1
0
Fork 0
cuberite-2a/src/Items/ItemDoor.h

132 lines
3.9 KiB
C++

#pragma once
#include "ItemHandler.h"
#include "../World.h"
#include "../Blocks/BlockDoor.h"
class cItemDoorHandler:
public cItemHandler
{
using Super = cItemHandler;
public:
cItemDoorHandler(int a_ItemType):
Super(a_ItemType)
{
}
virtual bool GetBlocksToPlace(
cWorld & a_World, cPlayer & a_Player, const cItem & a_EquippedItem,
const Vector3i a_PlacedBlockPos,
eBlockFace a_ClickedBlockFace,
const Vector3i a_CursorPos,
sSetBlockVector & a_BlocksToSet
) override
{
// Vanilla only allows door placement while clicking on the top face of the block below the door:
if (a_ClickedBlockFace != BLOCK_FACE_TOP)
{
return false;
}
// Door (bottom block) can be placed in Y range of [1, 254]:
if ((a_PlacedBlockPos.y < 1) || (a_PlacedBlockPos.y >= cChunkDef::Height - 2))
{
return false;
}
// The door needs a compatible block below it:
auto BelowPos = a_PlacedBlockPos.addedY(-1);
if (!cBlockDoorHandler::CanBeOn(a_World.GetBlock(BelowPos), a_World.GetBlockMeta(BelowPos)))
{
return false;
}
// Get the block type of the door to place:
BLOCKTYPE BlockType;
switch (m_ItemType)
{
case E_ITEM_WOODEN_DOOR: BlockType = E_BLOCK_OAK_DOOR; break;
case E_ITEM_IRON_DOOR: BlockType = E_BLOCK_IRON_DOOR; break;
case E_ITEM_SPRUCE_DOOR: BlockType = E_BLOCK_SPRUCE_DOOR; break;
case E_ITEM_BIRCH_DOOR: BlockType = E_BLOCK_BIRCH_DOOR; break;
case E_ITEM_JUNGLE_DOOR: BlockType = E_BLOCK_JUNGLE_DOOR; break;
case E_ITEM_DARK_OAK_DOOR: BlockType = E_BLOCK_DARK_OAK_DOOR; break;
case E_ITEM_ACACIA_DOOR: BlockType = E_BLOCK_ACACIA_DOOR; break;
default:
{
ASSERT(!"Unhandled door type");
return false;
}
}
// Check the two blocks that will get replaced by the door:
auto UpperBlockPos = a_PlacedBlockPos.addedY(1);
BLOCKTYPE LowerBlockType = a_World.GetBlock(a_PlacedBlockPos);
BLOCKTYPE UpperBlockType = a_World.GetBlock(UpperBlockPos);
if (
!cBlockDoorHandler::CanReplaceBlock(LowerBlockType) ||
!cBlockDoorHandler::CanReplaceBlock(UpperBlockType))
{
return false;
}
// Get the coords of the neighboring blocks:
NIBBLETYPE LowerBlockMeta = cBlockDoorHandler::YawToMetaData(a_Player.GetYaw());
Vector3i RelDirToOutside = cBlockDoorHandler::GetRelativeDirectionToOutside(LowerBlockMeta);
Vector3i LeftNeighborPos = RelDirToOutside;
LeftNeighborPos.TurnCW();
LeftNeighborPos.Move(a_PlacedBlockPos);
Vector3i RightNeighborPos = RelDirToOutside;
RightNeighborPos.TurnCCW();
RightNeighborPos.Move(a_PlacedBlockPos);
// Decide whether the hinge is on the left (default) or on the right:
NIBBLETYPE UpperBlockMeta = 0x08;
BLOCKTYPE LeftNeighborBlock = a_World.GetBlock(LeftNeighborPos);
BLOCKTYPE RightNeighborBlock = a_World.GetBlock(RightNeighborPos);
/*
// DEBUG:
FLOGD("Door being placed at {0}", a_PlacedBlockPos);
FLOGD("RelDirToOutside: {0}", RelDirToOutside);
FLOGD("Left neighbor at {0}: {1} ({2})", LeftNeighborPos, LeftNeighborBlock, ItemTypeToString(LeftNeighborBlock));
FLOGD("Right neighbor at {0}: {1} ({2})", RightNeighborPos, RightNeighborBlock, ItemTypeToString(RightNeighborBlock));
*/
if (
cBlockDoorHandler::IsDoorBlockType(LeftNeighborBlock) || // The block to the left is a door block
(
!cBlockInfo::IsSolid(LeftNeighborBlock) && // Prioritize hinge on the left side
cBlockInfo::IsSolid(RightNeighborBlock) && // The block to the right is solid...
!cBlockDoorHandler::IsDoorBlockType(RightNeighborBlock) // ... but not a door
)
)
{
// DEBUG: LOGD("Setting hinge to right side");
UpperBlockMeta = 0x09; // Upper block | hinge on right
}
// Set the blocks:
a_BlocksToSet.emplace_back(a_PlacedBlockPos, BlockType, LowerBlockMeta);
a_BlocksToSet.emplace_back(UpperBlockPos, BlockType, UpperBlockMeta);
return true;
}
virtual bool IsPlaceable(void) override
{
return true;
}
} ;