2013-07-29 07:13:03 -04:00
|
|
|
|
#pragma once
|
|
|
|
|
|
|
|
|
|
#include "BlockHandler.h"
|
|
|
|
|
#include "../World.h"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class cBlockTorchHandler :
|
|
|
|
|
public cBlockHandler
|
|
|
|
|
{
|
|
|
|
|
public:
|
|
|
|
|
cBlockTorchHandler(BLOCKTYPE a_BlockType)
|
|
|
|
|
: cBlockHandler(a_BlockType)
|
|
|
|
|
{
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
virtual bool GetPlacementBlockTypeMeta(
|
|
|
|
|
cWorld * a_World, cPlayer * a_Player,
|
|
|
|
|
int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace,
|
|
|
|
|
int a_CursorX, int a_CursorY, int a_CursorZ,
|
|
|
|
|
BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
|
|
|
|
|
) override
|
|
|
|
|
{
|
|
|
|
|
// Find proper placement. Use the player-supplied one as the default, but fix if not okay:
|
|
|
|
|
if (!TorchCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace))
|
|
|
|
|
{
|
|
|
|
|
a_BlockFace = FindSuitableFace(a_World, a_BlockX, a_BlockY, a_BlockZ);
|
|
|
|
|
|
|
|
|
|
if (a_BlockFace == BLOCK_FACE_BOTTOM)
|
|
|
|
|
{
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
a_BlockType = m_BlockType;
|
|
|
|
|
a_BlockMeta = DirectionToMetaData(a_BlockFace);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
static NIBBLETYPE DirectionToMetaData(char a_Direction) // tolua_export
|
|
|
|
|
{ // tolua_export
|
|
|
|
|
switch (a_Direction)
|
|
|
|
|
{
|
|
|
|
|
case BLOCK_FACE_BOTTOM: ASSERT(!"Shouldn't be getting this face"); return 0;
|
|
|
|
|
case BLOCK_FACE_TOP: return E_META_TORCH_FLOOR;
|
|
|
|
|
case BLOCK_FACE_EAST: return E_META_TORCH_EAST;
|
|
|
|
|
case BLOCK_FACE_WEST: return E_META_TORCH_WEST;
|
|
|
|
|
case BLOCK_FACE_NORTH: return E_META_TORCH_NORTH;
|
|
|
|
|
case BLOCK_FACE_SOUTH: return E_META_TORCH_SOUTH;
|
|
|
|
|
default:
|
|
|
|
|
{
|
|
|
|
|
ASSERT(!"Unhandled torch direction!");
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
return 0x0;
|
|
|
|
|
} // tolua_export
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
static char MetaDataToDirection(NIBBLETYPE a_MetaData) // tolua_export
|
|
|
|
|
{ // tolua_export
|
|
|
|
|
switch (a_MetaData)
|
|
|
|
|
{
|
|
|
|
|
case 0: return BLOCK_FACE_TOP; // by default, the torches stand on the ground
|
|
|
|
|
case E_META_TORCH_FLOOR: return BLOCK_FACE_TOP;
|
|
|
|
|
case E_META_TORCH_EAST: return BLOCK_FACE_EAST;
|
|
|
|
|
case E_META_TORCH_WEST: return BLOCK_FACE_WEST;
|
|
|
|
|
case E_META_TORCH_NORTH: return BLOCK_FACE_NORTH;
|
|
|
|
|
case E_META_TORCH_SOUTH: return BLOCK_FACE_SOUTH;
|
|
|
|
|
default:
|
|
|
|
|
{
|
|
|
|
|
ASSERT(!"Unhandled torch metadata");
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
} // tolua_export
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
static bool IsAttachedTo(const Vector3i & a_TorchPos, char a_TorchMeta, const Vector3i & a_BlockPos)
|
|
|
|
|
{
|
|
|
|
|
switch (a_TorchMeta)
|
|
|
|
|
{
|
|
|
|
|
case 0x0:
|
|
|
|
|
case E_META_TORCH_FLOOR: return ((a_TorchPos - a_BlockPos).Equals(Vector3i(0, 1, 0)));
|
|
|
|
|
case E_META_TORCH_EAST: return ((a_TorchPos - a_BlockPos).Equals(Vector3i(0, 0, -1)));
