- Chests open and close on clients when opened/closed
- Beginnings of "Double Chest". All that's needed is detection when 2 chests get put next to each other, block other chests from then touching them on any side, load/save with the m_JoinedChest seeing each other and adding and making sure the left side is always the top rows. I'm not sure exactly at this moment how to do all of the detection and saving/loading of the double chest stuff so if you've any ideas feel free to point out some areas in the server code or implement it yourself. git-svn-id: http://mc-server.googlecode.com/svn/trunk@154 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -5,14 +5,21 @@
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#include "cMCLogger.h"
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#include "cPlayer.h"
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#include "cWindow.h"
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#include "cWorld.h"
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#include "cRoot.h"
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#include "cPickup.h"
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#include "cMCLogger.h"
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#include "cChunk.h"
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class cWorld;
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class cRoot;
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#include <json/json.h>
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cChestEntity::cChestEntity(int a_X, int a_Y, int a_Z, cChunk* a_Chunk)
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: cBlockEntity( E_BLOCK_CHEST, a_X, a_Y, a_Z, a_Chunk )
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, m_TopChest( false )
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, m_JoinedChest( 0 )
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{
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m_Content = new cItem[ c_ChestHeight*c_ChestWidth ];
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}
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@ -33,7 +40,7 @@ cChestEntity::~cChestEntity()
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void cChestEntity::Destroy()
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{
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// Drop items
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for( int i = 0; i < c_ChestHeight*c_ChestWidth; ++i )
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for( int i = 0; i < c_ChestHeight * c_ChestWidth; ++i )
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{
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if( !m_Content[i].IsEmpty() )
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{
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@ -42,6 +49,8 @@ void cChestEntity::Destroy()
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m_Content[i].Empty();
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}
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}
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if (m_JoinedChest)
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m_JoinedChest->RemoveJoinedChest(this);
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}
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cItem * cChestEntity::GetSlot( int a_Slot )
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@ -154,19 +163,54 @@ void cChestEntity::UsedBy( cPlayer & a_Player )
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if( !GetWindow() )
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{
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cWindow* Window = new cWindow( this, true );
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Window->SetSlots( m_Content, c_ChestHeight*c_ChestWidth );
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Window->SetSlots( GetContents(), GetChestHeight()*c_ChestWidth );
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Window->SetWindowID( 1 );
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Window->SetWindowType( cWindow::Chest );
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Window->SetWindowTitle("UberChest");
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Window->GetOwner()->SetEntity(this);
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OpenWindow( Window );
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}
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if( GetWindow() )
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if ( GetWindow() )
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{
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if( a_Player.GetWindow() != GetWindow() )
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{
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a_Player.OpenWindow( GetWindow() );
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GetWindow()->SendWholeWindow( a_Player.GetClientHandle() );
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}
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}
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cPacket_BlockAction ChestOpen;
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ChestOpen.m_PosX = GetPosX();
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ChestOpen.m_PosY = (short)GetPosY();
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ChestOpen.m_PosZ = GetPosZ();
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ChestOpen.m_Byte1 = (char)1;
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ChestOpen.m_Byte2 = (char)1;
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cWorld::PlayerList PlayerList = cRoot::Get()->GetWorld()->GetAllPlayers();
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for( cWorld::PlayerList::iterator itr = PlayerList.begin(); itr != PlayerList.end(); ++itr )
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{
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if ((*itr) && (*itr)->GetClientHandle() && !((*itr)->GetClientHandle()->IsDestroyed())) {
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(*itr)->GetClientHandle()->Send( ChestOpen );
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}
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}
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}
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cItem *cChestEntity::GetContents(bool a_OnlyThis)
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{
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if (m_JoinedChest && !a_OnlyThis)
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{
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cItem *Combined = new cItem[GetChestHeight()*c_ChestWidth];
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int i;
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cItem *first = (m_TopChest) ? GetContents(true) : m_JoinedChest->GetContents(true);
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cItem *second = (!m_TopChest) ? GetContents(true) : m_JoinedChest->GetContents(true);
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for (i=0; i < GetChestHeight()*c_ChestWidth; i++)
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{
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int index = i % c_ChestHeight*c_ChestWidth;
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if (i < c_ChestHeight*c_ChestWidth)
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Combined[index] = first[index];
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else
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Combined[index] = second[index];
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}
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return Combined;
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}
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else
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return m_Content;
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}
