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cuberite-2a/src/Blocks/BlockFenceGate.h

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#pragma once
#include "BlockHandler.h"
#include "Mixins.h"
#include "../EffectID.h"
class cBlockFenceGateHandler :
public cClearMetaOnDrop<cYawRotator<cBlockHandler, 0x03, 0x02, 0x03, 0x00, 0x01>>
{
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using Super = cClearMetaOnDrop<cYawRotator<cBlockHandler, 0x03, 0x02, 0x03, 0x00, 0x01>>;
public:
cBlockFenceGateHandler(BLOCKTYPE a_BlockType):
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Super(a_BlockType)
{
}
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virtual bool OnUse(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer & a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ) override
{
NIBBLETYPE OldMetaData = a_ChunkInterface.GetBlockMeta({a_BlockX, a_BlockY, a_BlockZ});
NIBBLETYPE NewMetaData = YawToMetaData(a_Player.GetYaw());
OldMetaData ^= 4; // Toggle the gate
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if ((OldMetaData & 1) == (NewMetaData & 1))
{
// Standing in front of the gate - apply new direction
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a_ChunkInterface.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, (OldMetaData & 4) | (NewMetaData & 3));
}
else
{
// Standing aside - use last direction
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a_ChunkInterface.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, OldMetaData);
}
a_Player.GetWorld()->BroadcastSoundParticleEffect(EffectID::SFX_RANDOM_FENCE_GATE_OPEN, {a_BlockX, a_BlockY, a_BlockZ}, 0, a_Player.GetClientHandle());
return true;
}
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virtual void OnCancelRightClick(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer & a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace) override
{
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a_WorldInterface.SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, a_Player);
}
virtual bool IsUseable(void) override
{
return true;
}
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virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) override
{
UNUSED(a_Meta);
switch (m_BlockType)
{
case E_BLOCK_OAK_FENCE_GATE: return 13;
case E_BLOCK_SPRUCE_FENCE_GATE: return 34;
case E_BLOCK_BIRCH_FENCE_GATE: return 2;
case E_BLOCK_JUNGLE_FENCE_GATE: return 10;
case E_BLOCK_DARK_OAK_FENCE_GATE: return 26;
case E_BLOCK_ACACIA_FENCE_GATE: return 15;
default:
{
ASSERT(!"Unhandled blocktype in fence gate handler!");
return 0;
}
}
}
} ;