Block entities now receive the cChunk param in their Tick() function
They can safely access that chunk and any of its neighbors during ticking. git-svn-id: http://mc-server.googlecode.com/svn/trunk@1526 0a769ca7-a7f5-676a-18bf-c427514a06d6
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5c1439e11c
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3138daa1f8
@ -28,6 +28,8 @@ protected:
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m_PosX(a_BlockX),
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m_PosY(a_BlockY),
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m_PosZ(a_BlockZ),
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m_RelX(a_BlockX - cChunkDef::Width * FAST_FLOOR_DIV(a_BlockX, cChunkDef::Width)),
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m_RelZ(a_BlockZ - cChunkDef::Width * FAST_FLOOR_DIV(a_BlockZ, cChunkDef::Width)),
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m_BlockType(a_BlockType),
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m_World(a_World)
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{
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@ -59,10 +61,14 @@ public:
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int GetChunkX(void) const { return FAST_FLOOR_DIV(m_PosX, cChunkDef::Width); }
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int GetChunkZ(void) const { return FAST_FLOOR_DIV(m_PosZ, cChunkDef::Width); }
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int GetRelX(void) const { return m_RelX; }
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int GetRelZ(void) const { return m_RelZ; }
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// tolua_end
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virtual void SaveToJson (Json::Value & a_Value) = 0;
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/// Called when a player uses this entity; should open the UI window
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virtual void UsedBy( cPlayer * a_Player ) = 0;
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/** Sends the packet defining the block entity to the client specified.
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@ -71,12 +77,14 @@ public:
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virtual void SendTo(cClientHandle & a_Client) = 0;
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/// Ticks the entity; returns true if the chunk should be marked as dirty as a result of this ticking. By default does nothing.
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virtual bool Tick(float a_Dt) { return false; }
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virtual bool Tick(float a_Dt, cChunk & a_Chunk) { return false; }
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protected:
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int m_PosX; // Position in absolute block coordinates
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int m_PosY;
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int m_PosZ;
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/// Position in absolute block coordinates
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int m_PosX, m_PosY, m_PosZ;
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/// Position relative to the chunk, used to speed up ticking
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int m_RelX, m_RelZ;
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BLOCKTYPE m_BlockType;
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@ -452,7 +452,7 @@ void cChunk::Tick(float a_Dt)
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// Tick all block entities in this chunk:
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for (cBlockEntityList::iterator itr = m_BlockEntities.begin(); itr != m_BlockEntities.end(); ++itr)
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{
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m_IsDirty = (*itr)->Tick(a_Dt) | m_IsDirty;
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m_IsDirty = (*itr)->Tick(a_Dt, *this) | m_IsDirty;
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}
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// Tick all entities in this chunk:
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@ -4,6 +4,7 @@
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#include "DispenserEntity.h"
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#include "Player.h"
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#include "Simulator/FluidSimulator.h"
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#include "Chunk.h"
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@ -29,20 +30,27 @@ cDispenserEntity::cDispenserEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWo
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void cDispenserEntity::DropSpenseFromSlot(int a_SlotNum)
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void cDispenserEntity::DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum)
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{
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int DispX = m_PosX;
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int DispX = m_RelX;
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int DispY = m_PosY;
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int DispZ = m_PosZ;
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NIBBLETYPE Meta = m_World->GetBlockMeta(m_PosX, m_PosY, m_PosZ);
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int DispZ = m_RelZ;
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NIBBLETYPE Meta = a_Chunk.GetMeta(m_RelX, m_PosY, m_RelZ);
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AddDropSpenserDir(DispX, DispY, DispZ, Meta);
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cChunk * DispChunk = a_Chunk.GetRelNeighborChunkAdjustCoords(DispX, DispZ);
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if (DispChunk == NULL)
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{
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// Would dispense into / interact with a non-loaded chunk, ignore the tick
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return;
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}
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BLOCKTYPE DispBlock = DispChunk->GetBlock(DispX, DispY, DispZ);
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// Dispense the item:
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switch (m_Contents.GetSlot(a_SlotNum).m_ItemType)
