1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
|
// ItemChest.h
// Declares the cItemChestHandler class representing the cItemHandler descendant responsible for chests
#pragma once
#include "ItemHandler.h"
#include "../Blocks/BlockChest.h"
class cItemChestHandler:
public cItemHandler
{
typedef cItemHandler super;
public:
cItemChestHandler(int a_ItemType):
super(a_ItemType)
{
}
virtual bool OnPlayerPlace(
cWorld & a_World, cPlayer & a_Player, const cItem & a_EquippedItem,
int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
int a_CursorX, int a_CursorY, int a_CursorZ
) override
{
if (a_BlockFace < 0)
{
// Clicked in air
return false;
}
if ((a_BlockY < 0) || (a_BlockY >= cChunkDef::Height))
{
// The clicked block is outside the world, ignore this call altogether (#128)
return false;
}
// Check if the block ignores build collision (water, grass etc.):
BLOCKTYPE ClickedBlock;
NIBBLETYPE ClickedBlockMeta;
a_World.GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, ClickedBlock, ClickedBlockMeta);
if (
BlockHandler(ClickedBlock)->DoesIgnoreBuildCollision() ||
BlockHandler(ClickedBlock)->DoesIgnoreBuildCollision(&a_Player, ClickedBlockMeta)
)
{
cChunkInterface ChunkInterface(a_World.GetChunkMap());
BlockHandler(ClickedBlock)->OnDestroyedByPlayer(ChunkInterface, a_World, &a_Player, a_BlockX, a_BlockY, a_BlockZ);
}
else
{
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
if ((a_BlockY < 0) || (a_BlockY >= cChunkDef::Height))
{
// The block is being placed outside the world, ignore this packet altogether (#128)
return false;
}
NIBBLETYPE PlaceMeta;
BLOCKTYPE PlaceBlock;
a_World.GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, PlaceBlock, PlaceMeta);
// Clicked on side of block, make sure that placement won't be cancelled if there is a slab able to be double slabbed.
// No need to do combinability (dblslab) checks, client will do that here.
if (
!BlockHandler(PlaceBlock)->DoesIgnoreBuildCollision() &&
!BlockHandler(PlaceBlock)->DoesIgnoreBuildCollision(&a_Player, PlaceMeta)
)
{
// Tried to place a block into another?
// Happens when you place a block aiming at side of block with a torch on it or stem beside it
return false;
}
}
// Check that there is at most one single neighbor of the same chest type:
static const Vector3i CrossCoords[] =
{
{-1, 0, 0},
{ 0, 0, -1},
{ 1, 0, 0},
{ 0, 0, 1},
};
int NeighborIdx = -1;
for (size_t i = 0; i < ARRAYCOUNT(CrossCoords); i++)
{
if (a_World.GetBlock(a_BlockX + CrossCoords[i].x, a_BlockY, a_BlockZ + CrossCoords[i].z) != m_ItemType)
{
continue;
}
if (NeighborIdx >= 0)
{
// Can't place here, there are already two neighbors, this would form a 3-block chest
return false;
}
NeighborIdx = static_cast<int>(i);
// Check that this neighbor is a single chest:
int bx = a_BlockX + CrossCoords[i].x;
int bz = a_BlockZ + CrossCoords[i].z;
for (size_t j = 0; j < ARRAYCOUNT(CrossCoords); j++)
{
if (a_World.GetBlock(bx + CrossCoords[j].x, a_BlockY, bz + CrossCoords[j].z) == m_ItemType)
{
return false;
}
} // for j
} // for i
// If there's no chest neighbor, place the single block chest and bail out:
BLOCKTYPE ChestBlockType = static_cast<BLOCKTYPE>(m_ItemType);
if (NeighborIdx < 0)
{
NIBBLETYPE Meta = cBlockChestHandler::PlayerYawToMetaData(a_Player.GetYaw());
return a_Player.PlaceBlock(a_BlockX, a_BlockY, a_BlockZ, ChestBlockType, Meta);
}
// There is a neighbor to which we need to adjust
double yaw = a_Player.GetYaw();
if ((NeighborIdx == 0) || (NeighborIdx == 2))
{
// The neighbor is in the X axis, form a X-axis-aligned dblchest:
NIBBLETYPE Meta = ((yaw >= -90) && (yaw < 90)) ? E_META_CHEST_FACING_ZM : E_META_CHEST_FACING_ZP;
// Place the new chest:
if (!a_Player.PlaceBlock(a_BlockX, a_BlockY, a_BlockZ, ChestBlockType, Meta))
{
return false;
}
// Adjust the existing chest:
a_World.FastSetBlock(a_BlockX + CrossCoords[NeighborIdx].x, a_BlockY, a_BlockZ + CrossCoords[NeighborIdx].z, ChestBlockType, Meta);
return true;
}
// The neighbor is in the Z axis, form a Z-axis-aligned dblchest:
NIBBLETYPE Meta = (yaw < 0) ? E_META_CHEST_FACING_XM : E_META_CHEST_FACING_XP;
// Place the new chest:
if (!a_Player.PlaceBlock(a_BlockX, a_BlockY, a_BlockZ, ChestBlockType, Meta))
{
return false;
}
// Adjust the existing chest:
a_World.FastSetBlock(a_BlockX + CrossCoords[NeighborIdx].x, a_BlockY, a_BlockZ + CrossCoords[NeighborIdx].z, ChestBlockType, Meta);
return true;
}
private:
cItemChestHandler(const cItemChestHandler &) = delete;
};
|