|
|
|
|
|
case E_META_TORCH_WEST: return ((a_TorchPos - a_BlockPos).Equals(Vector3i(0, 0, 1)));
|
|
|
|
|
case E_META_TORCH_NORTH: return ((a_TorchPos - a_BlockPos).Equals(Vector3i(-1, 0, 0)));
|
|
|
|
|
case E_META_TORCH_SOUTH: return ((a_TorchPos - a_BlockPos).Equals(Vector3i(1, 0, 0)));
|
|
|
|
|
default:
|
|
|
|
|
{
|
|
|
|
|
ASSERT(!"Unhandled torch meta!");
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
virtual bool DoesAllowBlockOnTop(void) override
|
|
|
|
|
{
|
2013-08-10 16:32:50 -04:00
|
|
|
|
return true;
|
|
|
|
|
//was false
|
2013-07-29 07:13:03 -04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
static bool CanBePlacedOn(BLOCKTYPE a_BlockType, char a_Direction)
|
|
|
|
|
{
|
|
|
|
|
switch (a_BlockType)
|
|
|
|
|
{
|
|
|
|
|
case E_BLOCK_GLASS:
|
|
|
|
|
case E_BLOCK_FENCE:
|
|
|
|
|
case E_BLOCK_NETHER_BRICK_FENCE:
|
2013-08-10 16:32:50 -04:00
|
|
|
|
case E_BLOCK_PISTON:
|
|
|
|
|
case E_BLOCK_WORKBENCH:
|
2013-07-29 07:13:03 -04:00
|
|
|
|
{
|
|
|
|
|
return (a_Direction == 0x1); // allow only direction "standing on floor"
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
default:
|
|
|
|
|
{
|
|
|
|
|
return g_BlockIsSolid[a_BlockType];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
static bool TorchCanBePlacedAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace)
|
|
|
|
|
{
|
|
|
|
|
// TODO: If placing a torch from below, check all 4 XZ neighbors, place it on that neighbor instead
|
|
|
|
|
// How to propagate that change up?
|
2013-08-10 16:32:50 -04:00
|
|
|
|
// Simon: The easiest way is to calculate the position two times, shouldn<64>t cost much cpu power :)
|
2013-07-29 07:13:03 -04:00
|
|
|
|
|
|
|
|
|
if (a_BlockFace == BLOCK_FACE_BOTTOM)
|
|
|
|
|
{
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, true);
|
|
|
|
|
|
|
|
|
|
return CanBePlacedOn(a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ), a_BlockFace);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/// Finds a suitable Face for the Torch. Returns BLOCK_FACE_BOTTOM on failure
|
|
|
|
|
static char FindSuitableFace(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
|
|
|
|
|
{
|
|
|
|
|
for (int i = 1; i <= 5; i++)
|
|
|
|
|
{
|
|
|
|
|
if (TorchCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, i))
|
|
|
|
|
{
|
|
|
|
|
return i;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return BLOCK_FACE_BOTTOM;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
virtual bool CanBePlacedAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace) override
|
|
|
|
|
{
|
|
|
|
|
if (TorchCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace))
|
|
|
|
|
{
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return (FindSuitableFace(a_World, a_BlockX, a_BlockY, a_BlockZ) != BLOCK_FACE_BOTTOM);
|
|
|
|
|
}
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
virtual bool CanBeAt(int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
|
|
|
|
|
{
|
|
|
|
|
// TODO: Use AdjustCoordsByMeta(), then cChunk::UnboundedRelGetBlock() and finally some comparison
|
|
|
|
|
