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