#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "ChestEntity.h" #include "../Chunk.h" #include "../BlockInfo.h" #include "../Item.h" #include "../Entities/Player.h" #include "../UI/ChestWindow.h" #include "../ClientHandle.h" #include "../Mobs/Ocelot.h" cChestEntity::cChestEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos, cWorld * a_World): Super(a_BlockType, a_BlockMeta, a_Pos, ContentsWidth, ContentsHeight, a_World), m_NumActivePlayers(0), m_Neighbour(nullptr) { } cChestEntity & cChestEntity::GetPrimaryChest() { if (m_Neighbour == nullptr) { return *this; } // The primary chest should be the one with lesser X or Z coord: return ( (m_Neighbour->GetPosX() < GetPosX()) || (m_Neighbour->GetPosZ() < GetPosZ()) ) ? *m_Neighbour : *this; } cChestEntity * cChestEntity::GetSecondaryChest() { // If we're the primary, then our neighbour is the secondary, and vice versa: return (&GetPrimaryChest() == this) ? m_Neighbour : this; } bool cChestEntity::ScanNeighbour(cChunk & a_Chunk, Vector3i a_Position) { const auto Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(a_Position); if ((Chunk == nullptr) || !Chunk->IsValid()) { // If a chest was in fact there, they'll find us when their chunk loads. return false; } const auto BlockEntity = Chunk->GetBlockEntityRel(a_Position); if ((BlockEntity == nullptr) || (BlockEntity->GetBlockType() != m_BlockType)) { // Neighbouring block is not the same type of chest: return false; } m_Neighbour = static_cast(BlockEntity); return true; } void cChestEntity::DestroyWindow() { const auto Window = GetWindow(); if (Window != nullptr) { Window->OwnerDestroyed(); } } bool cChestEntity::IsBlocked() { return ( (GetPosY() < cChunkDef::Height - 1) && ( !cBlockInfo::IsTransparent(GetWorld()->GetBlock(GetPos().addedY(1))) || !cOcelot::IsCatSittingOnBlock(GetWorld(), Vector3d(GetPos())) ) ); } void cChestEntity::OpenNewWindow(void) { if (m_Neighbour != nullptr) { ASSERT(&GetPrimaryChest() == this); // Should only open windows for the primary chest. OpenWindow(new cChestWindow(this, m_Neighbour)); } else { // There is no chest neighbour, open a single-chest window: OpenWindow(new cChestWindow(this)); } } void cChestEntity::CopyFrom(const cBlockEntity & a_Src) { Super::CopyFrom(a_Src); auto & src = static_cast(a_Src); m_Contents.CopyFrom(src.m_Contents); // Reset the neighbor and player count, there's no sense in copying these: m_Neighbour = nullptr; m_NumActivePlayers = 0; } void cChestEntity::OnAddToWorld(cWorld & a_World, cChunk & a_Chunk) { Super::OnAddToWorld(a_World, a_Chunk); // Scan horizontally adjacent blocks for any neighbouring chest of the same type: if ( const auto Position = GetRelPos(); ScanNeighbour(a_Chunk, Position.addedX(-1)) || ScanNeighbour(a_Chunk, Position.addedX(+1)) || ScanNeighbour(a_Chunk, Position.addedZ(-1)) || ScanNeighbour(a_Chunk, Position.addedZ(+1)) ) { m_Neighbour->m_Neighbour = this; m_Neighbour->DestroyWindow(); // Force neighbour's window shut. Does Mojang server do this or should a double window open? } } void cChestEntity::OnRemoveFromWorld() { if (m_Neighbour != nullptr) { // Neighbour may share a window with us, force the window shut: m_Neighbour->DestroyWindow(); m_Neighbour->m_Neighbour = nullptr; } DestroyWindow(); } void cChestEntity::SendTo(cClientHandle & a_Client) { a_Client.SendUpdateBlockEntity(*this); } bool cChestEntity::UsedBy(cPlayer * a_Player) { if (IsBlocked()) { // Obstruction, don't open return true; } if ((m_Neighbour != nullptr) && m_Neighbour->IsBlocked()) { return true; } if (m_BlockType == E_BLOCK_CHEST) { a_Player->GetStatManager().AddValue(Statistic::OpenChest); } else // E_BLOCK_TRAPPED_CHEST { a_Player->GetStatManager().AddValue(Statistic::TriggerTrappedChest); } auto & PrimaryChest = GetPrimaryChest(); cWindow * Window = PrimaryChest.GetWindow(); // If the window is not created, open it anew: if (Window == nullptr) { PrimaryChest.OpenNewWindow(); Window = PrimaryChest.GetWindow(); } // Open the window for the player: if (Window != nullptr) { if (a_Player->GetWindow() != Window) { a_Player->OpenWindow(*Window); } } return true; } void cChestEntity::OnSlotChanged(cItemGrid * a_Grid, int a_SlotNum) { ASSERT(a_Grid == &m_Contents); // Have cBlockEntityWithItems update redstone and try to broadcast our window: Super::OnSlotChanged(a_Grid, a_SlotNum); cWindow * Window = GetWindow(); if ((Window == nullptr) && (m_Neighbour != nullptr)) { // Window was null, Super will have failed. // Neighbour might own the window: Window = m_Neighbour->GetWindow(); } if (Window != nullptr) { Window->BroadcastWholeWindow(); } }