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Fixed double chests (#3741)

Normal and trapped chests next to each other don't open a double chest window.
Slot changes in the secondary chest are broadcast.
Placing a chest in +x of another updates the original chest's metadata.
This commit is contained in:
peterbell10 2017-06-03 20:17:53 +01:00 committed by Mattes D
parent 8f1e55611e
commit 36be4a89f8
3 changed files with 25 additions and 8 deletions

View File

@ -127,21 +127,28 @@ void cChestEntity::ScanNeighbours()
{
public:
cChestEntity * m_Neighbour;
BLOCKTYPE m_ChestType;
cFindNeighbour() :
m_Neighbour(nullptr)
cFindNeighbour(BLOCKTYPE a_ChestType) :
m_Neighbour(nullptr),
m_ChestType(a_ChestType)
{
}
virtual bool Item(cChestEntity * a_Chest) override
{
if (a_Chest->GetBlockType() != m_ChestType)
{
// Neighboring block is not the same type of chest
return true;
}
m_Neighbour = a_Chest;
return false;
}
};
// Scan horizontally adjacent blocks for any neighbouring chest:
cFindNeighbour FindNeighbour;
// Scan horizontally adjacent blocks for any neighbouring chest of the same type:
cFindNeighbour FindNeighbour(m_BlockType);
if (
m_World->DoWithChestAt(m_PosX - 1, m_PosY, m_PosZ, FindNeighbour) ||
m_World->DoWithChestAt(m_PosX + 1, m_PosY, m_PosZ, FindNeighbour) ||

View File

@ -39,7 +39,7 @@ public:
virtual void SendTo(cClientHandle & a_Client) override;
virtual bool UsedBy(cPlayer * a_Player) override;
/** Search horizontally adjacent blocks for neighbouring chests and links them together. */
/** Search horizontally adjacent blocks for neighbouring chests of the same type and links them together. */
void ScanNeighbours();
/** Opens a new chest window where this is the primary chest and any neighbour is the secondary. */
@ -72,9 +72,19 @@ private:
ASSERT(a_Grid == &m_Contents);
if (m_World != nullptr)
{
if (GetWindow() != nullptr)
cWindow * Window = GetWindow();
if (
(Window == nullptr) &&
(m_Neighbour != nullptr)
)
{
GetWindow()->BroadcastWholeWindow();
// Neighbour might own the window
Window = m_Neighbour->GetWindow();
}
if (Window != nullptr)
{
Window->BroadcastWholeWindow();
}
m_World->MarkChunkDirty(GetChunkX(), GetChunkZ());

View File

@ -154,7 +154,7 @@ public:
}
// Adjust the existing chest, if any:
if (NeighborIdx > 0)
if (NeighborIdx != -1)
{
a_World.FastSetBlock(a_BlockX + CrossCoords[NeighborIdx].x, a_BlockY, a_BlockZ + CrossCoords[NeighborIdx].z, ChestBlockType, Meta);
}