#pragma once #include "BlockHandler.h" #include "Mixins.h" class cBlockStairsHandler final : public cClearMetaOnDrop> { using Super = cClearMetaOnDrop>; public: using Super::Super; private: 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 } ;