#pragma once #include "BlockHandler.h" #include "MetaRotator.h" #include "../EffectID.h" class cBlockFenceGateHandler : public cMetaRotator { public: cBlockFenceGateHandler(BLOCKTYPE a_BlockType) : cMetaRotator(a_BlockType) { } virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override { a_Pickups.Add(m_BlockType, 1, 0); // Reset meta to zero } virtual bool GetPlacementBlockTypeMeta( cChunkInterface & a_ChunkInterface, cPlayer * a_Player, 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 { a_BlockType = m_BlockType; a_BlockMeta = PlayerYawToMetaData(a_Player->GetYaw()); return true; } virtual bool OnUse(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ) override { NIBBLETYPE OldMetaData = a_ChunkInterface.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ); NIBBLETYPE NewMetaData = PlayerYawToMetaData(a_Player->GetYaw()); OldMetaData ^= 4; // Toggle the gate if ((OldMetaData & 1) == (NewMetaData & 1)) { // Standing in front of the gate - apply new direction a_ChunkInterface.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, (OldMetaData & 4) | (NewMetaData & 3)); } else { // Standing aside - use last direction a_ChunkInterface.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, OldMetaData); } a_Player->GetWorld()->BroadcastSoundParticleEffect(EffectID::SFX_RANDOM_DOOR_OPEN_CLOSE, a_BlockX, a_BlockY, a_BlockZ, 0, a_Player->GetClientHandle()); return true; } virtual void OnCancelRightClick(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace) override { a_WorldInterface.SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, a_Player); } virtual bool IsUseable(void) override { return true; } /** Converts the player's yaw to placed gate's blockmeta */ inline static NIBBLETYPE PlayerYawToMetaData(double a_Yaw) { ASSERT((a_Yaw >= -180) && (a_Yaw < 180)); a_Yaw += 360 + 45; if (a_Yaw > 360) { a_Yaw -= 360; } if ((a_Yaw >= 0) && (a_Yaw < 90)) { return 0x0; } else if ((a_Yaw >= 180) && (a_Yaw < 270)) { return 0x2; } else if ((a_Yaw >= 90) && (a_Yaw < 180)) { return 0x1; } else { return 0x3; } } virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) override { UNUSED(a_Meta); switch (m_BlockType) { case E_BLOCK_OAK_FENCE_GATE: return 13; case E_BLOCK_SPRUCE_FENCE_GATE: return 34; case E_BLOCK_BIRCH_FENCE_GATE: return 2; case E_BLOCK_JUNGLE_FENCE_GATE: return 10; case E_BLOCK_DARK_OAK_FENCE_GATE: return 26; case E_BLOCK_ACACIA_FENCE_GATE: return 15; default: { ASSERT(!"Unhandled blocktype in fence gate handler!"); return 0; } } } } ;