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cuberite-2a/src/Entities/HangingEntity.h

114 lines
2.7 KiB
C++

#pragma once
#include "Entity.h"
// tolua_begin
class cHangingEntity :
public cEntity
{
typedef cEntity super;
public:
// tolua_end
CLASS_PROTODEF(cHangingEntity)
cHangingEntity(eEntityType a_EntityType, eBlockFace a_BlockFace, double a_X, double a_Y, double a_Z);
// tolua_begin
/** Returns the direction in which the entity is facing. */
eBlockFace GetFacing() const { return cHangingEntity::ProtocolFaceToBlockFace(m_Facing); }
/** Set the direction in which the entity is facing. */
void SetFacing(eBlockFace a_Facing)
{
m_Facing = cHangingEntity::BlockFaceToProtocolFace(a_Facing);
}
// tolua_end
/** Returns the direction in which the entity is facing. */
Byte GetProtocolFacing() const { return m_Facing; }
/** Set the direction in which the entity is facing. */
void SetProtocolFacing(Byte a_Facing)
{
ASSERT(a_Facing <= 3);
m_Facing = a_Facing;
}
protected:
virtual void SpawnOn(cClientHandle & a_ClientHandle) override;
virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override
{
UNUSED(a_Dt);
UNUSED(a_Chunk);
}
/** Converts protocol hanging item facing to eBlockFace values */
inline static eBlockFace ProtocolFaceToBlockFace(Byte a_ProtocolFace)
{
eBlockFace Dir;
// The client uses different values for item frame directions and block faces. Our constants are for the block faces, so we convert them here to item frame faces
switch (a_ProtocolFace)
{
case 0: Dir = BLOCK_FACE_ZP; break;
case 2: Dir = BLOCK_FACE_ZM; break;
case 1: Dir = BLOCK_FACE_XM; break;
case 3: Dir = BLOCK_FACE_XP; break;
default:
{
LOGINFO("Invalid facing (%d) in a cHangingEntity, adjusting to BLOCK_FACE_XP.", a_ProtocolFace);
ASSERT(!"Tried to convert a bad facing!");
Dir = cHangingEntity::ProtocolFaceToBlockFace(3);
}
}
return Dir;
}
/** Converts eBlockFace values to protocol hanging item faces */
inline static Byte BlockFaceToProtocolFace(eBlockFace a_BlockFace)
{
Byte Dir;
// The client uses different values for item frame directions and block faces. Our constants are for the block faces, so we convert them here to item frame faces
switch (a_BlockFace)
{
case BLOCK_FACE_ZP: Dir = 0; break;
case BLOCK_FACE_ZM: Dir = 2; break;
case BLOCK_FACE_XM: Dir = 1; break;
case BLOCK_FACE_XP: Dir = 3; break;
case BLOCK_FACE_YP:
case BLOCK_FACE_YM:
case BLOCK_FACE_NONE:
{
// Uncomment when entities are initialised with their real data, instead of dummy values:
// LOGINFO("Invalid facing (%d) in a cHangingEntity, adjusting to BLOCK_FACE_XP.", a_BlockFace);
// ASSERT(!"Tried to convert a bad facing!");
Dir = cHangingEntity::BlockFaceToProtocolFace(BLOCK_FACE_XP);
}
}
return Dir;
}
Byte m_Facing;
}; // tolua_export