2013-07-29 07:13:03 -04:00
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#pragma once
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#include "BlockHandler.h"
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2014-03-25 17:26:13 -04:00
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#include "MetaRotator.h"
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2013-07-29 07:13:03 -04:00
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class cBlockStairsHandler :
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2014-03-25 17:26:13 -04:00
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public cMetaRotator<cBlockHandler, 0x03, 0x03, 0x00, 0x02, 0x01, true>
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2013-07-29 07:13:03 -04:00
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{
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public:
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cBlockStairsHandler(BLOCKTYPE a_BlockType) :
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2014-03-25 17:26:13 -04:00
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cMetaRotator<cBlockHandler, 0x03, 0x03, 0x00, 0x02, 0x01, true>(a_BlockType)
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2013-07-29 07:13:03 -04:00
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{
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}
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2014-08-19 16:14:37 -04:00
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2013-07-29 07:13:03 -04:00
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virtual bool GetPlacementBlockTypeMeta(
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2017-07-31 16:17:52 -04:00
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cChunkInterface & a_ChunkInterface, cPlayer & a_Player,
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int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
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2013-07-29 07:13:03 -04:00
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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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2014-03-07 13:42:13 -05:00
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UNUSED(a_ChunkInterface);
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UNUSED(a_BlockX);
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UNUSED(a_BlockY);
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UNUSED(a_BlockZ);
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UNUSED(a_CursorX);
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UNUSED(a_CursorZ);
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2013-07-29 07:13:03 -04:00
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a_BlockType = m_BlockType;
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2017-07-31 16:17:52 -04:00
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a_BlockMeta = RotationToMetaData(a_Player.GetYaw());
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2013-07-29 07:13:03 -04:00
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switch (a_BlockFace)
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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_CursorY > 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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2014-04-01 08:55:46 -04:00
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case BLOCK_FACE_NONE: return false;
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2013-07-29 07:13:03 -04:00
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}
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return true;
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}
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2014-08-19 16:14:37 -04:00
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2013-11-29 17:28:59 -05:00
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virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
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{
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// Reset meta to zero
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a_Pickups.push_back(cItem(m_BlockType, 1, 0));
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}
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2014-04-06 15:41:01 -04:00
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2013-07-29 07:13:03 -04:00
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static NIBBLETYPE RotationToMetaData(double a_Rotation)
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{
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2014-07-17 16:15:34 -04:00
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a_Rotation += 90 + 45; // So its not aligned with axis
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2013-07-29 07:13:03 -04:00
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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) 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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2015-06-30 10:50:15 -04:00
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virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) 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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2017-02-14 05:13:55 -05:00
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case E_BLOCK_PURPUR_STAIRS: return 16;
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2015-06-30 10:50:15 -04:00
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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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2015-11-10 08:02:07 -05:00
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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(const Vector3d & a_Position, 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_Position.y < ((a_Position.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_Position.y < ((a_Position.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_Position.y < ((a_Position.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_Position.y < ((a_Position.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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2013-07-29 07:13:03 -04:00
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} ;
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