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#pragma once
#include "BlockHandler.h"
#include "Mixins.h"
class cBlockStairsHandler final :
public cClearMetaOnDrop<cYawRotator<cBlockHandler, 0x03, 0x03, 0x00, 0x02, 0x01, true>>
{
using Super = cClearMetaOnDrop<cYawRotator<cBlockHandler, 0x03, 0x03, 0x00, 0x02, 0x01, true>>;
public:
using Super::Super;
static bool IsAnyStairType(BLOCKTYPE a_Block)
{
switch (a_Block)
{
case E_BLOCK_SANDSTONE_STAIRS:
case E_BLOCK_BIRCH_WOOD_STAIRS:
case E_BLOCK_QUARTZ_STAIRS:
case E_BLOCK_JUNGLE_WOOD_STAIRS:
case E_BLOCK_RED_SANDSTONE_STAIRS:
case E_BLOCK_COBBLESTONE_STAIRS:
case E_BLOCK_STONE_BRICK_STAIRS:
case E_BLOCK_OAK_WOOD_STAIRS:
case E_BLOCK_ACACIA_WOOD_STAIRS:
case E_BLOCK_PURPUR_STAIRS:
case E_BLOCK_DARK_OAK_WOOD_STAIRS:
case E_BLOCK_BRICK_STAIRS:
case E_BLOCK_NETHER_BRICK_STAIRS:
case E_BLOCK_SPRUCE_WOOD_STAIRS:
return true;
default:
{
return false;
}
}
}
private:
virtual NIBBLETYPE MetaMirrorXZ(NIBBLETYPE a_Meta) const override
{
// Toggle bit 3:
return (a_Meta & 0x0b) | ((~a_Meta) & 0x04);
}
virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) const override
{
UNUSED(a_Meta);
switch (m_BlockType)
{
case E_BLOCK_SANDSTONE_STAIRS:
case E_BLOCK_BIRCH_WOOD_STAIRS: return 2;
case E_BLOCK_QUARTZ_STAIRS: return 8;
case E_BLOCK_JUNGLE_WOOD_STAIRS:
case E_BLOCK_RED_SANDSTONE_STAIRS: return 10;
case E_BLOCK_COBBLESTONE_STAIRS:
case E_BLOCK_STONE_BRICK_STAIRS: return 11;
case E_BLOCK_OAK_WOOD_STAIRS: return 13;
case E_BLOCK_ACACIA_WOOD_STAIRS: return 15;
case E_BLOCK_PURPUR_STAIRS: return 16;
case E_BLOCK_DARK_OAK_WOOD_STAIRS: return 26;
case E_BLOCK_BRICK_STAIRS: return 28;
case E_BLOCK_NETHER_BRICK_STAIRS: return 35;
case E_BLOCK_SPRUCE_WOOD_STAIRS: return 34;
default:
{
ASSERT(!"Unhandled blocktype in stairs handler!");
return 0;
}
}
}
/** EXCEPTION a.k.a. why is this removed:
This collision-detection is actually more accurate than the client, but since the client itself
sends inaccurate / sparse data, it's easier to just err on the side of the client and keep the
two in sync by assuming that if a player hit ANY of the stair's bounding cube, it counts as the ground. */
#if 0
bool IsInsideBlock(Vector3d a_RelPosition, const BLOCKTYPE a_BlockType, const NIBBLETYPE a_BlockMeta)
{
if (a_BlockMeta & 0x4) // upside down
{
return true;
}
else if ((a_BlockMeta & 0x3) == 0) // tall side is east (+X)
{
return (a_RelPosition.y < ((a_RelPosition.x > 0.5) ? 1.0 : 0.5));
}
else if ((a_BlockMeta & 0x3) == 1) // tall side is west (-X)
{
return (a_RelPosition.y < ((a_RelPosition.x < 0.5) ? 1.0 : 0.5));
}
else if ((a_BlockMeta & 0x3) == 2) // tall side is south (+Z)
{
return (a_RelPosition.y < ((a_RelPosition.z > 0.5) ? 1.0 : 0.5));
}
else if ((a_BlockMeta & 0x3) == 3) // tall side is north (-Z)
{
return (a_RelPosition.y < ((a_RelPosition.z < 0.5) ? 1.0 : 0.5));
}
return false;
}
#endif
} ;
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