b8d2d94d90
The helper functions that it implemented were moved into their respective blockhandlers.
89 lines
1.8 KiB
C++
89 lines
1.8 KiB
C++
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#pragma once
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#include "BlockHandler.h"
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class cBlockFenceGateHandler :
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public cBlockHandler
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{
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public:
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cBlockFenceGateHandler(BLOCKTYPE a_BlockType) :
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cBlockHandler(a_BlockType)
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{
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}
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virtual bool GetPlacementBlockTypeMeta(
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cWorld * a_World, cPlayer * a_Player,
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int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace,
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int a_CursorX, int a_CursorY, int a_CursorZ,
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BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
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) override
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{
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a_BlockType = m_BlockType;
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a_BlockMeta = PlayerYawToMetaData(a_Player->GetRotation());
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return true;
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}
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virtual void OnUse(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) override
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{
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NIBBLETYPE OldMetaData = a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
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NIBBLETYPE NewMetaData = PlayerYawToMetaData(a_Player->GetRotation());
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OldMetaData ^= 4; // Toggle the gate
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if ((OldMetaData & 1) == (NewMetaData & 1))
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{
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// Standing in front of the gate - apply new direction
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a_World->SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, (OldMetaData & 4) | (NewMetaData & 3));
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}
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else
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{
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// Standing aside - use last direction
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a_World->SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, OldMetaData);
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}
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}
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virtual bool IsUseable(void) override
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{
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return true;
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}
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/// Converts the player's yaw to placed gate's blockmeta
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inline static NIBBLETYPE PlayerYawToMetaData(double a_Yaw)
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{
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ASSERT((a_Yaw >= -180) && (a_Yaw < 180));
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a_Yaw += 360 + 45;
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if (a_Yaw > 360)
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{
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a_Yaw -= 360;
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}
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if ((a_Yaw >= 0) && (a_Yaw < 90))
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{
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return 0x0;
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}
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else if ((a_Yaw >= 180) && (a_Yaw < 270))
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{
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return 0x2;
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}
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else if ((a_Yaw >= 90) && (a_Yaw < 180))
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{
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return 0x1;
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}
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else
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{
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return 0x3;
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}
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}
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} ;
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