summaryrefslogblamecommitdiffstats
path: root/src/Blocks/BlockDoor.h
blob: 53f84b553a4ddd3396af6efa3595151f697a892b (plain) (tree)
1
2
3
4
5
6
7
8



                         
                               
                  
                        
                           




                         
                                                                              
 
                                                                                      


                                                 
                                                                                                                                                            
                                                                                                                                                                                                                                               
                                                                                                                                                                                                               
 



                                                                     
 
                                               
                                                                       
                                                                                 










                                                                             

                                                                                                     





                                          
                                                                      


                            
 

                                                                                          




































                                                                    




                                                                
                 


         





                                             
                                                                                                                                     
         







                                                                                               

                                                                                                                            
         

 
                                                          
















                                                      

 
                                                                   










                                                                  
                                    


                                                         
                                    


                                                        
                                    


                    
                                    



                 












                                                                                                              
                                                                          
                                                             
         











                                                   



                                             
                 


         

                                                                                      
                                                                                                              
         

                                                                                                      


         




                                                                                                                           
         
                                                                                              
 
                                       
                 



                                                                                                                      
                                                                                             

                                                                                                                    
                                                                 


                    



                                                                                                                    
                                                                           


                                                                                                                 
                 


         
                                                                                                        

                                                                                                                      
                                                                                          
                                            



                               


                                                                                                      
                 
                               

                 
                                  

                                                                                           
                 
                                                                   
                                                                                             


                    




                                                                                                            




                                                                                        
                                                                                                            
         
                                                                                                                                 
         




   

#pragma once

#include "BlockHandler.h"
#include "../Entities/Player.h"
#include "Chunk.h"
#include "MetaRotator.h"
#include "ChunkInterface.h"




class cBlockDoorHandler :
	public cMetaRotator<cBlockHandler, 0x03, 0x01, 0x02, 0x03, 0x00, true>
{
	typedef cMetaRotator<cBlockHandler, 0x03, 0x01, 0x02, 0x03, 0x00, true> super;
public:
	cBlockDoorHandler(BLOCKTYPE a_BlockType);

	virtual void OnDestroyed(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, int a_BlockX, int a_BlockY, int a_BlockZ) override;
	virtual void OnUse(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ) override;
	virtual void OnCancelRightClick(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace) override;

	virtual NIBBLETYPE MetaRotateCCW(NIBBLETYPE a_Meta) override;
	virtual NIBBLETYPE MetaRotateCW(NIBBLETYPE a_Meta)  override;
	virtual NIBBLETYPE MetaMirrorXY(NIBBLETYPE a_Meta)  override;
	virtual NIBBLETYPE MetaMirrorYZ(NIBBLETYPE a_Meta)  override;

	virtual bool GetPlacementBlockTypeMeta(
		cChunkInterface & a_ChunkInterface, cPlayer * a_Player,
		int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
		int a_CursorX, int a_CursorY, int a_CursorZ,
		BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
	) override
	{
		// If clicking a bottom face, place the door one block lower:
		if (a_BlockFace == BLOCK_FACE_BOTTOM)
		{
			a_BlockY--;
		}

		if (
			!CanReplaceBlock(a_ChunkInterface.GetBlock(a_BlockX, a_BlockY, a_BlockZ)) ||
			!CanReplaceBlock(a_ChunkInterface.GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ))
		)
		{
			return false;
		}
		
		a_BlockType = m_BlockType;
		a_BlockMeta = PlayerYawToMetaData(a_Player->GetYaw());
		return true;
	}


	virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
	{
		switch (m_BlockType)
		{
			case E_BLOCK_WOODEN_DOOR:
			{
				a_Pickups.Add(E_ITEM_WOODEN_DOOR);
				break;
			}
			case E_BLOCK_ACACIA_DOOR:
			{
				a_Pickups.Add(E_ITEM_ACACIA_DOOR);
				break;
			}
			case E_BLOCK_BIRCH_DOOR:
			{
				a_Pickups.Add(E_ITEM_BIRCH_DOOR);
				break;
			}
			case E_BLOCK_DARK_OAK_DOOR:
			{
				a_Pickups.Add(E_ITEM_DARK_OAK_DOOR);
				break;
			}
			case E_BLOCK_JUNGLE_DOOR:
			{
				a_Pickups.Add(E_ITEM_JUNGLE_DOOR);
				break;
			}
			case E_BLOCK_SPRUCE_DOOR:
			{
				a_Pickups.Add(E_ITEM_SPRUCE_DOOR);
				break;
			}
			case E_BLOCK_IRON_DOOR:
			{
				a_Pickups.Add(E_ITEM_IRON_DOOR);
				break;
			}
			default:
			{
				ASSERT(!"Unhandled door type!");
				break;
			}
		}
	}


	virtual bool IsUseable(void) override
	{
		return true;
	}


	virtual bool CanBeAt(cChunkInterface & a_ChunkInterface, int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
	{
		return ((a_RelY > 0) && CanBeOn(a_Chunk.GetBlock(a_RelX, a_RelY - 1, a_RelZ)));
	}


	/** Returns true if door can be placed on the specified block type. */
	static bool CanBeOn(BLOCKTYPE a_BlockType)
	{
		// Vanilla refuses to place doors on transparent blocks
		// We need to keep the door compatible with itself, otherwise the top half drops while the bottom half stays
		return !cBlockInfo::IsTransparent(a_BlockType) || IsDoorBlockType(a_BlockType);
	}


	static bool CanReplaceBlock(BLOCKTYPE a_BlockType)
	{
		switch (a_BlockType)
		{
			case E_BLOCK_AIR:
			case E_BLOCK_TALL_GRASS:
			case E_BLOCK_WATER:
			case E_BLOCK_STATIONARY_WATER:
			case E_BLOCK_LAVA:
			case E_BLOCK_STATIONARY_LAVA:
			case E_BLOCK_SNOW:
			case E_BLOCK_FIRE:
			{
				return true;
			}
		}
		return false;
	}


	/** Converts the player's yaw to placed door's blockmeta */
	inline static NIBBLETYPE PlayerYawToMetaData(double a_Yaw)
	{
		ASSERT((a_Yaw >= -180) && (a_Yaw < 180));
		
		a_Yaw += 90 + 45;
		if (a_Yaw > 360)
		{
			a_Yaw -= 360;
		}
		if ((a_Yaw >= 0) && (a_Yaw < 90))
		{
			return 0x00;
		}
		else if ((a_Yaw >= 180) && (a_Yaw < 270))
		{
			return 0x02;
		}
		else if ((a_Yaw >= 90) && (a_Yaw < 180))
		{
			return 0x01;
		}
		else
		{
			return 0x03;
		}
	}


	/** Returns a vector pointing one block in the direction the door is facing (where the outside is). */
	inline static Vector3i GetRelativeDirectionToOutside(NIBBLETYPE a_BlockMeta)
	{
		switch (a_BlockMeta & 0x03)
		{
			case 0:  return Vector3i(-1, 0,  0);  // Facing West  / XM
			case 1:  return Vector3i( 0, 0, -1);  // Facing North / ZM
			case 2:  return Vector3i( 1, 0,  0);  // Facing East  / XP
			default: return Vector3i( 0, 0,  1);  // Facing South / ZP
		}
	}


	/** Returns true if the specified blocktype is any kind of door */
	inline static bool IsDoorBlockType(BLOCKTYPE a_Block)
	{
		switch (a_Block)
		{
			case E_BLOCK_ACACIA_DOOR:
			case E_BLOCK_BIRCH_DOOR:
			case E_BLOCK_DARK_OAK_DOOR:
			case E_BLOCK_IRON_DOOR:
			case E_BLOCK_JUNGLE_DOOR:
			case E_BLOCK_SPRUCE_DOOR:
			case E_BLOCK_WOODEN_DOOR:
			{
				return true;
			}
			default:
			{
				return false;
			}
		}
	}


