#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 of torch if ((a_BlockFace == BLOCK_FACE_TOP) || (a_BlockFace == BLOCK_FACE_BOTTOM)) { a_BlockFace = FindSuitableFace(a_World, a_BlockX, a_BlockY, a_BlockZ); // Top or bottom faces clicked, find a suitable face if (a_BlockFace == BLOCK_FACE_NONE) { // Client wouldn't have sent anything anyway, but whatever return false; } } else { // Not top or bottom faces, try to preserve whatever face was clicked if (!TorchCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace)) { // Torch couldn't be placed on whatever face was clicked, last ditch resort - find another face a_BlockFace = FindSuitableFace(a_World, a_BlockX, a_BlockY, a_BlockZ); if (a_BlockFace == BLOCK_FACE_NONE) { 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; } static bool CanBePlacedOn(BLOCKTYPE a_BlockType, char a_BlockFace) { if ( !g_BlockIsTorchPlaceable[a_BlockType] ) { return (a_BlockFace == BLOCK_FACE_TOP); // Allow placement only when torch upright } else { return true; } } static bool TorchCanBePlacedAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace) { 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 to place the torch, returning BLOCK_FACE_NONE on failure static char FindSuitableFace(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ) { for (int i = 0; i <= 5; i++) { AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, i, true); BLOCKTYPE BlockInQuestion = a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ); if ( ((BlockInQuestion == E_BLOCK_GLASS) || (BlockInQuestion == E_BLOCK_FENCE) || (BlockInQuestion == E_BLOCK_NETHER_BRICK_FENCE) || (BlockInQuestion == E_BLOCK_COBBLESTONE_WALL)) && (i == BLOCK_FACE_TOP) ) { return i; } else if ((g_BlockIsTorchPlaceable[BlockInQuestion]) && (i != BLOCK_FACE_BOTTOM)) { return i; } else { AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, i, false); } } return BLOCK_FACE_NONE; } /* 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 { 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; AddFaceDirection(a_RelX, a_RelY, a_RelZ, Face, true); BLOCKTYPE BlockInQuestion; a_Chunk.UnboundedRelGetBlockType(a_RelX, a_RelY, a_RelZ, BlockInQuestion); if ( (BlockInQuestion == E_BLOCK_GLASS) || (BlockInQuestion == E_BLOCK_FENCE) || (BlockInQuestion == E_BLOCK_NETHER_BRICK_FENCE) || (BlockInQuestion == E_BLOCK_COBBLESTONE_WALL) ) { // Torches can be placed on tops of glass and fences, despite them being 'untorcheable' // No need to check for upright orientation, it was done when the torch was placed return true; } else if ( !g_BlockIsTorchPlaceable[BlockInQuestion] ) { return false; } else { return true; } } 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 } } } ;