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cuberite-2a/source/BlockEntities/ChestEntity.cpp
madmaxoft ebb2ccaa26 Removed BlockEntities' constructors from the API.
Plugins shouldn't construct block entities, rather, they will query them either from the cWorld (while playing), or from cChunkDesc (while generating).
2013-11-15 09:49:56 +01:00

173 lines
3.6 KiB
C++

#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "ChestEntity.h"
#include "../Item.h"
#include "../Entities/Player.h"
#include "../UI/Window.h"
#include <json/json.h>
cChestEntity::cChestEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World) :
super(E_BLOCK_CHEST, a_BlockX, a_BlockY, a_BlockZ, ContentsWidth, ContentsHeight, a_World)
{
cBlockEntityWindowOwner::SetBlockEntity(this);
}
cChestEntity::~cChestEntity()
{
cWindow * Window = GetWindow();
if (Window != NULL)
{
Window->OwnerDestroyed();
}
}
bool cChestEntity::LoadFromJson(const Json::Value & a_Value)
{
m_PosX = a_Value.get("x", 0).asInt();
m_PosY = a_Value.get("y", 0).asInt();
m_PosZ = a_Value.get("z", 0).asInt();
Json::Value AllSlots = a_Value.get("Slots", 0);
int SlotIdx = 0;
for (Json::Value::iterator itr = AllSlots.begin(); itr != AllSlots.end(); ++itr)
{
cItem Item;
Item.FromJson(*itr);
SetSlot(SlotIdx, Item);
SlotIdx++;
}
return true;
}
void cChestEntity::SaveToJson(Json::Value & a_Value)
{
a_Value["x"] = m_PosX;
a_Value["y"] = m_PosY;
a_Value["z"] = m_PosZ;
Json::Value AllSlots;
for (int i = m_Contents.GetNumSlots() - 1; i >= 0; i--)
{
Json::Value Slot;
m_Contents.GetSlot(i).GetJson(Slot);
AllSlots.append(Slot);
}
a_Value["Slots"] = AllSlots;
}
void cChestEntity::SendTo(cClientHandle & a_Client)
{
// The chest entity doesn't need anything sent to the client when it's created / gets in the viewdistance
// All the actual handling is in the cWindow UI code that gets called when the chest is rclked
UNUSED(a_Client);
}
void cChestEntity::UsedBy(cPlayer * a_Player)
{
// If the window is not created, open it anew:
cWindow * Window = GetWindow();
if (Window == NULL)
{
OpenNewWindow();
Window = GetWindow();
}
// Open the window for the player:
if (Window != NULL)
{
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
int ChunkX, ChunkZ;
cChunkDef::BlockToChunk(m_PosX, m_PosZ, ChunkX, ChunkZ);
m_World->MarkChunkDirty(ChunkX, ChunkZ);
}
void cChestEntity::OpenNewWindow(void)
{
// Callback for opening together with neighbor chest:
class cOpenDouble :
public cChestCallback
{
cChestEntity * m_ThisChest;
public:
cOpenDouble(cChestEntity * a_ThisChest) :
m_ThisChest(a_ThisChest)
{
}
virtual bool Item(cChestEntity * a_Chest) override
{
// The primary chest should eb the one with lesser X or Z coord:
cChestEntity * Primary = a_Chest;
cChestEntity * Secondary = m_ThisChest;
if (
(Primary->GetPosX() > Secondary->GetPosX()) ||
(Primary->GetPosZ() > Secondary->GetPosZ())
)
{
std::swap(Primary, Secondary);
}
m_ThisChest->OpenWindow(new cChestWindow(Primary, Secondary));
return false;
}
} ;
// Scan neighbors for adjacent chests:
cOpenDouble OpenDbl(this);
if (
m_World->DoWithChestAt(m_PosX - 1, m_PosY, m_PosZ, OpenDbl) ||
m_World->DoWithChestAt(m_PosX + 1, m_PosY, m_PosZ, OpenDbl) ||
m_World->DoWithChestAt(m_PosX , m_PosY, m_PosZ - 1, OpenDbl) ||
m_World->DoWithChestAt(m_PosX , m_PosY, m_PosZ + 1, OpenDbl)
)
{
// The double-chest window has been opened in the callback
return;
}
// There is no chest neighbor, open a single-chest window:
OpenWindow(new cChestWindow(this));
}