summaryrefslogtreecommitdiffstats
path: root/source/Blocks/BlockTorch.h
blob: 97e31533b0d38c5bb9e01b37d502f636ac7b2271 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200

#pragma once

#include "BlockHandler.h"
#include "../Torch.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 = cTorch::DirectionToMetaData(a_BlockFace);
		return true;
	}
	

	virtual bool DoesAllowBlockOnTop(void) override
	{
		return 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:
			{
				return (a_Direction == 0x1);  // allow only direction "standing on floor"
			}
			
			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 cTorch::AdjustCoordsByMeta(), then cChunk::UnboundedRelGetBlock() and finally some comparison
		char Face = cTorch::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
		}
	}
} ;