641a1286c1
This is related to #127, but until we know more about the change, I'm not closing the issue.
261 lines
7.0 KiB
C++
261 lines
7.0 KiB
C++
#pragma once
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#include "BlockHandler.h"
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#include "../World.h"
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class cBlockTorchHandler :
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public cBlockHandler
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{
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public:
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cBlockTorchHandler(BLOCKTYPE a_BlockType)
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: cBlockHandler(a_BlockType)
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{
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}
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virtual bool GetPlacementBlockTypeMeta(
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cWorld * a_World, cPlayer * a_Player,
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int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace,
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int a_CursorX, int a_CursorY, int a_CursorZ,
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BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
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) override
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{
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// Find proper placement. Use the player-supplied one as the default, but fix if not okay:
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if (!TorchCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace))
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{
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a_BlockFace = FindSuitableFace(a_World, a_BlockX, a_BlockY, a_BlockZ);
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if (a_BlockFace == BLOCK_FACE_BOTTOM)
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{
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return false;
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}
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}
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a_BlockType = m_BlockType;
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a_BlockMeta = DirectionToMetaData(a_BlockFace);
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return true;
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}
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static NIBBLETYPE DirectionToMetaData(char a_Direction) // tolua_export
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{ // tolua_export
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switch (a_Direction)
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{
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case BLOCK_FACE_BOTTOM: ASSERT(!"Shouldn't be getting this face"); return 0;
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case BLOCK_FACE_TOP: return E_META_TORCH_FLOOR;
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case BLOCK_FACE_EAST: return E_META_TORCH_EAST;
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case BLOCK_FACE_WEST: return E_META_TORCH_WEST;
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case BLOCK_FACE_NORTH: return E_META_TORCH_NORTH;
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case BLOCK_FACE_SOUTH: return E_META_TORCH_SOUTH;
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default:
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{
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ASSERT(!"Unhandled torch direction!");
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break;
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}
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};
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return 0x0;
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} // tolua_export
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static char MetaDataToDirection(NIBBLETYPE a_MetaData) // tolua_export
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{ // tolua_export
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switch (a_MetaData)
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{
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case 0: return BLOCK_FACE_TOP; // by default, the torches stand on the ground
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case E_META_TORCH_FLOOR: return BLOCK_FACE_TOP;
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case E_META_TORCH_EAST: return BLOCK_FACE_EAST;
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case E_META_TORCH_WEST: return BLOCK_FACE_WEST;
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case E_META_TORCH_NORTH: return BLOCK_FACE_NORTH;
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case E_META_TORCH_SOUTH: return BLOCK_FACE_SOUTH;
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default:
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{
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ASSERT(!"Unhandled torch metadata");
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break;
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}
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}
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return 0;
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} // tolua_export
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static bool IsAttachedTo(const Vector3i & a_TorchPos, char a_TorchMeta, const Vector3i & a_BlockPos)
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{
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switch (a_TorchMeta)
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{
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case 0x0:
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case E_META_TORCH_FLOOR: return ((a_TorchPos - a_BlockPos).Equals(Vector3i(0, 1, 0)));
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case E_META_TORCH_EAST: return ((a_TorchPos - a_BlockPos).Equals(Vector3i(0, 0, -1)));
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case E_META_TORCH_WEST: return ((a_TorchPos - a_BlockPos).Equals(Vector3i(0, 0, 1)));
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case E_META_TORCH_NORTH: return ((a_TorchPos - a_BlockPos).Equals(Vector3i(-1, 0, 0)));
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case E_META_TORCH_SOUTH: return ((a_TorchPos - a_BlockPos).Equals(Vector3i(1, 0, 0)));
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default:
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{
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ASSERT(!"Unhandled torch meta!");
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break;
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}
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}
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return false;
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}
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virtual bool DoesAllowBlockOnTop(void) override
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{
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return true;
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}
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static bool CanBePlacedOn(BLOCKTYPE a_BlockType, char a_BlockFace)
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{
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switch (a_BlockType)
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{
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case E_BLOCK_GLASS:
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case E_BLOCK_FENCE:
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case E_BLOCK_NETHER_BRICK_FENCE:
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case E_BLOCK_PISTON:
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case E_BLOCK_WORKBENCH:
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{
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return (a_BlockFace == BLOCK_FACE_TOP); // allow only direction "standing on floor" on these blocks
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}
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default:
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{
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return g_BlockIsSolid[a_BlockType]; // Any placement on solid blocks
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}
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}
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}
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static bool TorchCanBePlacedAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace)
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{
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// TODO: If placing a torch from below, check all 4 XZ neighbors, place it on that neighbor instead
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// How to propagate that change up?