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{
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case E_ITEM_BUCKET:
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{
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BLOCKTYPE DispBlock = m_World->GetBlock(DispX, DispY, DispZ);
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LOGD("Dispensing empty bucket in slot %d; DispBlock is \"%s\" (%d).", a_SlotNum, ItemTypeToString(DispBlock).c_str(), DispBlock);
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switch (DispBlock)
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{
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case E_BLOCK_STATIONARY_WATER:
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@ -50,7 +58,7 @@ void cDispenserEntity::DropSpenseFromSlot(int a_SlotNum)
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{
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if (ScoopUpLiquid(a_SlotNum, E_ITEM_WATER_BUCKET))
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{
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m_World->SetBlock(DispX, DispY, DispZ, E_BLOCK_AIR, 0);
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DispChunk->SetBlock(DispX, DispY, DispZ, E_BLOCK_AIR, 0);
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}
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break;
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}
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@ -59,13 +67,13 @@ void cDispenserEntity::DropSpenseFromSlot(int a_SlotNum)
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{
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if (ScoopUpLiquid(a_SlotNum, E_ITEM_LAVA_BUCKET))
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{
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m_World->SetBlock(DispX, DispY, DispZ, E_BLOCK_AIR, 0);
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DispChunk->SetBlock(DispX, DispY, DispZ, E_BLOCK_AIR, 0);
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}
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break;
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}
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default:
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{
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DropFromSlot(a_SlotNum);
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DropFromSlot(a_Chunk, a_SlotNum);
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break;
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}
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}
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@ -74,35 +82,37 @@ void cDispenserEntity::DropSpenseFromSlot(int a_SlotNum)
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case E_ITEM_WATER_BUCKET:
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{
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BLOCKTYPE DispBlock = m_World->GetBlock(DispX, DispY, DispZ);
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if (PlaceLiquid(DispBlock, a_SlotNum))
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LOGD("Dispensing water bucket in slot %d; DispBlock is \"%s\" (%d).", a_SlotNum, ItemTypeToString(DispBlock).c_str(), DispBlock);
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if (EmptyLiquidBucket(DispBlock, a_SlotNum))
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{
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m_World->SetBlock(DispX, DispY, DispZ, E_BLOCK_WATER, 0);
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DispChunk->SetBlock(DispX, DispY, DispZ, E_BLOCK_WATER, 0);
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}
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else
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{
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DropFromSlot(a_SlotNum);
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DropFromSlot(a_Chunk, a_SlotNum);
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}
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break;
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}
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case E_ITEM_LAVA_BUCKET:
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{
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BLOCKTYPE DispBlock = m_World->GetBlock(DispX, DispY, DispZ);
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if (PlaceLiquid(DispBlock, a_SlotNum))
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LOGD("Dispensing lava bucket in slot %d; DispBlock is \"%s\" (%d).", a_SlotNum, ItemTypeToString(DispBlock).c_str(), DispBlock);
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if (EmptyLiquidBucket(DispBlock, a_SlotNum))
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{
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m_World->SetBlock(DispX, DispY, DispZ, E_BLOCK_LAVA, 0);
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DispChunk->SetBlock(DispX, DispY, DispZ, E_BLOCK_LAVA, 0);
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}
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else
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{
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DropFromSlot(a_SlotNum);
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DropFromSlot(a_Chunk, a_SlotNum);
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}
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break;
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}
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case E_ITEM_SPAWN_EGG:
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{
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if (m_World->SpawnMob(DispX + 0.5, DispY, DispZ + 0.5, m_Contents.GetSlot(a_SlotNum).m_ItemDamage) >= 0)
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double MobX = 0.5 + (DispX + DispChunk->GetPosX() * cChunkDef::Width);
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double MobZ = 0.5 + (DispZ + DispChunk->GetPosZ() * cChunkDef::Width);
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if (m_World->SpawnMob(MobX, DispY, MobZ, m_Contents.GetSlot(a_SlotNum).m_ItemDamage) >= 0)
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{
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m_Contents.ChangeSlotCount(a_SlotNum, -1);
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}
