// ItemChest.h // Declares the cItemChestHandler class representing the cItemHandler descendant responsible for chests #pragma once #include "ItemHandler.h" #include "../Blocks/BlockChest.h" class cItemChestHandler: public cItemHandler { typedef cItemHandler super; public: cItemChestHandler(int a_ItemType): super(a_ItemType) { } virtual bool OnPlayerPlace( cWorld & a_World, cPlayer & a_Player, const cItem & a_EquippedItem, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ ) override { if (a_BlockFace < 0) { // Clicked in air return false; } if ((a_BlockY < 0) || (a_BlockY >= cChunkDef::Height)) { // The clicked block is outside the world, ignore this call altogether (#128) return false; } // Check if the block ignores build collision (water, grass etc.): BLOCKTYPE ClickedBlock; NIBBLETYPE ClickedBlockMeta; a_World.GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, ClickedBlock, ClickedBlockMeta); if ( BlockHandler(ClickedBlock)->DoesIgnoreBuildCollision() || BlockHandler(ClickedBlock)->DoesIgnoreBuildCollision(&a_Player, ClickedBlockMeta) ) { cChunkInterface ChunkInterface(a_World.GetChunkMap()); BlockHandler(ClickedBlock)->OnDestroyedByPlayer(ChunkInterface, a_World, &a_Player, a_BlockX, a_BlockY, a_BlockZ); } else { AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); if ((a_BlockY < 0) || (a_BlockY >= cChunkDef::Height)) { // The block is being placed outside the world, ignore this packet altogether (#128) return false; } NIBBLETYPE PlaceMeta; BLOCKTYPE PlaceBlock; a_World.GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, PlaceBlock, PlaceMeta); // Clicked on side of block, make sure that placement won't be cancelled if there is a slab able to be double slabbed. // No need to do combinability (dblslab) checks, client will do that here. if ( !BlockHandler(PlaceBlock)->DoesIgnoreBuildCollision() && !BlockHandler(PlaceBlock)->DoesIgnoreBuildCollision(&a_Player, PlaceMeta) ) { // Tried to place a block into another? // Happens when you place a block aiming at side of block with a torch on it or stem beside it return false; } } // Check that there is at most one single neighbor of the same chest type: static const Vector3i CrossCoords[] = { {-1, 0, 0}, { 0, 0, -1}, { 1, 0, 0}, { 0, 0, 1}, }; int NeighborIdx = -1; for (size_t i = 0; i < ARRAYCOUNT(CrossCoords); i++) { if (a_World.GetBlock(a_BlockX + CrossCoords[i].x, a_BlockY, a_BlockZ + CrossCoords[i].z) != m_ItemType) { continue; } if (NeighborIdx >= 0) { // Can't place here, there are already two neighbors, this would form a 3-block chest return false; } NeighborIdx = static_cast(i); // Check that this neighbor is a single chest: int bx = a_BlockX + CrossCoords[i].x; int bz = a_BlockZ + CrossCoords[i].z; for (size_t j = 0; j < ARRAYCOUNT(CrossCoords); j++) { if (a_World.GetBlock(bx + CrossCoords[j].x, a_BlockY, bz + CrossCoords[j].z) == m_ItemType) { return false; } } // for j } // for i // If there's no chest neighbor, place the single block chest and bail out: BLOCKTYPE ChestBlockType = static_cast(m_ItemType); if (NeighborIdx < 0) { NIBBLETYPE Meta = cBlockChestHandler::PlayerYawToMetaData(a_Player.GetYaw()); return a_Player.PlaceBlock(a_BlockX, a_BlockY, a_BlockZ, ChestBlockType, Meta); } // There is a neighbor to which we need to adjust double yaw = a_Player.GetYaw(); if ((NeighborIdx == 0) || (NeighborIdx == 2)) { // The neighbor is in the X axis, form a X-axis-aligned dblchest: NIBBLETYPE Meta = ((yaw >= -90) && (yaw < 90)) ? E_META_CHEST_FACING_ZM : E_META_CHEST_FACING_ZP; // Place the new chest: if (!a_Player.PlaceBlock(a_BlockX, a_BlockY, a_BlockZ, ChestBlockType, Meta)) { return false; } // Adjust the existing chest: a_World.FastSetBlock(a_BlockX + CrossCoords[NeighborIdx].x, a_BlockY, a_BlockZ + CrossCoords[NeighborIdx].z, ChestBlockType, Meta); return true; } // The neighbor is in the Z axis, form a Z-axis-aligned dblchest: NIBBLETYPE Meta = (yaw < 0) ? E_META_CHEST_FACING_XM : E_META_CHEST_FACING_XP; // Place the new chest: if (!a_Player.PlaceBlock(a_BlockX, a_BlockY, a_BlockZ, ChestBlockType, Meta)) { return false; } // Adjust the existing chest: a_World.FastSetBlock(a_BlockX + CrossCoords[NeighborIdx].x, a_BlockY, a_BlockZ + CrossCoords[NeighborIdx].z, ChestBlockType, Meta); return true; } private: cItemChestHandler(const cItemChestHandler &) = delete; };