487f9a2aa9
Refactored all cBlockHandler and cItemHandler descendants to use Vector3.
166 lines
4.2 KiB
C++
166 lines
4.2 KiB
C++
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#pragma once
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#include "ItemHandler.h"
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#include "../BlockInfo.h"
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#include "../Blocks/BlockChest.h"
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class cItemChestHandler:
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public cItemHandler
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{
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using Super = cItemHandler;
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public:
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cItemChestHandler(int a_ItemType):
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Super(a_ItemType)
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{
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}
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/** We need an OnPlayerPlace override because we're processing neighbor chests and changing their metas,
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the parent class cannot do that. */
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virtual bool OnPlayerPlace(
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cWorld & a_World,
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cPlayer & a_Player,
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const cItem & a_EquippedItem,
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const Vector3i a_ClickedBlockPos,
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eBlockFace a_ClickedBlockFace,
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const Vector3i a_CursorPos
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) override
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{
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if (a_ClickedBlockFace < 0)
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{
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// Clicked in air
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return false;
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}
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if (!cChunkDef::IsValidHeight(a_ClickedBlockPos.y))
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{
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// The clicked block is outside the world, ignore this call altogether (#128)
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return false;
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}
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// Check if the block ignores build collision (water, grass etc.):
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BLOCKTYPE ClickedBlockType;
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NIBBLETYPE ClickedBlockMeta;
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a_World.GetBlockTypeMeta(a_ClickedBlockPos, ClickedBlockType, ClickedBlockMeta);
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cChunkInterface ChunkInterface(a_World.GetChunkMap());
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auto blockHandler = BlockHandler(ClickedBlockType);
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Vector3i PlacePos;
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if (blockHandler->DoesIgnoreBuildCollision(ChunkInterface, a_ClickedBlockPos, a_Player, ClickedBlockMeta))
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{
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blockHandler->OnPlayerBreakingBlock(ChunkInterface, a_World, a_Player, a_ClickedBlockPos);
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PlacePos = a_ClickedBlockPos;
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}
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else
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{
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PlacePos = AddFaceDirection(a_ClickedBlockPos, a_ClickedBlockFace);
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if (!cChunkDef::IsValidHeight(PlacePos.y))
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{
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// The block is being placed outside the world, ignore this packet altogether (#128)
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return false;
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}
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// Check if the chest can overwrite the block at PlacePos:
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BLOCKTYPE PlaceBlock;
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NIBBLETYPE PlaceMeta;
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a_World.GetBlockTypeMeta(PlacePos, PlaceBlock, PlaceMeta);
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blockHandler = BlockHandler(PlaceBlock);
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if (!blockHandler->DoesIgnoreBuildCollision(ChunkInterface, PlacePos, a_Player, PlaceMeta))
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{
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return false;
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}
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blockHandler->OnPlayerBreakingBlock(ChunkInterface, a_World, a_Player, PlacePos);
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}
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// Check that there is at most one single neighbor of the same chest type:
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static const Vector3i CrossCoords[] =
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{
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{-1, 0, 0},
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{ 0, 0, -1},
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{ 1, 0, 0},
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{ 0, 0, 1},
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};
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int NeighborIdx = -1;
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for (size_t i = 0; i < ARRAYCOUNT(CrossCoords); i++)
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{
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auto NeighborPos = PlacePos + CrossCoords[i];
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if (a_World.GetBlock(NeighborPos) != m_ItemType)
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{
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continue;
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}
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if (NeighborIdx >= 0)
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{
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// Can't place here, there are already two neighbors, this would form a 3-block chest
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return false;
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}
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NeighborIdx = static_cast<int>(i);
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// Check that this neighbor is a single chest:
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for (size_t j = 0; j < ARRAYCOUNT(CrossCoords); j++)
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{
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if (a_World.GetBlock(NeighborPos + CrossCoords[j]) == m_ItemType)
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{
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// Trying to place next to a dblchest
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return false;
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}
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} // for j
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} // for i
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// Get the meta of the placed chest; take existing neighbors into account:
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BLOCKTYPE ChestBlockType = static_cast<BLOCKTYPE>(m_ItemType);
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NIBBLETYPE Meta;
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auto yaw = a_Player.GetYaw();
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switch (NeighborIdx)
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{
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case 0:
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case 2:
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{
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// The neighbor is in the X axis, form a X-axis-aligned dblchest:
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Meta = ((yaw >= -90) && (yaw < 90)) ? E_META_CHEST_FACING_ZM : E_META_CHEST_FACING_ZP;
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break;
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}
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case 1:
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case 3:
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{
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// The neighbor is in the Z axis, form a Z-axis-aligned dblchest:
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Meta = (yaw < 0) ? E_META_CHEST_FACING_XM : E_META_CHEST_FACING_XP;
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break;
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}
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default:
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{
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// No neighbor, place based on yaw:
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Meta = cBlockChestHandler::PlayerYawToMetaData(yaw);
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break;
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}
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} // switch (NeighborIdx)
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// Place the new chest:
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if (!a_Player.PlaceBlock(PlacePos.x, PlacePos.y, PlacePos.z, ChestBlockType, Meta))
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{
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return false;
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}
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// Adjust the existing chest, if any:
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if (NeighborIdx != -1)
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{
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a_World.FastSetBlock(PlacePos + CrossCoords[NeighborIdx], ChestBlockType, Meta);
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}
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// Remove the "placed" item from inventory:
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if (a_Player.IsGameModeSurvival())
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{
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a_Player.GetInventory().RemoveOneEquippedItem();
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}
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return true;
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}
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private:
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cItemChestHandler(const cItemChestHandler &) = delete;
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};
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