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cuberite-2a/src/BlockEntities/ChestEntity.h
Tiger Wang 9b97d63f8f
Chest, weather, crash, and miscellaneous fixes (#5215)
* Alpha-sort cChestEntity

* Chests: use SendUpdateBlockEntity

* Pathfinder: fix out of range Y

* 1.13: correct weather packet ID

* Chests: fix neighbour scanner

+ Add OnAddToWorld and overload to scan neighbours there, instead of in the constructor/OnUse. This fixes hoppers accessing newly loaded double chests and seeing a null m_Neighbour, thus thinking its a single chest.
* Fix typo in cross coords computation.
* Simplify hopper logic.

* Block entities: ASSERT that type is correct

If you match the block type first before calling DoWithBlockEntity, the corresponding block entity must either be empty or correspond to the block type.

* Chunk: fix some forgotten PendingSendBE cleanup

+ Add cleanup in SetAllData, WriteBlockArea
- Remove RemoveBlockEntity (used once), HasBlockEntity (not used)

* Replace MakeIndex with MakeIndexNoCheck

* Remove extraneous MarkDirty in hopper & chests
2021-04-30 13:23:46 +00:00

82 lines
2.0 KiB
C++

#pragma once
#include "BlockEntityWithItems.h"
#include "../Simulator/RedstoneSimulator.h"
class cClientHandle;
// tolua_begin
class cChestEntity :
public cBlockEntityWithItems
{
// tolua_end
using Super = cBlockEntityWithItems;
// tolua_begin
public:
enum
{
ContentsHeight = 3,
ContentsWidth = 9,
} ;
// tolua_end
cChestEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos, cWorld * a_World);
/** Gets the number of players who currently have this chest open */
int GetNumberOfPlayers(void) const { return m_NumActivePlayers; }
/** Returns the associated primary chest. */
cChestEntity & GetPrimaryChest();
/** Returns the associated secondary chest, if any. */
cChestEntity * GetSecondaryChest();
/** Search the given horizontally adjacent relative position for a neighbouring chest of the same type.
If found, links them together with ourselves and returns true. */
bool ScanNeighbour(cChunk & a_Chunk, Vector3i a_Position);
/** Sets the number of players who currently have this chest open */
void SetNumberOfPlayers(int a_NumActivePlayers) { m_NumActivePlayers = a_NumActivePlayers; }
private:
/** Number of players who currently have this chest open */
int m_NumActivePlayers;
/** Neighbouring chest that links to form a double chest */
cChestEntity * m_Neighbour;
/** Forces any players to close the owned window. */
void DestroyWindow();
/** Returns true if the chest should not be accessible by players. */
bool IsBlocked();
/** Opens a new chest window where this is the primary chest and any neighbour is the secondary. */
void OpenNewWindow();
// cBlockEntity overrides:
virtual void CopyFrom(const cBlockEntity & a_Src) override;
virtual void OnAddToWorld(cWorld & a_World, cChunk & a_Chunk) override;
virtual void OnRemoveFromWorld() override;
virtual void SendTo(cClientHandle & a_Client) override;
virtual bool UsedBy(cPlayer * a_Player) override;
/** cItemGrid::cListener overrides: */
virtual void OnSlotChanged(cItemGrid * a_Grid, int a_SlotNum) override;
} ; // tolua_export