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author | worktycho <work.tycho@gmail.com> | 2013-12-09 18:51:12 +0100 |
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committer | worktycho <work.tycho@gmail.com> | 2013-12-09 18:51:12 +0100 |
commit | 843605d59ebc128be0a578dc6f45ef8c05da6e79 (patch) | |
tree | 3ffebc6ba27baf7a9e1d4bc51501ffeea9b14226 /source/Blocks/BlockTorch.h | |
parent | merged makefile changes (diff) | |
parent | Fix Undefined behavior at Bindings/LuaWindow line 32 (diff) | |
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Diffstat (limited to 'source/Blocks/BlockTorch.h')
-rw-r--r-- | source/Blocks/BlockTorch.h | 260 |
1 files changed, 0 insertions, 260 deletions
diff --git a/source/Blocks/BlockTorch.h b/source/Blocks/BlockTorch.h deleted file mode 100644 index 6e43453bf..000000000 --- a/source/Blocks/BlockTorch.h +++ /dev/null @@ -1,260 +0,0 @@ -#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; - } - - - static bool CanBePlacedOn(BLOCKTYPE a_BlockType, char a_BlockFace) - { - switch (a_BlockType) - { - case E_BLOCK_GLASS: - case E_BLOCK_FENCE: - case E_BLOCK_NETHER_BRICK_FENCE: - case E_BLOCK_PISTON: - case E_BLOCK_WORKBENCH: - { - return (a_BlockFace == BLOCK_FACE_TOP); // allow only direction "standing on floor" on these blocks - } - - default: - { - return g_BlockIsSolid[a_BlockType]; // Any placement on solid blocks - } - } - } - - - 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 - } - } -} ; - - - - |