	/** Returns true iff the door at the specified coords is open.
	The coords may point to either the top part or the bottom part of the door. */
	static NIBBLETYPE IsOpen(cChunkInterface & a_ChunkInterface, int a_BlockX, int a_BlockY, int a_BlockZ)
	{
		NIBBLETYPE Meta = GetCompleteDoorMeta(a_ChunkInterface, a_BlockX, a_BlockY, a_BlockZ);
		return ((Meta & 0x04) != 0);
	}


	/** Returns the complete meta composed from the both parts of the door as (TopMeta << 4) | BottomMeta
	The coords may point to either part of the door.
	The returned value has bit 3 (0x08) set iff the coords point to the top part of the door.
	Fails gracefully for (invalid) doors on the world's top and bottom. */
	static NIBBLETYPE GetCompleteDoorMeta(cChunkInterface & a_ChunkInterface, int a_BlockX, int a_BlockY, int a_BlockZ)
	{
		NIBBLETYPE Meta = a_ChunkInterface.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);

		if ((Meta & 0x08) != 0)
		{
			// The coords are pointing at the top part of the door
			if (a_BlockX > 0)
			{
				NIBBLETYPE DownMeta = a_ChunkInterface.GetBlockMeta(a_BlockX, a_BlockY - 1, a_BlockZ);
				return (NIBBLETYPE) ((DownMeta & 0x07) | 0x08 | (Meta << 4));
			}
			// This is the top part of the door at the bottommost layer of the world, there's no bottom:
			return (NIBBLETYPE) (0x08 | (Meta << 4));
		}
		else
		{
			// The coords are pointing at the bottom part of the door
			if (a_BlockY < cChunkDef::Height - 1)
			{
				NIBBLETYPE UpMeta = a_ChunkInterface.GetBlockMeta(a_BlockX, a_BlockY + 1, a_BlockZ);
				return (NIBBLETYPE) (Meta | (UpMeta << 4));
			}
			// This is the bottom part of the door at the topmost layer of the world, there's no top:
			return Meta;
		}
	}


	/** Sets the door to the specified state. If the door is already in that state, does nothing. */
	static void SetOpen(cChunkInterface & a_ChunkInterface, int a_BlockX, int a_BlockY, int a_BlockZ, bool a_Open)
	{
		BLOCKTYPE Block = a_ChunkInterface.GetBlock(a_BlockX, a_BlockY, a_BlockZ);
		if (!IsDoorBlockType(Block))
		{
			return;
		}

		NIBBLETYPE Meta = GetCompleteDoorMeta(a_ChunkInterface, a_BlockX, a_BlockY, a_BlockZ);
		bool IsOpened = ((Meta & 0x04) != 0);
		if (IsOpened == a_Open)
		{
			return;
		}

		// Change the door
		NIBBLETYPE NewMeta = (Meta & 0x07) ^ 0x04;  // Flip the "IsOpen" bit (0x04)
		if ((Meta & 0x08) == 0)
		{
			// The block is the bottom part of the door
			a_ChunkInterface.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, NewMeta);
		}
		else
		{
			// The block is the top part of the door, set the meta to the corresponding top part
			if (a_BlockY > 0)
			{
				a_ChunkInterface.SetBlockMeta(a_BlockX, a_BlockY - 1, a_BlockZ, NewMeta);
			}
		}
	}


	/** Changes the door at the specified coords from open to close or vice versa */
	static void ChangeDoor(cChunkInterface & a_ChunkInterface, int a_BlockX, int a_BlockY, int a_BlockZ)
	{
		SetOpen(a_ChunkInterface, a_BlockX, a_BlockY, a_BlockZ, !IsOpen(a_ChunkInterface, a_BlockX, a_BlockY, a_BlockZ));
	}
} ;