a9031b6bae
* Fix cmake not adding Werror on clang, and _lots_ of warnings * WIP: Build fixes * Cannot make intermediate blockhandler instance * Tiger's changes * Fix BitIndex check * Handle invalid NextState values in cMultiVersionProtocol Co-authored-by: Tiger Wang <ziwei.tiger@outlook.com>
166 lines
3.8 KiB
C++
166 lines
3.8 KiB
C++
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#pragma once
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#include "BlockHandler.h"
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#include "Mixins.h"
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class cBlockStairsHandler final :
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public cClearMetaOnDrop<cMetaRotator<cBlockHandler, 0x03, 0x03, 0x00, 0x02, 0x01, true>>
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{
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using Super = cClearMetaOnDrop<cMetaRotator<cBlockHandler, 0x03, 0x03, 0x00, 0x02, 0x01, true>>;
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public:
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using Super::Super;
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private:
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virtual bool GetPlacementBlockTypeMeta(
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cChunkInterface & a_ChunkInterface,
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cPlayer & a_Player,
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const Vector3i a_PlacedBlockPos,
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eBlockFace a_ClickedBlockFace,
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const Vector3i a_CursorPos,
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BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
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) const override
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{
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UNUSED(a_ChunkInterface);
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UNUSED(a_PlacedBlockPos);
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UNUSED(a_CursorPos);
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a_BlockType = m_BlockType;
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a_BlockMeta = RotationToMetaData(a_Player.GetYaw());
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switch (a_ClickedBlockFace)
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{
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case BLOCK_FACE_TOP: break;
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case BLOCK_FACE_BOTTOM: a_BlockMeta = a_BlockMeta | 0x4; break; // When placing onto a bottom face, always place an upside-down stairs block
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case BLOCK_FACE_EAST:
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case BLOCK_FACE_NORTH:
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case BLOCK_FACE_SOUTH:
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case BLOCK_FACE_WEST:
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{
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// When placing onto a sideways face, check cursor, if in top half, make it an upside-down stairs block
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if (a_CursorPos.y > 8)
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{
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a_BlockMeta |= 0x4;
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}
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break;
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}
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case BLOCK_FACE_NONE: return false;
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}
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return true;
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}
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static NIBBLETYPE RotationToMetaData(double a_Rotation)
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{
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a_Rotation += 90 + 45; // So its not aligned with axis
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if (a_Rotation > 360)
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{
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a_Rotation -= 360;
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}
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if ((a_Rotation >= 0) && (a_Rotation < 90))
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{
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return 0x0;
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}
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else if ((a_Rotation >= 180) && (a_Rotation < 270))
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{
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return 0x1;
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}
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else if ((a_Rotation >= 90) && (a_Rotation < 180))
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{
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return 0x2;
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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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virtual NIBBLETYPE MetaMirrorXZ(NIBBLETYPE a_Meta) const override
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{
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// Toggle bit 3:
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return (a_Meta & 0x0b) | ((~a_Meta) & 0x04);
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}
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virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) const override
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{
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UNUSED(a_Meta);
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switch (m_BlockType)
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{
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case E_BLOCK_SANDSTONE_STAIRS:
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case E_BLOCK_BIRCH_WOOD_STAIRS: return 2;
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case E_BLOCK_QUARTZ_STAIRS: return 8;
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case E_BLOCK_JUNGLE_WOOD_STAIRS:
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case E_BLOCK_RED_SANDSTONE_STAIRS: return 10;
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case E_BLOCK_COBBLESTONE_STAIRS:
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case E_BLOCK_STONE_BRICK_STAIRS: return 11;
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case E_BLOCK_OAK_WOOD_STAIRS: return 13;
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case E_BLOCK_ACACIA_WOOD_STAIRS: return 15;
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case E_BLOCK_PURPUR_STAIRS: return 16;
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case E_BLOCK_DARK_OAK_WOOD_STAIRS: return 26;
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case E_BLOCK_BRICK_STAIRS: return 28;
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case E_BLOCK_NETHER_BRICK_STAIRS: return 35;
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case E_BLOCK_SPRUCE_WOOD_STAIRS: return 34;
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default:
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{
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ASSERT(!"Unhandled blocktype in stairs handler!");
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return 0;
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}
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}
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}
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/** EXCEPTION a.k.a. why is this removed:
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This collision-detection is actually more accurate than the client, but since the client itself
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sends inaccurate / sparse data, it's easier to just err on the side of the client and keep the
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two in sync by assuming that if a player hit ANY of the stair's bounding cube, it counts as the ground. */
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#if 0
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bool IsInsideBlock(Vector3d a_RelPosition, const BLOCKTYPE a_BlockType, const NIBBLETYPE a_BlockMeta)
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{
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if (a_BlockMeta & 0x4) // upside down
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{
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return true;
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}
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else if ((a_BlockMeta & 0x3) == 0) // tall side is east (+X)
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{
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return (a_RelPosition.y < ((a_RelPosition.x > 0.5) ? 1.0 : 0.5));
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}
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else if ((a_BlockMeta & 0x3) == 1) // tall side is west (-X)
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{
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return (a_RelPosition.y < ((a_RelPosition.x < 0.5) ? 1.0 : 0.5));
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}
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else if ((a_BlockMeta & 0x3) == 2) // tall side is south (+Z)
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{
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return (a_RelPosition.y < ((a_RelPosition.z > 0.5) ? 1.0 : 0.5));
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}
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else if ((a_BlockMeta & 0x3) == 3) // tall side is north (-Z)
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{
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return (a_RelPosition.y < ((a_RelPosition.z < 0.5) ? 1.0 : 0.5));
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}
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return false;
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}
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#endif
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} ;
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