a62b2b1be2
* Move item placement into item handlers + Add appropriate CanBeAt checks in cPlayer::PlaceBlocks, into which all placement handlers call. * Partly addresses #5157 * Fixes #4878 * Fixes #2919 * Fixes #4629 * Fixes #4239 * Fixes #4849 Co-authored-by: changyong guo <guo1487@163.com> Co-authored-by: Xotheus <shady3300@outlook.com> Co-authored-by: Krist Pregracke <krist@tiger-scm.com> * Review fixes * Update APIDesc.lua * Rename Co-authored-by: changyong guo <guo1487@163.com> Co-authored-by: Xotheus <shady3300@outlook.com> Co-authored-by: Krist Pregracke <krist@tiger-scm.com>
98 lines
2.4 KiB
C++
98 lines
2.4 KiB
C++
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#pragma once
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#include "BlockHandler.h"
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#include "Mixins.h"
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class cBlockStairsHandler final :
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public cClearMetaOnDrop<cYawRotator<cBlockHandler, 0x03, 0x03, 0x00, 0x02, 0x01, true>>
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{
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using Super = cClearMetaOnDrop<cYawRotator<cBlockHandler, 0x03, 0x03, 0x00, 0x02, 0x01, true>>;
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public:
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using Super::Super;
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private:
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virtual NIBBLETYPE MetaMirrorXZ(NIBBLETYPE a_Meta) const override
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{
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// Toggle bit 3:
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return (a_Meta & 0x0b) | ((~a_Meta) & 0x04);
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}
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virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) const override
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{
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UNUSED(a_Meta);
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switch (m_BlockType)
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{
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case E_BLOCK_SANDSTONE_STAIRS:
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case E_BLOCK_BIRCH_WOOD_STAIRS: return 2;
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case E_BLOCK_QUARTZ_STAIRS: return 8;
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case E_BLOCK_JUNGLE_WOOD_STAIRS:
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case E_BLOCK_RED_SANDSTONE_STAIRS: return 10;
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case E_BLOCK_COBBLESTONE_STAIRS:
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case E_BLOCK_STONE_BRICK_STAIRS: return 11;
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case E_BLOCK_OAK_WOOD_STAIRS: return 13;
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case E_BLOCK_ACACIA_WOOD_STAIRS: return 15;
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case E_BLOCK_PURPUR_STAIRS: return 16;
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case E_BLOCK_DARK_OAK_WOOD_STAIRS: return 26;
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case E_BLOCK_BRICK_STAIRS: return 28;
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case E_BLOCK_NETHER_BRICK_STAIRS: return 35;
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case E_BLOCK_SPRUCE_WOOD_STAIRS: return 34;
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default:
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{
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ASSERT(!"Unhandled blocktype in stairs handler!");
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return 0;
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}
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}
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}
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/** EXCEPTION a.k.a. why is this removed:
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This collision-detection is actually more accurate than the client, but since the client itself
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sends inaccurate / sparse data, it's easier to just err on the side of the client and keep the
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two in sync by assuming that if a player hit ANY of the stair's bounding cube, it counts as the ground. */
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#if 0
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bool IsInsideBlock(Vector3d a_RelPosition, const BLOCKTYPE a_BlockType, const NIBBLETYPE a_BlockMeta)
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{
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if (a_BlockMeta & 0x4) // upside down
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{
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return true;
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}
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else if ((a_BlockMeta & 0x3) == 0) // tall side is east (+X)
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{
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return (a_RelPosition.y < ((a_RelPosition.x > 0.5) ? 1.0 : 0.5));
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}
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else if ((a_BlockMeta & 0x3) == 1) // tall side is west (-X)
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{
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return (a_RelPosition.y < ((a_RelPosition.x < 0.5) ? 1.0 : 0.5));
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}
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else if ((a_BlockMeta & 0x3) == 2) // tall side is south (+Z)
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{
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return (a_RelPosition.y < ((a_RelPosition.z > 0.5) ? 1.0 : 0.5));
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}
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else if ((a_BlockMeta & 0x3) == 3) // tall side is north (-Z)
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{
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return (a_RelPosition.y < ((a_RelPosition.z < 0.5) ? 1.0 : 0.5));
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}
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return false;
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}
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#endif
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} ;
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