40eba5244d
- Remove cSolidBlockHandler * Functionality now integrated into simulator dispatcher * Fix door double open/close issues, arisen due to the top/bottom halves getting different power + Small migration to block states for redstone wire
255 lines
5.1 KiB
C++
255 lines
5.1 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "ChestEntity.h"
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#include "../BlockInfo.h"
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#include "../Item.h"
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#include "../Entities/Player.h"
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#include "../UI/ChestWindow.h"
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#include "../ClientHandle.h"
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#include "../Mobs/Ocelot.h"
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cChestEntity::cChestEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos, cWorld * a_World):
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Super(a_BlockType, a_BlockMeta, a_Pos, ContentsWidth, ContentsHeight, a_World),
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m_NumActivePlayers(0),
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m_Neighbour(nullptr)
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{
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auto chunkCoord = cChunkDef::BlockToChunk(a_Pos);
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if (
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(m_World != nullptr) &&
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m_World->IsChunkValid(chunkCoord.m_ChunkX, chunkCoord.m_ChunkZ)
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)
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{
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ScanNeighbours();
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}
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}
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cChestEntity::~cChestEntity()
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{
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if (m_Neighbour != nullptr)
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{
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// Neighbour may share a window with us, force the window shut
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m_Neighbour->DestroyWindow();
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m_Neighbour->m_Neighbour = nullptr;
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}
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DestroyWindow();
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}
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void cChestEntity::CopyFrom(const cBlockEntity & a_Src)
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{
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Super::CopyFrom(a_Src);
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auto & src = static_cast<const cChestEntity &>(a_Src);
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m_Contents.CopyFrom(src.m_Contents);
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// Reset the neighbor and player count, there's no sense in copying these:
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m_Neighbour = nullptr;
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m_NumActivePlayers = 0;
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}
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void cChestEntity::SendTo(cClientHandle & a_Client)
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{
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// Send a dummy "number of players with chest open" packet to make the chest visible:
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a_Client.SendBlockAction(m_Pos.x, m_Pos.y, m_Pos.z, 1, 0, m_BlockType);
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}
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bool cChestEntity::UsedBy(cPlayer * a_Player)
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{
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if (IsBlocked())
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{
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// Obstruction, don't open
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return true;
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}
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if (m_Neighbour == nullptr)
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{
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ScanNeighbours();
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}
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// The primary chest should be the one with lesser X or Z coord:
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cChestEntity * PrimaryChest = this;
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if (m_Neighbour != nullptr)
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{
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if (m_Neighbour->IsBlocked())
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{
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// Obstruction, don't open
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return true;
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}
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if (
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(m_Neighbour->GetPosX() > GetPosX()) ||
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(m_Neighbour->GetPosZ() > GetPosZ())
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)
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{
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PrimaryChest = m_Neighbour;
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}
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}
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// If the window is not created, open it anew:
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cWindow * Window = PrimaryChest->GetWindow();
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if (Window == nullptr)
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{
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PrimaryChest->OpenNewWindow();
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Window = PrimaryChest->GetWindow();
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}
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// Open the window for the player:
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if (Window != nullptr)
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{
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if (a_Player->GetWindow() != Window)
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{
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a_Player->OpenWindow(*Window);
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}
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}
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// This is rather a hack
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// Instead of marking the chunk as dirty upon chest contents change, we mark it dirty now
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// We cannot properly detect contents change, but such a change doesn't happen without a player opening the chest first.
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// The few false positives aren't much to worry about
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auto chunkCoords = cChunkDef::BlockToChunk(m_Pos);
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m_World->MarkChunkDirty(chunkCoords.m_ChunkX, chunkCoords.m_ChunkZ);
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return true;
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}
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void cChestEntity::ScanNeighbours()
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{
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// Callback for finding neighbouring chest:
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auto FindNeighbour = [this](cChestEntity & a_Chest)
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{
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if (a_Chest.GetBlockType() != m_BlockType)
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{
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// Neighboring block is not the same type of chest
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return true;
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}
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m_Neighbour = &a_Chest;
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return false;
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};
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// Scan horizontally adjacent blocks for any neighbouring chest of the same type:
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if (
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m_World->DoWithChestAt(m_Pos.x - 1, m_Pos.y, m_Pos.z, FindNeighbour) ||
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m_World->DoWithChestAt(m_Pos.x + 1, m_Pos.y, m_Pos.z, FindNeighbour) ||
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m_World->DoWithChestAt(m_Pos.x, m_Pos.y, m_Pos.z - 1, FindNeighbour) ||
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m_World->DoWithChestAt(m_Pos.x, m_Pos.y, m_Pos.z + 1, FindNeighbour)
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)
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{
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m_Neighbour->m_Neighbour = this;
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// Force neighbour's window shut. Does Mojang server do this or should a double window open?
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m_Neighbour->DestroyWindow();
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}
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}
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void cChestEntity::OpenNewWindow(void)
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{
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if (m_Neighbour != nullptr)
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{
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ASSERT( // This should be the primary chest
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(m_Neighbour->GetPosX() < GetPosX()) ||
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(m_Neighbour->GetPosZ() < GetPosZ())
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);
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OpenWindow(new cChestWindow(this, m_Neighbour));
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}
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else
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{
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// There is no chest neighbour, open a single-chest window:
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OpenWindow(new cChestWindow(this));
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}
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}
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void cChestEntity::DestroyWindow()
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{
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cWindow * Window = GetWindow();
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if (Window != nullptr)
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{
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Window->OwnerDestroyed();
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CloseWindow();
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}
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}
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bool cChestEntity::IsBlocked()
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{
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return (
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(GetPosY() < cChunkDef::Height - 1) &&
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(
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!cBlockInfo::IsTransparent(GetWorld()->GetBlock(GetPosX(), GetPosY() + 1, GetPosZ())) ||
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!cOcelot::IsCatSittingOnBlock(GetWorld(), Vector3d(GetPos()))
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)
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);
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}
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void cChestEntity::OnSlotChanged(cItemGrid * a_Grid, int a_SlotNum)
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{
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ASSERT(a_Grid == &m_Contents);
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if (m_World == nullptr)
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{
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return;
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}
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// Have cBlockEntityWithItems update redstone and try to broadcast our window:
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Super::OnSlotChanged(a_Grid, a_SlotNum);
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cWindow * Window = GetWindow();
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if ((Window == nullptr) && (m_Neighbour != nullptr))
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{
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// Window was null, Super will have failed.
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// Neighbour might own the window:
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Window = m_Neighbour->GetWindow();
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}
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if (Window != nullptr)
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{
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Window->BroadcastWholeWindow();
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}
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m_World->MarkChunkDirty(GetChunkX(), GetChunkZ());
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m_World->DoWithChunkAt(m_Pos, [&](cChunk & a_Chunk)
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{
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auto & Simulator = *m_World->GetRedstoneSimulator();
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// Notify comparators:
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m_World->WakeUpSimulators(m_Pos);
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return true;
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});
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}
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