#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/ChestWindow.h"
#include "../ClientHandle.h"
cChestEntity::cChestEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World, BLOCKTYPE a_Type) :
super(a_Type, a_BlockX, a_BlockY, a_BlockZ, ContentsWidth, ContentsHeight, a_World),
m_NumActivePlayers(0),
m_Neighbour(nullptr)
{
int ChunkX = 0, ChunkZ = 0;
cChunkDef::BlockToChunk(m_PosX, m_PosZ, ChunkX, ChunkZ);
if (
(m_World != nullptr) &&
m_World->IsChunkValid(ChunkX, ChunkZ)
)
{
ScanNeighbours();
}
}
cChestEntity::~cChestEntity()
{
if (m_Neighbour != nullptr)
{
// Neighbour may share a window with us, force the window shut
m_Neighbour->DestroyWindow();
m_Neighbour->m_Neighbour = nullptr;
}
DestroyWindow();
}
void cChestEntity::SendTo(cClientHandle & a_Client)
{
// Send a dummy "number of players with chest open" packet to make the chest visible:
a_Client.SendBlockAction(m_PosX, m_PosY, m_PosZ, 1, 0, m_BlockType);
}
bool cChestEntity::UsedBy(cPlayer * a_Player)
{
if (IsBlocked())
{
// Obstruction, don't open
return true;
}
if (m_Neighbour == nullptr)
{
ScanNeighbours();
}
// The primary chest should be the one with lesser X or Z coord:
cChestEntity * PrimaryChest = this;
if (m_Neighbour != nullptr)
{
if (m_Neighbour->IsBlocked())
{
// Obstruction, don't open
return true;
}
if (
(m_Neighbour->GetPosX() > GetPosX()) ||
(m_Neighbour->GetPosZ() > GetPosZ())
)
{
PrimaryChest = m_Neighbour;
}
}
// If the window is not created, open it anew:
cWindow * Window = PrimaryChest->GetWindow();
if (Window == nullptr)
{
PrimaryChest->OpenNewWindow();
Window = PrimaryChest->GetWindow();
}
// Open the window for the player:
if (Window != nullptr)
{
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);
return true;
}
void cChestEntity::ScanNeighbours()
{
// Callback for finding neighbouring chest:
class cFindNeighbour :
public cChestCallback
{
public:
cChestEntity * m_Neighbour;
BLOCKTYPE m_ChestType;
cFindNeighbour(BLOCKTYPE a_ChestType) :
m_Neighbour(nullptr),
m_ChestType(a_ChestType)
{
}
virtual bool Item(cChestEntity * a_Chest) override
{
if (a_Chest->GetBlockType() != m_ChestType)
{
// Neighboring block is not the same type of chest
return true;
}
m_Neighbour = a_Chest;
return false;
}
};
// Scan horizontally adjacent blocks for any neighbouring chest of the same type:
cFindNeighbour FindNeighbour(m_BlockType);
if (
m_World->DoWithChestAt(m_PosX - 1, m_PosY, m_PosZ, FindNeighbour) ||
m_World->DoWithChestAt(m_PosX + 1, m_PosY, m_PosZ, FindNeighbour) ||
m_World->DoWithChestAt(m_PosX, m_PosY, m_PosZ - 1, FindNeighbour) ||
m_World->DoWithChestAt(m_PosX, m_PosY, m_PosZ + 1, FindNeighbour)
)
{
m_Neighbour = FindNeighbour.m_Neighbour;
m_Neighbour->m_Neighbour = this;
// Force neighbour's window shut. Does Mojang server do this or should a double window open?
m_Neighbour->DestroyWindow();
}
}
void cChestEntity::OpenNewWindow(void)
{
if (m_Neighbour != nullptr)
{
ASSERT( // This should be the primary chest
(m_Neighbour->GetPosX() < GetPosX()) ||
(m_Neighbour->GetPosZ() < GetPosZ())
);
OpenWindow(new cChestWindow(this, m_Neighbour));
}
else
{
// There is no chest neighbour, open a single-chest window:
OpenWindow(new cChestWindow(this));
}
}
void cChestEntity::DestroyWindow()
{
cWindow * Window = GetWindow();
if (Window != nullptr)
{
Window->OwnerDestroyed();
CloseWindow();
}
}
bool cChestEntity::IsBlocked()
{
// TODO: cats are an obstruction
return (
(GetPosY() >= cChunkDef::Height - 1) ||
!cBlockInfo::IsTransparent(GetWorld()->GetBlock(GetPosX(), GetPosY() + 1, GetPosZ()))
);
}