#pragma once
#include "BlockHandler.h"
#include "../World.h"
class cBlockTorchHandler :
public cBlockHandler
{
public:
cBlockTorchHandler(BLOCKTYPE a_BlockType)
: cBlockHandler(a_BlockType)
{
}
virtual bool GetPlacementBlockTypeMeta(
cWorld * a_World, cPlayer * a_Player,
int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace,
int a_CursorX, int a_CursorY, int a_CursorZ,
BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
) override
{
// Find proper placement. Use the player-supplied one as the default, but fix if not okay:
if (!TorchCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace))
{
a_BlockFace = FindSuitableFace(a_World, a_BlockX, a_BlockY, a_BlockZ);
if (a_BlockFace == BLOCK_FACE_BOTTOM)
{
return false;
}
}
a_BlockType = m_BlockType;
a_BlockMeta = DirectionToMetaData(a_BlockFace);
return true;
}
static NIBBLETYPE DirectionToMetaData(char a_Direction) // tolua_export
{ // tolua_export
switch (a_Direction)
{
case BLOCK_FACE_BOTTOM: ASSERT(!"Shouldn't be getting this face"); return 0;
case BLOCK_FACE_TOP: return E_META_TORCH_FLOOR;
case BLOCK_FACE_EAST: return E_META_TORCH_EAST;
case BLOCK_FACE_WEST: return E_META_TORCH_WEST;
case BLOCK_FACE_NORTH: return E_META_TORCH_NORTH;
case BLOCK_FACE_SOUTH: return E_META_TORCH_SOUTH;
default:
{
ASSERT(!"Unhandled torch direction!");
break;
}
};
return 0x0;
} // tolua_export
static char MetaDataToDirection(NIBBLETYPE a_MetaData) // tolua_export
{ // tolua_export
switch (a_MetaData)
{
case 0: return BLOCK_FACE_TOP; // by default, the torches stand on the ground
case E_META_TORCH_FLOOR: return BLOCK_FACE_TOP;
case E_META_TORCH_EAST: return BLOCK_FACE_EAST;
case E_META_TORCH_WEST: return BLOCK_FACE_WEST;
case E_META_TORCH_NORTH: return BLOCK_FACE_NORTH;
case E_META_TORCH_SOUTH: return BLOCK_FACE_SOUTH;
default:
{
ASSERT(!"Unhandled torch metadata");
break;
}
}
return 0;
} // tolua_export
static bool IsAttachedTo(const Vector3i & a_TorchPos, char a_TorchMeta, const Vector3i & a_BlockPos)
{
switch (a_TorchMeta)
{
case 0x0:
case E_META_TORCH_FLOOR: return ((a_TorchPos - a_BlockPos).Equals(Vector3i(0, 1, 0)));
case E_META_TORCH_EAST: return ((a_TorchPos - a_BlockPos).Equals(Vector3i(0, 0, -1)));
case E_META_TORCH_WEST: return ((a_TorchPos - a_BlockPos).Equals(Vector3i(0, 0, 1)));
case E_META_TORCH_NORTH: return ((a_TorchPos - a_BlockPos).Equals(Vector3i(-1, 0, 0)));
case E_META_TORCH_SOUTH: return ((a_TorchPos - a_BlockPos).Equals(Vector3i(1, 0, 0)));
default:
{
ASSERT(!"Unhandled torch meta!");
break;
}
}
return false;
}
virtual bool DoesAllowBlockOnTop(void) override
{
return true;
//was false
}
static bool CanBePlacedOn(BLOCKTYPE a_BlockType, char a_Direction)
{
switch (a_BlockType)
{
//case E_BLOCK_GLASS:
//case E_BLOCK_FENCE:
//case E_BLOCK_NETHER_BRICK_FENCE:
//case E_BLOCK_PISTON:
//case E_BLOCK_IRON_BARS
if ( g_BlockIsSolid[a_BlockType] {
return (a_Direction == 0x1); // allow only direction "standing on floor"
}
else {
//default:
//{
return g_BlockIsSolid[a_BlockType];
}
}
}
static bool TorchCanBePlacedAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace)
{
// TODO: If placing a torch from below, check all 4 XZ neighbors, place it on that neighbor instead
// How to propagate that change up?
