#pragma once #include "BlockHandler.h" #include "../World.h" class cBlockTorchHandler : public cBlockHandler { public: cBlockTorchHandler(BLOCKTYPE a_BlockType) : cBlockHandler(a_BlockType) { } virtual bool GetPlacementBlockTypeMeta( 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, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta ) override { // Find proper placement. Use the player-supplied one as the default, but fix if not okay: if (!TorchCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace)) { a_BlockFace = FindSuitableFace(a_World, a_BlockX, a_BlockY, a_BlockZ); if (a_BlockFace == BLOCK_FACE_BOTTOM) { return false; } } a_BlockType = m_BlockType; a_BlockMeta = DirectionToMetaData(a_BlockFace); return true; } static NIBBLETYPE DirectionToMetaData(char a_Direction) // tolua_export { // tolua_export switch (a_Direction) { case BLOCK_FACE_BOTTOM: ASSERT(!"Shouldn't be getting this face"); return 0; case BLOCK_FACE_TOP: return E_META_TORCH_FLOOR; case BLOCK_FACE_EAST: return E_META_TORCH_EAST; case BLOCK_FACE_WEST: return E_META_TORCH_WEST; case BLOCK_FACE_NORTH: return E_META_TORCH_NORTH; case BLOCK_FACE_SOUTH: return E_META_TORCH_SOUTH; default: { ASSERT(!"Unhandled torch direction!"); break; } }; return 0x0; } // tolua_export static char MetaDataToDirection(NIBBLETYPE a_MetaData) // tolua_export { // tolua_export switch (a_MetaData) { case 0: return BLOCK_FACE_TOP; // by default, the torches stand on the ground case E_META_TORCH_FLOOR: return BLOCK_FACE_TOP; case E_META_TORCH_EAST: return BLOCK_FACE_EAST; case E_META_TORCH_WEST: return BLOCK_FACE_WEST; case E_META_TORCH_NORTH: return BLOCK_FACE_NORTH; case E_META_TORCH_SOUTH: return BLOCK_FACE_SOUTH; default: { ASSERT(!"Unhandled torch metadata"); break; } } return 0; } // tolua_export static bool IsAttachedTo(const Vector3i & a_TorchPos, char a_TorchMeta, const Vector3i & a_BlockPos) { switch (a_TorchMeta) { case 0x0: case E_META_TORCH_FLOOR: return ((a_TorchPos - a_BlockPos).Equals(Vector3i(0, 1, 0))); case E_META_TORCH_EAST: return ((a_TorchPos - a_BlockPos).Equals(Vector3i(0, 0, -1))); case E_META_TORCH_WEST: return ((a_TorchPos - a_BlockPos).Equals(Vector3i(0, 0, 1))); case E_META_TORCH_NORTH: return ((a_TorchPos - a_BlockPos).Equals(Vector3i(-1, 0, 0))); case E_META_TORCH_SOUTH: return ((a_TorchPos - a_BlockPos).Equals(Vector3i(1, 0, 0))); default: { ASSERT(!"Unhandled torch meta!"); break; } } return false; } virtual bool DoesAllowBlockOnTop(void) override { return false; } static bool CanBePlacedOn(BLOCKTYPE a_BlockType, char a_Direction) { switch (a_BlockType) { case E_BLOCK_GLASS: case E_BLOCK_FENCE: case E_BLOCK_NETHER_BRICK_FENCE: { return (a_Direction == 0x1); // allow only direction "standing on floor" } default: { return g_BlockIsSolid[a_BlockType]; } } } static bool TorchCanBePlacedAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace) { // TODO: If placing a torch from below, check all 4 XZ neighbors, place it on that neighbor instead // How to propagate that change up? // Simon: The easiest way is to calculate the position two times, shouldn´t cost much cpu power :) if (a_BlockFace == BLOCK_FACE_BOTTOM) { return false; } AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, true); return CanBePlacedOn(a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ), a_BlockFace); } /// Finds a suitable Face for the Torch. Returns BLOCK_FACE_BOTTOM on failure static char FindSuitableFace(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ) { for (int i = 1; i <= 5; i++) { if (TorchCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, i)) { return i; } } return BLOCK_FACE_BOTTOM; } /* virtual bool CanBePlacedAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace) override { if (TorchCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace)) { return true; } return (FindSuitableFace(a_World, a_BlockX, a_BlockY, a_BlockZ) != BLOCK_FACE_BOTTOM); } */ virtual bool CanBeAt(int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override { // TODO: Use AdjustCoordsByMeta(), then cChunk::UnboundedRelGetBlock() and finally some comparison char Face = MetaDataToDirection(a_Chunk.GetMeta(a_RelX, a_RelY, a_RelZ)); int BlockX = a_RelX + a_Chunk.GetPosX() * cChunkDef::Width; int BlockZ = a_RelZ + a_Chunk.GetPosZ() * cChunkDef::Width; return TorchCanBePlacedAt(a_Chunk.GetWorld(), BlockX, a_RelY, BlockZ, Face); } virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override { // Always drop meta = 0 a_Pickups.push_back(cItem(m_BlockType, 1, 0)); } virtual const char * GetStepSound(void) override { return "step.wood"; } virtual NIBBLETYPE MetaRotateCCW(NIBBLETYPE a_Meta) override { // Bit 4 stays, the rest is swapped around according to a table: NIBBLETYPE TopBits = (a_Meta & 0x08); switch (a_Meta & 0x07) { case 0x01: return TopBits | 0x04; // East -> North case 0x02: return TopBits | 0x03; // West -> South case 0x03: return TopBits | 0x01; // South -> East case 0x04: return TopBits | 0x02; // North -> West default: return a_Meta; // Floor -> Floor } } virtual NIBBLETYPE MetaRotateCW(NIBBLETYPE a_Meta) override { // Bit 4 stays, the rest is swapped around according to a table: NIBBLETYPE TopBits = (a_Meta & 0x08); switch (a_Meta & 0x07) { case 0x01: return TopBits | 0x03; // East -> South case 0x02: return TopBits | 0x04; // West -> North case 0x03: return TopBits | 0x02; // South -> West case 0x04: return TopBits | 0x01; // North -> East default: return a_Meta; // Floor -> Floor } } virtual NIBBLETYPE MetaMirrorXY(NIBBLETYPE a_Meta) override { // Bit 4 stays, the rest is swapped around according to a table: NIBBLETYPE TopBits = (a_Meta & 0x08); switch (a_Meta & 0x07) { case 0x03: return TopBits | 0x04; // South -> North case 0x04: return TopBits | 0x03; // North -> South default: return a_Meta; // Keep the rest } } // Mirroring around the XZ plane doesn't make sense for floor torches, // the others stay the same, so let's keep all the metas the same. // The base class does tht for us, no need to override MetaMirrorXZ() virtual NIBBLETYPE MetaMirrorYZ(NIBBLETYPE a_Meta) override { // Bit 4 stays, the rest is swapped around according to a table: NIBBLETYPE TopBits = (a_Meta & 0x08); switch (a_Meta & 0x07) { case 0x01: return TopBits | 0x02; // East -> West case 0x02: return TopBits | 0x01; // West -> East default: return a_Meta; // Keep the rest } } } ;