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author | bearbin <bearbin@gmail.com> | 2013-07-29 14:55:26 +0200 |
---|---|---|
committer | bearbin <bearbin@gmail.com> | 2013-07-29 14:55:26 +0200 |
commit | fb1044c4e55c726753d094b66756a1cb3bc60ee8 (patch) | |
tree | c61e56725da7dff0154d566722651e2c39c9d6c6 /source/Blocks/BlockTorch.h | |
parent | WebAdmin: Removed the duplicate memory usage querying (diff) | |
parent | Changed everyting to Unix line endings. (diff) | |
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Diffstat (limited to 'source/Blocks/BlockTorch.h')
-rw-r--r-- | source/Blocks/BlockTorch.h | 518 |
1 files changed, 259 insertions, 259 deletions
diff --git a/source/Blocks/BlockTorch.h b/source/Blocks/BlockTorch.h index 9951b8ea4..00e0a585c 100644 --- a/source/Blocks/BlockTorch.h +++ b/source/Blocks/BlockTorch.h @@ -1,259 +1,259 @@ -
-#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 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 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
- }
- }
-} ;
-
-
-
-
+ +#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 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 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 + } + } +} ; + + + + |