#pragma once #include "BlockHandler.h" #include "Mixins.h" class cBlockStairsHandler : public cClearMetaOnDrop> { using Super = cClearMetaOnDrop>; public: using Super::Super; private: virtual bool GetPlacementBlockTypeMeta( cChunkInterface & a_ChunkInterface, cPlayer & a_Player, const Vector3i a_PlacedBlockPos, eBlockFace a_ClickedBlockFace, const Vector3i a_CursorPos, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta ) const override { UNUSED(a_ChunkInterface); UNUSED(a_PlacedBlockPos); UNUSED(a_CursorPos); a_BlockType = m_BlockType; a_BlockMeta = RotationToMetaData(a_Player.GetYaw()); switch (a_ClickedBlockFace) { 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_CursorPos.y > 8) { a_BlockMeta |= 0x4; } break; } case BLOCK_FACE_NONE: return false; } return true; } 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) const override { // Toggle bit 3: return (a_Meta & 0x0b) | ((~a_Meta) & 0x04); } virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) const 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; case E_BLOCK_PURPUR_STAIRS: return 16; 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; } } } /** 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(Vector3d a_RelPosition, 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_RelPosition.y < ((a_RelPosition.x > 0.5) ? 1.0 : 0.5)); } else if ((a_BlockMeta & 0x3) == 1) // tall side is west (-X) { return (a_RelPosition.y < ((a_RelPosition.x < 0.5) ? 1.0 : 0.5)); } else if ((a_BlockMeta & 0x3) == 2) // tall side is south (+Z) { return (a_RelPosition.y < ((a_RelPosition.z > 0.5) ? 1.0 : 0.5)); } else if ((a_BlockMeta & 0x3) == 3) // tall side is north (-Z) { return (a_RelPosition.y < ((a_RelPosition.z < 0.5) ? 1.0 : 0.5)); } return false; } #endif } ;