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

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#pragma once
#include "BlockHandler.h"
#include "Mixins.h"
class cBlockStairsHandler :
public cClearMetaOnDrop<cMetaRotator<cBlockHandler, 0x03, 0x03, 0x00, 0x02, 0x01, true>>
{
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using Super = cClearMetaOnDrop<cMetaRotator<cBlockHandler, 0x03, 0x03, 0x00, 0x02, 0x01, true>>;
public:
cBlockStairsHandler(BLOCKTYPE a_BlockType):
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Super(a_BlockType)
{
}
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virtual bool GetPlacementBlockTypeMeta(
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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,
int a_CursorX, int a_CursorY, int a_CursorZ,
BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
) override
{
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UNUSED(a_ChunkInterface);
UNUSED(a_BlockX);
UNUSED(a_BlockY);
UNUSED(a_BlockZ);
UNUSED(a_CursorX);
UNUSED(a_CursorZ);
a_BlockType = m_BlockType;
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a_BlockMeta = RotationToMetaData(a_Player.GetYaw());
switch (a_BlockFace)
{
case BLOCK_FACE_TOP: break;
case BLOCK_FACE_BOTTOM: a_BlockMeta = a_BlockMeta | 0x4; break; // When placing onto a bottom face, always place an upside-down stairs block
case BLOCK_FACE_EAST:
case BLOCK_FACE_NORTH:
case BLOCK_FACE_SOUTH:
case BLOCK_FACE_WEST:
{
// When placing onto a sideways face, check cursor, if in top half, make it an upside-down stairs block
if (a_CursorY > 8)
{
a_BlockMeta |= 0x4;
}
break;
}
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case BLOCK_FACE_NONE: return false;
}
return true;
}
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static NIBBLETYPE RotationToMetaData(double a_Rotation)
{
a_Rotation += 90 + 45; // So its not aligned with axis
if (a_Rotation > 360)
{
a_Rotation -= 360;
}
if ((a_Rotation >= 0) && (a_Rotation < 90))
{
return 0x0;
}
else if ((a_Rotation >= 180) && (a_Rotation < 270))
{
return 0x1;
}
else if ((a_Rotation >= 90) && (a_Rotation < 180))
{
return 0x2;
}
else
{
return 0x3;
}
}
virtual NIBBLETYPE MetaMirrorXZ(NIBBLETYPE a_Meta) override
{
// Toggle bit 3:
return (a_Meta & 0x0b) | ((~a_Meta) & 0x04);
}
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virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) override
{
UNUSED(a_Meta);
switch (m_BlockType)
{
case E_BLOCK_SANDSTONE_STAIRS:
case E_BLOCK_BIRCH_WOOD_STAIRS: return 2;
case E_BLOCK_QUARTZ_STAIRS: return 8;
case E_BLOCK_JUNGLE_WOOD_STAIRS:
case E_BLOCK_RED_SANDSTONE_STAIRS: return 10;
case E_BLOCK_COBBLESTONE_STAIRS:
case E_BLOCK_STONE_BRICK_STAIRS: return 11;
case E_BLOCK_OAK_WOOD_STAIRS: return 13;
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;
case E_BLOCK_BRICK_STAIRS: return 28;
case E_BLOCK_NETHER_BRICK_STAIRS: return 35;
case E_BLOCK_SPRUCE_WOOD_STAIRS: return 34;
default:
{
ASSERT(!"Unhandled blocktype in stairs handler!");
return 0;
}
}
}
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/** EXCEPTION a.k.a. why is this removed:
This collision-detection is actually more accurate than the client, but since the client itself
sends inaccurate / sparse data, it's easier to just err on the side of the client and keep the
two in sync by assuming that if a player hit ANY of the stair's bounding cube, it counts as the ground. */
#if 0
bool IsInsideBlock(const Vector3d & a_Position, const BLOCKTYPE a_BlockType, const NIBBLETYPE a_BlockMeta)
{
if (a_BlockMeta & 0x4) // upside down
{
return true;
}
else if ((a_BlockMeta & 0x3) == 0) // tall side is east (+X)
{
return a_Position.y < ((a_Position.x > 0.5) ? 1.0 : 0.5);
}
else if ((a_BlockMeta & 0x3) == 1) // tall side is west (-X)
{
return a_Position.y < ((a_Position.x < 0.5) ? 1.0 : 0.5);
}
else if ((a_BlockMeta & 0x3) == 2) // tall side is south (+Z)
{
return a_Position.y < ((a_Position.z > 0.5) ? 1.0 : 0.5);
}
else if ((a_BlockMeta & 0x3) == 3) // tall side is north (-Z)
{
return a_Position.y < ((a_Position.z < 0.5) ? 1.0 : 0.5);
}
return false;
}
#endif
} ;