Exemple #1
0
bool BlockChest::findConnectedChest(int32_t x, int16_t y, int32_t z, int map, chestDataPtr& chest)
{
	int32_t connectedX, connectedZ;
	if(findConnectedChest(x, y, z, map, &connectedX, &connectedZ)) {
		return getChestByCoordinates(connectedX, y, connectedZ, map, chest);
	} else {
		return false;
	}
}
Exemple #2
0
bool BlockChest::onPlace(User* user, int16_t newblock, int32_t x, int16_t y, int32_t z, int map, int8_t direction)
{
  uint8_t oldblock;
  uint8_t oldmeta;

  if (!ServerInstance->map(map)->getBlock(x, y, z, &oldblock, &oldmeta))
  {
    revertBlock(user, x, y, z, map);
    return true;
  }

  /* Check block below allows blocks placed on top */
  if (!this->isBlockStackable(oldblock))
  {
    revertBlock(user, x, y, z, map);
    return true;
  }

  /* move the x,y,z coords dependent upon placement direction */
  if (!this->translateDirection(&x, &y, &z, map, direction))
  {
    revertBlock(user, x, y, z, map);
    return true;
  }

  if (this->isUserOnBlock(x, y, z, map))
  {
    revertBlock(user, x, y, z, map);
    return true;
  }

  if (!this->isBlockEmpty(x, y, z, map))
  {
    revertBlock(user, x, y, z, map);
    return true;
  }

  // if there is a large chest around --> block
  {
    chestDataPtr _connectedChest;
    if(findConnectedChest(x, y, z, map, _connectedChest))
    {
      if(_connectedChest->large())
      {
        revertBlock(user, x, y, z, map);
        return true;
      }
    }
  }

  direction = user->relativeToBlock(x, y, z);

  //// Fix orientation  
  switch (direction)
  {
  case BLOCK_EAST:
    //direction = BLOCK_SOUTH;
    break;
  case BLOCK_BOTTOM:
    direction = BLOCK_WEST;
    break;
  case BLOCK_NORTH:
    direction = BLOCK_TOP;
    break;
  case BLOCK_SOUTH:
    //direction = BLOCK_NORTH;
    break;
  }
  

  int32_t connectedChestX, connectedChestZ;
  if(findConnectedChest(x, y, z, map, &connectedChestX, &connectedChestZ))
  {
    if(connectedChestX != x)
    {
      if(!(direction == 3 || direction == 2))
      {
        direction = 3;
      }
    }
    if(connectedChestZ != z)
    {
      if(!(direction == 4 || direction == 5))
      {
        direction = 4;
      }
    }

    ServerInstance->map(map)->setBlock(connectedChestX, y, connectedChestZ, (char)newblock, direction);
    ServerInstance->map(map)->sendBlockChange(connectedChestX, y, connectedChestZ, (char)newblock, direction);

    // create a new chest and connect it to another chest --> large chest
    chestDataPtr connectedChest;
    if(getChestByCoordinates(connectedChestX, y, connectedChestZ, map, connectedChest))
    {
      chestDataPtr newchest;
      if(!getChestByCoordinates(x, y, z, map, newchest))
      {
        sChunk* chunk = ServerInstance->map(map)->getChunk(blockToChunk(x), blockToChunk(z));
        if(chunk != NULL)
        {
          newchest = chestDataPtr(new chestData);
          newchest->items(connectedChest->items());
          newchest->x(x);
          newchest->y(y);
          newchest->z(z);
          chunk->chests.push_back(newchest);
        }
      } else {
        newchest->large(true);
      }
      connectedChest->large(true);
    }
  } else {
    // create a new (small) chest
    chestDataPtr newchest(new chestData);
    sChunk* chunk = ServerInstance->map(map)->getChunk(blockToChunk(x), blockToChunk(z));
    if(chunk != NULL)
    {
      newchest->x(x);
      newchest->y(y);
      newchest->z(z);
      chunk->chests.push_back(newchest);
    }
  }

  ServerInstance->map(map)->setBlock(x, y, z, (char)newblock, direction);
  ServerInstance->map(map)->sendBlockChange(x, y, z, (char)newblock, direction);
  return false;
}