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// Simon: The easiest way is to calculate the position two times, shouldn't cost much cpu power :)
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if (a_BlockFace == BLOCK_FACE_BOTTOM)
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{
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return false;
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}
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, true);
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return CanBePlacedOn(a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ), a_BlockFace);
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}
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/// Finds a suitable Face for the Torch. Returns BLOCK_FACE_BOTTOM on failure
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static char FindSuitableFace(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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for (int i = 1; i <= 5; i++)
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{
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if (TorchCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, i))
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{
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return i;
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}
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}
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return BLOCK_FACE_BOTTOM;
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}
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/*
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virtual bool CanBePlacedAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace) override
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{
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if (TorchCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace))
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{
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return true;
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}
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return (FindSuitableFace(a_World, a_BlockX, a_BlockY, a_BlockZ) != BLOCK_FACE_BOTTOM);
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}
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*/
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virtual bool CanBeAt(int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
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{
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// TODO: Use AdjustCoordsByMeta(), then cChunk::UnboundedRelGetBlock() and finally some comparison
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char Face = MetaDataToDirection(a_Chunk.GetMeta(a_RelX, a_RelY, a_RelZ));
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int BlockX = a_RelX + a_Chunk.GetPosX() * cChunkDef::Width;
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int BlockZ = a_RelZ + a_Chunk.GetPosZ() * cChunkDef::Width;
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return TorchCanBePlacedAt(a_Chunk.GetWorld(), BlockX, a_RelY, BlockZ, Face);
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}
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virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
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{
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// Always drop meta = 0
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a_Pickups.push_back(cItem(m_BlockType, 1, 0));
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}
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virtual const char * GetStepSound(void) override
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{
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return "step.wood";
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}
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virtual NIBBLETYPE MetaRotateCCW(NIBBLETYPE a_Meta) override
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{
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// Bit 4 stays, the rest is swapped around according to a table:
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NIBBLETYPE TopBits = (a_Meta & 0x08);
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switch (a_Meta & 0x07)
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{
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case 0x01: return TopBits | 0x04; // East -> North
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case 0x02: return TopBits | 0x03; // West -> South
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case 0x03: return TopBits | 0x01; // South -> East
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case 0x04: return TopBits | 0x02; // North -> West
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default: return a_Meta; // Floor -> Floor
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}
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}
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virtual NIBBLETYPE MetaRotateCW(NIBBLETYPE a_Meta) override
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{
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// Bit 4 stays, the rest is swapped around according to a table:
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NIBBLETYPE TopBits = (a_Meta & 0x08);
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switch (a_Meta & 0x07)
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{
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case 0x01: return TopBits | 0x03; // East -> South
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case 0x02: return TopBits | 0x04; // West -> North
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case 0x03: return TopBits | 0x02; // South -> West
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case 0x04: return TopBits | 0x01; // North -> East
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default: return a_Meta; // Floor -> Floor
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}
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}
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virtual NIBBLETYPE MetaMirrorXY(NIBBLETYPE a_Meta) override
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{
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// Bit 4 stays, the rest is swapped around according to a table:
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NIBBLETYPE TopBits = (a_Meta & 0x08);
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switch (a_Meta & 0x07)
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{
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case 0x03: return TopBits | 0x04; // South -> North
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case 0x04: return TopBits | 0x03; // North -> South
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default: return a_Meta; // Keep the rest
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}
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}
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// Mirroring around the XZ plane doesn't make sense for floor torches,
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// the others stay the same, so let's keep all the metas the same.
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// The base class does tht for us, no need to override MetaMirrorXZ()
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virtual NIBBLETYPE MetaMirrorYZ(NIBBLETYPE a_Meta) override
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{
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// Bit 4 stays, the rest is swapped around according to a table:
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NIBBLETYPE TopBits = (a_Meta & 0x08);
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switch (a_Meta & 0x07)
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{
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case 0x01: return TopBits | 0x02; // East -> West
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case 0x02: return TopBits | 0x01; // West -> East
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default: return a_Meta; // Keep the rest
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}
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}
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} ;
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