char Face = MetaDataToDirection(a_Chunk.GetMeta(a_RelX, a_RelY, a_RelZ));
|
|
|
|
|
int BlockX = a_RelX + a_Chunk.GetPosX() * cChunkDef::Width;
|
|
|
|
|
int BlockZ = a_RelZ + a_Chunk.GetPosZ() * cChunkDef::Width;
|
|
|
|
|
return TorchCanBePlacedAt(a_Chunk.GetWorld(), BlockX, a_RelY, BlockZ, Face);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
|
|
|
|
|
{
|
|
|
|
|
// Always drop meta = 0
|
|
|
|
|
a_Pickups.push_back(cItem(m_BlockType, 1, 0));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
virtual const char * GetStepSound(void) override
|
|
|
|
|
{
|
|
|
|
|
return "step.wood";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
virtual NIBBLETYPE MetaRotateCCW(NIBBLETYPE a_Meta) override
|
|
|
|
|
{
|
|
|
|
|
// Bit 4 stays, the rest is swapped around according to a table:
|
|
|
|
|
NIBBLETYPE TopBits = (a_Meta & 0x08);
|
|
|
|
|
switch (a_Meta & 0x07)
|
|
|
|
|
{
|
|
|
|
|
case 0x01: return TopBits | 0x04; // East -> North
|
|
|
|
|
case 0x02: return TopBits | 0x03; // West -> South
|
|
|
|
|
case 0x03: return TopBits | 0x01; // South -> East
|
|
|
|
|
case 0x04: return TopBits | 0x02; // North -> West
|
|
|
|
|
default: return a_Meta; // Floor -> Floor
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
virtual NIBBLETYPE MetaRotateCW(NIBBLETYPE a_Meta) override
|
|
|
|
|
{
|
|
|
|
|
// Bit 4 stays, the rest is swapped around according to a table:
|
|
|
|
|
NIBBLETYPE TopBits = (a_Meta & 0x08);
|
|
|
|
|
switch (a_Meta & 0x07)
|
|
|
|
|
{
|
|
|
|
|
case 0x01: return TopBits | 0x03; // East -> South
|
|
|
|
|
case 0x02: return TopBits | 0x04; // West -> North
|
|
|
|
|
case 0x03: return TopBits | 0x02; // South -> West
|
|
|
|
|
case 0x04: return TopBits | 0x01; // North -> East
|
|
|
|
|
default: return a_Meta; // Floor -> Floor
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
virtual NIBBLETYPE MetaMirrorXY(NIBBLETYPE a_Meta) override
|
|
|
|
|
{
|
|
|
|
|
// Bit 4 stays, the rest is swapped around according to a table:
|
|
|
|
|
NIBBLETYPE TopBits = (a_Meta & 0x08);
|
|
|
|
|
switch (a_Meta & 0x07)
|
|
|
|
|
{
|
|
|
|
|
case 0x03: return TopBits | 0x04; // South -> North
|
|
|
|
|
case 0x04: return TopBits | 0x03; // North -> South
|
|
|
|
|
default: return a_Meta; // Keep the rest
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Mirroring around the XZ plane doesn't make sense for floor torches,
|
|
|
|
|
// the others stay the same, so let's keep all the metas the same.
|
|
|
|
|
// The base class does tht for us, no need to override MetaMirrorXZ()
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
virtual NIBBLETYPE MetaMirrorYZ(NIBBLETYPE a_Meta) override
|
|
|
|
|
{
|
|
|
|
|
// Bit 4 stays, the rest is swapped around according to a table:
|
|
|
|
|
NIBBLETYPE TopBits = (a_Meta & 0x08);
|
|
|
|
|
switch (a_Meta & 0x07)
|
|
|
|
|
{
|
|
|
|
|
case 0x01: return TopBits | 0x02; // East -> West
|
|
|
|
|
case 0x02: return TopBits | 0x01; // West -> East
|
|
|
|
|
default: return a_Meta; // Keep the rest
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} ;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|