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#pragma once
#include "Entity.h"
// tolua_begin
class cHangingEntity :
public cEntity
{
// tolua_end
using Super = cEntity;
public: // tolua_export
CLASS_PROTODEF(cHangingEntity)
cHangingEntity(eEntityType a_EntityType, eBlockFace a_BlockFace, Vector3d a_Pos);
/** Returns the direction in which the entity is facing. */
eBlockFace GetFacing() const { return cHangingEntity::ProtocolFaceToBlockFace(m_Facing); } // tolua_export
/** Returns the direction in which the entity is facing. */
Byte GetProtocolFacing() const { return m_Facing; }
/** Returns if the given block can support hanging entity placements. */
static bool IsValidSupportBlock(BLOCKTYPE a_BlockType); // tolua_export
/** Set the direction in which the entity is facing. */
void SetFacing(eBlockFace a_Facing)
{
m_Facing = cHangingEntity::BlockFaceToProtocolFace(a_Facing);
}
/** Set the direction in which the entity is facing. */
void SetProtocolFacing(Byte a_Facing)
{
ASSERT(a_Facing <= 3);
m_Facing = a_Facing;
}
protected:
Byte m_Facing;
virtual void KilledBy(TakeDamageInfo & a_TDI) override;
virtual void SpawnOn(cClientHandle & a_ClientHandle) override;
virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
/** Converts protocol hanging item facing to eBlockFace values */
inline static eBlockFace ProtocolFaceToBlockFace(Byte a_ProtocolFace)
{
// 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: return BLOCK_FACE_ZP;
case 2: return BLOCK_FACE_ZM;
case 1: return BLOCK_FACE_XM;
case 3: return BLOCK_FACE_XP;
default:
{
LOGINFO("Invalid facing (%d) in a cHangingEntity, adjusting to BLOCK_FACE_XP.", a_ProtocolFace);
ASSERT(!"Tried to convert a bad facing!");
return cHangingEntity::ProtocolFaceToBlockFace(3);
}
}
}
/** Converts eBlockFace values to protocol hanging item faces */
inline static Byte BlockFaceToProtocolFace(eBlockFace a_BlockFace)
{
// 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: return 0;
case BLOCK_FACE_ZM: return 2;
case BLOCK_FACE_XM: return 1;
case BLOCK_FACE_XP: return 3;
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!");
return cHangingEntity::BlockFaceToProtocolFace(BLOCK_FACE_XP);
}
}
UNREACHABLE("Unsupported block face");
}
}; // tolua_export
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