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@ -111,7 +121,7 @@ void cDispenserEntity::DropSpenseFromSlot(int a_SlotNum)
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default:
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{
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DropFromSlot(a_SlotNum);
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DropFromSlot(a_Chunk, a_SlotNum);
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break;
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}
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} // switch (ItemType)
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@ -148,7 +158,7 @@ bool cDispenserEntity::ScoopUpLiquid(int a_SlotNum, short a_BucketItemType)
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bool cDispenserEntity::PlaceLiquid(BLOCKTYPE a_BlockInFront, int a_SlotNum)
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bool cDispenserEntity::EmptyLiquidBucket(BLOCKTYPE a_BlockInFront, int a_SlotNum)
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{
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if (
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(a_BlockInFront != E_BLOCK_AIR) &&
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@ -27,13 +27,13 @@ public:
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private:
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// cDropSpenser overrides:
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virtual void DropSpenseFromSlot(int a_SlotNum) override;
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virtual void DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum) override;
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/// If such a bucket can fit, adds it to m_Contents and returns true
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bool ScoopUpLiquid(int a_SlotNum, short a_BucketItemType);
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/// If the a_BlockInFront is liquidable and the empty bucket can fit, does the m_Contents processing and returns true
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bool PlaceLiquid(BLOCKTYPE a_BlockInFront, int a_SlotNum);
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bool EmptyLiquidBucket(BLOCKTYPE a_BlockInFront, int a_SlotNum);
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} ; // tolua_export
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@ -7,6 +7,7 @@
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#include "Globals.h"
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#include "DropSpenserEntity.h"
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#include "Player.h"
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#include "Chunk.h"
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@ -57,13 +58,8 @@ void cDropSpenserEntity::AddDropSpenserDir(int & a_BlockX, int & a_BlockY, int &
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void cDropSpenserEntity::DropSpense(void)
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void cDropSpenserEntity::DropSpense(cChunk & a_Chunk)
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{
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int Disp_X = m_PosX;
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int Disp_Y = m_PosY;
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int Disp_Z = m_PosZ;
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NIBBLETYPE Meta = m_World->GetBlockMeta(m_PosX, m_PosY, m_PosZ);
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// Pick one of the occupied slots:
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int OccupiedSlots[9];
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int SlotsCnt = 0;
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@ -86,16 +82,17 @@ void cDropSpenserEntity::DropSpense(void)
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int RandomSlot = m_World->GetTickRandomNumber(SlotsCnt - 1);
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// DropSpense the item, using the specialized behavior in the subclasses:
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DropSpenseFromSlot(OccupiedSlots[RandomSlot]);
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DropSpenseFromSlot(a_Chunk, OccupiedSlots[RandomSlot]);
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// Broadcast a smoke and click effects:
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NIBBLETYPE SmokeDir = 0;
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NIBBLETYPE Meta = a_Chunk.GetMeta(m_RelX, m_PosY, m_RelZ);
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int SmokeDir = 0;
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switch (Meta)
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{
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case 2: SmokeDir = 1; break;
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case 3: SmokeDir = 7; break;
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case 4: SmokeDir = 3; break;
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case 5: SmokeDir = 5; break;
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case E_META_DISPENSER_FACING_XM: SmokeDir = 3; break;
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case E_META_DISPENSER_FACING_XP: SmokeDir = 5; break;
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case E_META_DISPENSER_FACING_ZM: SmokeDir = 1; break;
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case E_META_DISPENSER_FACING_ZP: SmokeDir = 7; break;
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}
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m_World->BroadcastSoundParticleEffect(2000, m_PosX * 8, m_PosY * 8, m_PosZ * 8, SmokeDir);
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m_World->BroadcastSoundEffect("random.click", m_PosX * 8, m_PosY * 8, m_PosZ * 8, 1.0f, 1.0f);
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@ -134,7 +131,7 @@ void cDropSpenserEntity::SetRedstonePower(bool a_IsPowered)
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bool cDropSpenserEntity::Tick(float a_Dt)
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bool cDropSpenserEntity::Tick(float a_Dt, cChunk & a_Chunk)
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{
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if (!m_ShouldDropSpense)
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{
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@ -142,7 +139,7 @@ bool cDropSpenserEntity::Tick(float a_Dt)
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}