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@ -3,6 +3,7 @@
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#include "cBlockEntity.h"
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#include "cWindowOwner.h"
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#include "FileDefine.h"
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#include "packets\cPacket_BlockAction.h"
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namespace Json
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{
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@ -35,8 +36,17 @@ public:
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virtual void UsedBy( cPlayer & a_Player );
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cChestEntity *GetJoinedChest() { return m_JoinedChest; }
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void SetJoinedChest(cChestEntity *a_Chest) { m_JoinedChest = a_Chest; }
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void RemoveJoinedChest(cChestEntity *a_Chest) { if (m_JoinedChest && m_JoinedChest == a_Chest) { m_JoinedChest = NULL; m_TopChest = false; } }
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int GetChestHeight() { return ((m_JoinedChest) ? c_ChestHeight * 2 : c_ChestHeight); }
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cItem *GetContents(bool a_OnlyThis = false);
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static const int c_ChestWidth = 9;
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static const int c_ChestHeight = 3;
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private:
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cItem* m_Content;
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bool m_TopChest;
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cChestEntity *m_JoinedChest;
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};
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@ -629,7 +629,7 @@ void cClientHandle::HandlePacket( cPacket* a_Packet )
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if(PossibleBlock == E_BLOCK_FIRE)
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{
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PacketData->m_PosX = pX;
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PacketData->m_PosY = pY;
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PacketData->m_PosY = (char)pY;
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PacketData->m_PosZ = pZ;
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bBroken = true;
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}
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@ -69,6 +69,7 @@ void cFurnaceEntity::UsedBy( cPlayer & a_Player )
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cWindow* Window = new cFurnaceWindow( this );
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Window->SetSlots( m_Items, 3 );
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Window->SetWindowTitle("UberFurnace");
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Window->GetOwner()->SetEntity(this);
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OpenWindow( Window );
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}
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if( GetWindow() )
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@ -32,6 +32,7 @@
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#include "packets/cPacket_Chat.h"
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#include "packets/cPacket_NewInvalidState.h"
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#include "packets/cPacket_PlayerListItem.h"
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#include "packets/cPacket_BlockAction.h"
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#include "Vector3d.h"
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#include "Vector3f.h"
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@ -377,8 +378,7 @@ void cPlayer::OpenWindow( cWindow* a_Window )
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void cPlayer::CloseWindow(char a_WindowType)
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{
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if( m_CurrentWindow ) m_CurrentWindow->Close( *this );
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if (a_WindowType == 0) {
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if (a_WindowType == 0) { // Inventory
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if(GetInventory().GetWindow()->GetDraggingItem() && GetInventory().GetWindow()->GetDraggingItem()->m_ItemCount > 0)
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{
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LOG("Player holds item! Dropping it...");
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@ -400,6 +400,23 @@ void cPlayer::CloseWindow(char a_WindowType)
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Item->Empty();
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}
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}
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if (a_WindowType == 1 && strcmp(m_CurrentWindow->GetWindowTitle().c_str(), "UberChest") == 0) { // Chest
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cBlockEntity *block = m_CurrentWindow->GetOwner()->GetEntity();
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cPacket_BlockAction ChestClose;
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ChestClose.m_PosX = block->GetPosX();
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ChestClose.m_PosY = (short)block->GetPosY();
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ChestClose.m_PosZ = block->GetPosZ();
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ChestClose.m_Byte1 = 1;
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ChestClose.m_Byte2 = 0;
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cWorld::PlayerList PlayerList = cRoot::Get()->GetWorld()->GetAllPlayers();
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for( cWorld::PlayerList::iterator itr = PlayerList.begin(); itr != PlayerList.end(); ++itr )
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{
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if ((*itr) && (*itr)->GetClientHandle() && !((*itr)->GetClientHandle()->IsDestroyed())) {
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(*itr)->GetClientHandle()->Send( ChestClose );
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}
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}
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}
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if( m_CurrentWindow ) m_CurrentWindow->Close( *this );
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m_CurrentWindow = 0;
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}
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#include "MemoryLeak.h"
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class cWindow;
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class cBlockEntity;
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class cWindowOwner
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{
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public:
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@ -11,6 +12,10 @@ public:
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void OpenWindow( cWindow* a_Window ) { m_Window = a_Window; }
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cWindow* GetWindow() { return m_Window; }
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void SetEntity(cBlockEntity *a_Entity) { m_Entity = a_Entity; }
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cBlockEntity *GetEntity() { return m_Entity; }
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private:
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cWindow* m_Window;
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cBlockEntity *m_Entity;
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};
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