Refactored more of Entities and BlockEntities to use Vector3. (#4403)
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@@ -12,16 +12,15 @@
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cChestEntity::cChestEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World):
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Super(a_BlockType, a_BlockMeta, a_BlockX, a_BlockY, a_BlockZ, ContentsWidth, ContentsHeight, a_World),
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cChestEntity::cChestEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos, cWorld * a_World):
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super(a_BlockType, a_BlockMeta, a_Pos, ContentsWidth, ContentsHeight, a_World),
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m_NumActivePlayers(0),
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m_Neighbour(nullptr)
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{
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int ChunkX = 0, ChunkZ = 0;
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cChunkDef::BlockToChunk(m_PosX, m_PosZ, ChunkX, ChunkZ);
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auto chunkCoord = cChunkDef::BlockToChunk(a_Pos);
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if (
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(m_World != nullptr) &&
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m_World->IsChunkValid(ChunkX, ChunkZ)
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m_World->IsChunkValid(chunkCoord.m_ChunkX, chunkCoord.m_ChunkZ)
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)
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{
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ScanNeighbours();
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@@ -50,7 +49,7 @@ cChestEntity::~cChestEntity()
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void cChestEntity::CopyFrom(const cBlockEntity & a_Src)
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{
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Super::CopyFrom(a_Src);
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super::CopyFrom(a_Src);
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auto & src = static_cast<const cChestEntity &>(a_Src);
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m_Contents.CopyFrom(src.m_Contents);
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@@ -66,7 +65,7 @@ void cChestEntity::CopyFrom(const cBlockEntity & a_Src)
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void cChestEntity::SendTo(cClientHandle & a_Client)
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{
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// Send a dummy "number of players with chest open" packet to make the chest visible:
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a_Client.SendBlockAction(m_PosX, m_PosY, m_PosZ, 1, 0, m_BlockType);
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a_Client.SendBlockAction(m_Pos.x, m_Pos.y, m_Pos.z, 1, 0, m_BlockType);
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}
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@@ -126,9 +125,8 @@ bool cChestEntity::UsedBy(cPlayer * a_Player)
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// Instead of marking the chunk as dirty upon chest contents change, we mark it dirty now
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// We cannot properly detect contents change, but such a change doesn't happen without a player opening the chest first.
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// The few false positives aren't much to worry about
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int ChunkX, ChunkZ;
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cChunkDef::BlockToChunk(m_PosX, m_PosZ, ChunkX, ChunkZ);
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m_World->MarkChunkDirty(ChunkX, ChunkZ);
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auto chunkCoords = cChunkDef::BlockToChunk(m_Pos);
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m_World->MarkChunkDirty(chunkCoords.m_ChunkX, chunkCoords.m_ChunkZ);
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return true;
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}
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@@ -152,10 +150,10 @@ void cChestEntity::ScanNeighbours()
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// Scan horizontally adjacent blocks for any neighbouring chest of the same type:
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if (
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m_World->DoWithChestAt(m_PosX - 1, m_PosY, m_PosZ, FindNeighbour) ||
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m_World->DoWithChestAt(m_PosX + 1, m_PosY, m_PosZ, FindNeighbour) ||
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m_World->DoWithChestAt(m_PosX, m_PosY, m_PosZ - 1, FindNeighbour) ||
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m_World->DoWithChestAt(m_PosX, m_PosY, m_PosZ + 1, FindNeighbour)
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m_World->DoWithChestAt(m_Pos.x - 1, m_Pos.y, m_Pos.z, FindNeighbour) ||
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m_World->DoWithChestAt(m_Pos.x + 1, m_Pos.y, m_Pos.z, FindNeighbour) ||
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m_World->DoWithChestAt(m_Pos.x, m_Pos.y, m_Pos.z - 1, FindNeighbour) ||
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m_World->DoWithChestAt(m_Pos.x, m_Pos.y, m_Pos.z + 1, FindNeighbour)
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)
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{
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m_Neighbour->m_Neighbour = this;
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