// Simon: The easiest way is to calculate the position two times, shouldn�t cost much cpu power :)
if (a_BlockFace == BLOCK_FACE_BOTTOM)
{
return false;
}
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, true);
return CanBePlacedOn(a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ), a_BlockFace);
}
/// Finds a suitable Face for the Torch. Returns BLOCK_FACE_BOTTOM on failure
static char FindSuitableFace(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
{
for (int i = 1; i <= 5; i++)
{
if (TorchCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, i))
{
return i;
}
}
return BLOCK_FACE_BOTTOM;
}
/*
virtual bool CanBePlacedAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace) override
{
if (TorchCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace))
{
return true;
}
return (FindSuitableFace(a_World, a_BlockX, a_BlockY, a_BlockZ) != BLOCK_FACE_BOTTOM);
}
*/
virtual bool CanBeAt(int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
{
// TODO: Use AdjustCoordsByMeta(), then cChunk::UnboundedRelGetBlock() and finally some comparison
char Face = MetaDataToDirection(a_Chunk.GetMeta(a_RelX, a_RelY, a_RelZ));
int BlockX = a_RelX + a_Chunk.GetPosX() * cChunkDef::Width;
int BlockZ = a_RelZ + a_Chunk.GetPosZ() * cChunkDef::Width;
return TorchCanBePlacedAt(a_Chunk.GetWorld(), BlockX, a_RelY, BlockZ, Face);
}
virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
{
// Always drop meta = 0
a_Pickups.push_back(cItem(m_BlockType, 1, 0));
}
virtual const char * GetStepSound(void) override
{
return "step.wood";
}
virtual NIBBLETYPE MetaRotateCCW(NIBBLETYPE a_Meta) override
{
// Bit 4 stays, the rest is swapped around according to a table:
NIBBLETYPE TopBits = (a_Meta & 0x08);
switch (a_Meta & 0x07)
{
case 0x01: return TopBits | 0x04; // East -> North
case 0x02: return TopBits | 0x03; // West -> South
case 0x03: return TopBits | 0x01; // South -> East
case 0x04: return TopBits | 0x02; // North -> West
default: return a_Meta; // Floor -> Floor
}
}
virtual NIBBLETYPE MetaRotateCW(NIBBLETYPE a_Meta) override
{
// Bit 4 stays, the rest is swapped around according to a table:
NIBBLETYPE TopBits = (a_Meta & 0x08);
switch (a_Meta & 0x07)
{
case 0x01: return TopBits | 0x03; // East -> South
case 0x02: return TopBits | 0x04; // West -> North
case 0x03: return TopBits | 0x02; // South -> West
case 0x04: return TopBits | 0x01; // North -> East
default: return a_Meta; // Floor -> Floor
}
}
virtual NIBBLETYPE MetaMirrorXY(NIBBLETYPE a_Meta) override
{
// Bit 4 stays, the rest is swapped around according to a table:
NIBBLETYPE TopBits = (a_Meta & 0x08);
switch (a_Meta & 0x07)
{
case 0x03: return TopBits | 0x04; // South -> North
case 0x04: return TopBits | 0x03; // North -> South
default: return a_Meta; // Keep the rest
}
}
// Mirroring around the XZ plane doesn't make sense for floor torches,
// the others stay the same, so let's keep all the metas the same.
// The base class does tht for us, no need to override MetaMirrorXZ()
virtual NIBBLETYPE MetaMirrorYZ(NIBBLETYPE a_Meta) override
{
// Bit 4 stays, the rest is swapped around according to a table:
NIBBLETYPE TopBits = (a_Meta & 0x08);
switch (a_Meta & 0x07)
{
case 0x01: return TopBits | 0x02; // East -> West
case 0x02: return TopBits | 0x01; // West -> East
default: return a_Meta; // Keep the rest
}
}
} ;