRelBlockType(1, 0, 2) == E_BLOCK_CHEST)
{
if (
(Area.GetRelBlockType(0, 0, 2) == E_BLOCK_CHEST) ||
(Area.GetRelBlockType(1, 0, 1) == E_BLOCK_CHEST) ||
(Area.GetRelBlockType(1, 0, 3) == E_BLOCK_CHEST)
)
{
// Already a doublechest neighbor, disallow:
return false;
}
NumChestNeighbors += 1;
}
if (Area.GetRelBlockType(3, 0, 2) == E_BLOCK_CHEST)
{
if (
(Area.GetRelBlockType(4, 0, 2) == E_BLOCK_CHEST) ||
(Area.GetRelBlockType(3, 0, 1) == E_BLOCK_CHEST) ||
(Area.GetRelBlockType(3, 0, 3) == E_BLOCK_CHEST)
)
{
// Already a doublechest neighbor, disallow:
return false;
}
NumChestNeighbors += 1;
}
if (Area.GetRelBlockType(2, 0, 1) == E_BLOCK_CHEST)
{
if (
(Area.GetRelBlockType(2, 0, 0) == E_BLOCK_CHEST) ||
(Area.GetRelBlockType(1, 0, 1) == E_BLOCK_CHEST) ||
(Area.GetRelBlockType(3, 0, 1) == E_BLOCK_CHEST)
)
{
// Already a doublechest neighbor, disallow:
return false;
}
NumChestNeighbors += 1;
}
if (Area.GetRelBlockType(2, 0, 3) == E_BLOCK_CHEST)
{
if (
(Area.GetRelBlockType(2, 0, 4) == E_BLOCK_CHEST) ||
(Area.GetRelBlockType(1, 0, 3) == E_BLOCK_CHEST) ||
(Area.GetRelBlockType(3, 0, 3) == E_BLOCK_CHEST)
)
{
// Already a doublechest neighbor, disallow:
return false;
}
NumChestNeighbors += 1;
}
return (NumChestNeighbors < 2);
}
/// Translates player rotation when placing a chest into the chest block metadata. Valid for single chests only
static NIBBLETYPE RotationToMetaData(double a_Rotation)
{
a_Rotation += 90 + 45; // So its not aligned with axis
if (a_Rotation > 360.f)
{
a_Rotation -= 360.f;
}
if ((a_Rotation >= 0.f) && (a_Rotation < 90.f))
{
return 0x4;
}
else if ((a_Rotation >= 180) && (a_Rotation < 270))
{
return 0x5;
}
else if ((a_Rotation >= 90) && (a_Rotation < 180))
{
return 0x2;
}
else
{
return 0x3;
}
}
/// If there's a chest in the a_Area in the specified coords, modifies its meta to a_NewMeta and returns true.
bool CheckAndAdjustNeighbor(cWorld * a_World, const cBlockArea & a_Area, int a_RelX, int a_RelZ, NIBBLETYPE a_NewMeta)
{
if (a_Area.GetRelBlockType(a_RelX, 0, a_RelZ) != E_BLOCK_CHEST)
{
return false;
}
a_World->SetBlockMeta(a_Area.GetOriginX() + a_RelX, a_Area.GetOriginY(), a_Area.GetOriginZ() + a_RelZ, a_NewMeta);
return true;
}
} ;