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m_ShouldDropSpense = false;
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DropSpense();
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DropSpense(a_Chunk);
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return true;
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}
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@ -231,12 +228,12 @@ void cDropSpenserEntity::UsedBy(cPlayer * a_Player)
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void cDropSpenserEntity::DropFromSlot(int a_SlotNum)
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void cDropSpenserEntity::DropFromSlot(cChunk & a_Chunk, int a_SlotNum)
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{
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int DispX = m_PosX;
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int DispY = m_PosY;
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int DispZ = m_PosZ;
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NIBBLETYPE Meta = m_World->GetBlockMeta(m_PosX, m_PosY, m_PosZ);
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NIBBLETYPE Meta = a_Chunk.GetMeta(m_RelX, m_PosY, m_RelZ);
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AddDropSpenserDir(DispX, DispY, DispZ, Meta);
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cItems Pickups;
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@ -53,7 +53,7 @@ public:
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// cBlockEntity overrides:
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virtual void SaveToJson(Json::Value & a_Value) override;
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virtual bool Tick(float a_Dt) override;
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virtual bool Tick(float a_Dt, cChunk & a_Chunk) override;
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virtual void SendTo(cClientHandle & a_Client) override;
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virtual void UsedBy(cPlayer * a_Player) override;
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@ -75,13 +75,13 @@ protected:
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bool m_IsPowered; ///< Set to true when the dropspenser receives redstone power.
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/// Does the actual work on dropspensing an item. Chooses the slot, calls DropSpenseFromSlot() and handles smoke / sound effects
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void DropSpense(void);
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void DropSpense(cChunk & a_Chunk);
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/// Override this function to provide the specific behavior for item dropspensing (drop / shoot / pour / ...)
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virtual void DropSpenseFromSlot(int a_SlotNum) = 0;
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virtual void DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum) = 0;
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/// Helper function, drops one item from the specified slot (like a dropper)
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void DropFromSlot(int a_SlotNum);
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void DropFromSlot(cChunk & a_Chunk, int a_SlotNum);
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} ; // tolua_export
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@ -32,9 +32,9 @@ cDropperEntity::cDropperEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld
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void cDropperEntity::DropSpenseFromSlot(int a_SlotNum)
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void cDropperEntity::DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum)
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{
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DropFromSlot(a_SlotNum);
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DropFromSlot(a_Chunk, a_SlotNum);
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}
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protected:
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// cDropSpenserEntity overrides:
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virtual void DropSpenseFromSlot(int a_SlotNum) override;
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virtual void DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum) override;
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/** Takes an item from slot a_SlotNum and puts it into the container in front of the dropper.
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Called when there's a container directly in front of the dropper,
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so the dropper should store items there, rather than dropping.
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*/
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void PutIntoContainer(cChunk & a_Chunk, int a_SlotNum, BLOCKTYPE a_ContainerBlock, int a_ContainerX, int a_ContainerY, int a_ContainerZ);
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} ; // tolua_export
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@ -103,7 +103,7 @@ void cFurnaceEntity::UsedBy(cPlayer * a_Player)
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bool cFurnaceEntity::Tick( float a_Dt )
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bool cFurnaceEntity::Tick(float a_Dt, cChunk & a_Chunk)
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{
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/*
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// DEBUG:
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@ -37,7 +37,7 @@ public:
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// cBlockEntity overrides:
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virtual void SaveToJson(Json::Value & a_Value) override;
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virtual void SendTo(cClientHandle & a_Client) override;
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virtual bool Tick(float a_Dt) override;
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virtual bool Tick(float a_Dt, cChunk & a_Chunk) override;
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virtual void UsedBy(cPlayer * a_Player) override;
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bool StartCooking(void);
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Block a user