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cuberite-2a/src/BlockEntities/ChestEntity.cpp

258 lines
5.3 KiB
C++

#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "ChestEntity.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)
{
auto chunkCoord = cChunkDef::BlockToChunk(a_Pos);
if (
(m_World != nullptr) &&
m_World->IsChunkValid(chunkCoord.m_ChunkX, chunkCoord.m_ChunkZ)
)
{
ScanNeighbours();
}
}
cChestEntity::~cChestEntity()
{
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::CopyFrom(const cBlockEntity & a_Src)
{
Super::CopyFrom(a_Src);
auto & src = static_cast<const cChestEntity &>(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::SendTo(cClientHandle & a_Client)
{
// Send a dummy "number of players with chest open" packet to make the chest visible:
a_Client.SendBlockAction(m_Pos.x, m_Pos.y, m_Pos.z, 1, 0, m_BlockType);
}
bool cChestEntity::UsedBy(cPlayer * a_Player)
{
if (IsBlocked())
{
// Obstruction, don't open
return true;
}
if (m_Neighbour == nullptr)
{
ScanNeighbours();
}
// The primary chest should be the one with lesser X or Z coord:
cChestEntity * PrimaryChest = this;
if (m_Neighbour != nullptr)
{
if (m_Neighbour->IsBlocked())
{
// Obstruction, don't open
return true;
}
if (
(m_Neighbour->GetPosX() > GetPosX()) ||
(m_Neighbour->GetPosZ() > GetPosZ())
)
{
PrimaryChest = m_Neighbour;
}
}
// If the window is not created, open it anew:
cWindow * Window = PrimaryChest->GetWindow();
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);
}
}
// This is rather a hack
// Instead of marking the chunk as dirty upon chest contents change, we mark it dirty now
// We cannot properly detect contents change, but such a change doesn't happen without a player opening the chest first.
// The few false positives aren't much to worry about
auto chunkCoords = cChunkDef::BlockToChunk(m_Pos);
m_World->MarkChunkDirty(chunkCoords.m_ChunkX, chunkCoords.m_ChunkZ);
return true;
}
void cChestEntity::ScanNeighbours()
{
// Callback for finding neighbouring chest:
auto FindNeighbour = [this](cChestEntity & a_Chest)
{
if (a_Chest.GetBlockType() != m_BlockType)
{
// 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 of the same type:
if (
m_World->DoWithChestAt(m_Pos.x - 1, m_Pos.y, m_Pos.z, FindNeighbour) ||
m_World->DoWithChestAt(m_Pos.x + 1, m_Pos.y, m_Pos.z, FindNeighbour) ||
m_World->DoWithChestAt(m_Pos.x, m_Pos.y, m_Pos.z - 1, FindNeighbour) ||
m_World->DoWithChestAt(m_Pos.x, m_Pos.y, m_Pos.z + 1, FindNeighbour)
)
{
m_Neighbour->m_Neighbour = this;
// Force neighbour's window shut. Does Mojang server do this or should a double window open?
m_Neighbour->DestroyWindow();
}
}
void cChestEntity::OpenNewWindow(void)
{
if (m_Neighbour != nullptr)
{
ASSERT( // This should be the primary chest
(m_Neighbour->GetPosX() < GetPosX()) ||
(m_Neighbour->GetPosZ() < GetPosZ())
);
OpenWindow(new cChestWindow(this, m_Neighbour));
}
else
{
// There is no chest neighbour, open a single-chest window:
OpenWindow(new cChestWindow(this));
}
}
void cChestEntity::DestroyWindow()
{
cWindow * Window = GetWindow();
if (Window != nullptr)
{
Window->OwnerDestroyed();
CloseWindow();
}
}
bool cChestEntity::IsBlocked()
{
return (
(GetPosY() < cChunkDef::Height - 1) &&
(
!cBlockInfo::IsTransparent(GetWorld()->GetBlock(GetPosX(), GetPosY() + 1, GetPosZ())) ||
!cOcelot::IsCatSittingOnBlock(GetWorld(), Vector3d(GetPos()))
)
);
}
void cChestEntity::OnSlotChanged(cItemGrid * a_Grid, int a_SlotNum)
{
ASSERT(a_Grid == &m_Contents);
if (m_World == nullptr)
{
return;
}
// 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();
}
m_World->MarkChunkDirty(GetChunkX(), GetChunkZ());
m_World->DoWithChunkAt(m_Pos, [&](cChunk & a_Chunk)
{
auto & Simulator = *m_World->GetRedstoneSimulator();
// Notify comparators:
m_World->WakeUpSimulators(m_Pos + Vector3i(1, 0, 0));
m_World->WakeUpSimulators(m_Pos + Vector3i(-1, 0, 0));
m_World->WakeUpSimulators(m_Pos + Vector3i(0, 0, 1));
m_World->WakeUpSimulators(m_Pos + Vector3i(0, 0, -1));
return true;
});
}