Chest does check if it can be placed at the coords specified (the client does the check itself, too, but this may be good for scripts)
git-svn-id: http://mc-server.googlecode.com/svn/trunk@989 0a769ca7-a7f5-676a-18bf-c427514a06d6
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4afb8bceb7
@ -31,6 +31,74 @@ public:
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{
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return "step.wood";
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}
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virtual bool CanBeAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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cBlockArea Area;
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if (!Area.Read(a_World, a_BlockX - 2, a_BlockX + 2, a_BlockY, a_BlockY, a_BlockZ - 2, a_BlockZ + 2))
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{
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// Cannot read the surroundings, probably at the edge of loaded chunks. Disallow.
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return false;
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}
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int NumChestNeighbors = 0;
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if (Area.GetRelBlockType(1, 0, 2) == E_BLOCK_CHEST)
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{
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if (
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(Area.GetRelBlockType(0, 0, 2) == E_BLOCK_CHEST) ||
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(Area.GetRelBlockType(1, 0, 1) == E_BLOCK_CHEST) ||
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(Area.GetRelBlockType(1, 0, 3) == E_BLOCK_CHEST)
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)
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{
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// Already a doublechest neighbor, disallow:
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return false;
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}
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NumChestNeighbors += 1;
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}
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if (Area.GetRelBlockType(3, 0, 2) == E_BLOCK_CHEST)
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{
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if (
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(Area.GetRelBlockType(4, 0, 2) == E_BLOCK_CHEST) ||
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(Area.GetRelBlockType(3, 0, 1) == E_BLOCK_CHEST) ||
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(Area.GetRelBlockType(3, 0, 3) == E_BLOCK_CHEST)
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)
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{
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// Already a doublechest neighbor, disallow:
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return false;
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}
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NumChestNeighbors += 1;
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}
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if (Area.GetRelBlockType(2, 0, 1) == E_BLOCK_CHEST)
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{
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if (
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(Area.GetRelBlockType(2, 0, 0) == E_BLOCK_CHEST) ||
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(Area.GetRelBlockType(1, 0, 1) == E_BLOCK_CHEST) ||
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(Area.GetRelBlockType(3, 0, 1) == E_BLOCK_CHEST)
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)
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{
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// Already a doublechest neighbor, disallow:
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return false;
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}
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NumChestNeighbors += 1;
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}
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if (Area.GetRelBlockType(2, 0, 3) == E_BLOCK_CHEST)
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{
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if (
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(Area.GetRelBlockType(2, 0, 4) == E_BLOCK_CHEST) ||
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(Area.GetRelBlockType(1, 0, 3) == E_BLOCK_CHEST) ||
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(Area.GetRelBlockType(3, 0, 3) == E_BLOCK_CHEST)
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)
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{
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// Already a doublechest neighbor, disallow:
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return false;
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}
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NumChestNeighbors += 1;
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}
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return (NumChestNeighbors < 2);
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}
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} ;
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