#pragma once
#include "BlockHandler.h"
#include "../Entities/Player.h"
#include "Chunk.h"
#include "MetaRotator.h"
#include "ChunkInterface.h"
class cBlockDoorHandler :
public cMetaRotator<cBlockHandler, 0x03, 0x01, 0x02, 0x03, 0x00, true>
{
typedef cMetaRotator<cBlockHandler, 0x03, 0x01, 0x02, 0x03, 0x00, true> super;
public:
cBlockDoorHandler(BLOCKTYPE a_BlockType);
virtual void OnDestroyed(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, int a_BlockX, int a_BlockY, int a_BlockZ) override;
virtual void OnUse(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ) override;
virtual void OnCancelRightClick(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace) override;
virtual NIBBLETYPE MetaRotateCCW(NIBBLETYPE a_Meta) override;
virtual NIBBLETYPE MetaRotateCW(NIBBLETYPE a_Meta) override;
virtual NIBBLETYPE MetaMirrorXY(NIBBLETYPE a_Meta) override;
virtual NIBBLETYPE MetaMirrorYZ(NIBBLETYPE a_Meta) override;
virtual bool GetPlacementBlockTypeMeta(
cChunkInterface & a_ChunkInterface, cPlayer * a_Player,
int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
int a_CursorX, int a_CursorY, int a_CursorZ,
BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
) override
{
// If clicking a bottom face, place the door one block lower:
if (a_BlockFace == BLOCK_FACE_BOTTOM)
{
a_BlockY--;
}
if (
!CanReplaceBlock(a_ChunkInterface.GetBlock(a_BlockX, a_BlockY, a_BlockZ)) ||
!CanReplaceBlock(a_ChunkInterface.GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ))
)
{
return false;
}
a_BlockType = m_BlockType;
a_BlockMeta = PlayerYawToMetaData(a_Player->GetYaw());
return true;
}
virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
{
switch (m_BlockType)
{
case E_BLOCK_WOODEN_DOOR:
{
a_Pickups.Add(E_ITEM_WOODEN_DOOR);
break;
}
case E_BLOCK_ACACIA_DOOR:
{
a_Pickups.Add(E_ITEM_ACACIA_DOOR);
break;
}
case E_BLOCK_BIRCH_DOOR:
{
a_Pickups.Add(E_ITEM_BIRCH_DOOR);
break;
}
case E_BLOCK_DARK_OAK_DOOR:
{
a_Pickups.Add(E_ITEM_DARK_OAK_DOOR);
break;
}
case E_BLOCK_JUNGLE_DOOR:
{
a_Pickups.Add(E_ITEM_JUNGLE_DOOR);
break;
}
case E_BLOCK_SPRUCE_DOOR:
{
a_Pickups.Add(E_ITEM_SPRUCE_DOOR);
break;
}
case E_BLOCK_IRON_DOOR:
{
a_Pickups.Add(E_ITEM_IRON_DOOR);
break;
}
default:
{
ASSERT(!"Unhandled door type!");
break;
}
}
}
virtual bool IsUseable(void) override
{
return true;
}
virtual bool CanBeAt(cChunkInterface & a_ChunkInterface, int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
{
return ((a_RelY > 0) && CanBeOn(a_Chunk.GetBlock(a_RelX, a_RelY - 1, a_RelZ)));
}
/** Returns true if door can be placed on the specified block type. */
static bool CanBeOn(BLOCKTYPE a_BlockType)
{
// Vanilla refuses to place doors on transparent blocks
return !cBlockInfo::IsTransparent(a_BlockType);
}
static bool CanReplaceBlock(BLOCKTYPE a_BlockType)
{
switch (a_BlockType)
{
case E_BLOCK_AIR:
case E_BLOCK_TALL_GRASS:
case E_BLOCK_WATER:
case E_BLOCK_STATIONARY_WATER:
case E_BLOCK_LAVA:
case E_BLOCK_STATIONARY_LAVA:
case E_BLOCK_SNOW:
case E_BLOCK_FIRE:
{
return true;
}
}
return false;
}
/** Converts the player's yaw to placed door's blockmeta */
inline static NIBBLETYPE PlayerYawToMetaData(double a_Yaw)
{
ASSERT((a_Yaw >= -180) && (a_Yaw < 180));
a_Yaw += 90 + 45;
if (a_Yaw > 360)
{
a_Yaw -= 360;
}
if ((a_Yaw >= 0) && (a_Yaw < 90))
{
return 0x00;
}
else if ((a_Yaw >= 180) && (a_Yaw < 270))
{
return 0x02;
}
else if ((a_Yaw >= 90) && (a_Yaw < 180))
{
return 0x01;
}
else
{
return 0x03;
}
}
/** Returns a vector pointing one block in the direction the door is facing (where the outside is). */
inline static Vector3i GetRelativeDirectionToOutside(NIBBLETYPE a_BlockMeta)
{
switch (a_BlockMeta & 0x03)
{
case 0: return Vector3i(-1, 0, 0); // Facing West / XM
case 1: return Vector3i( 0, 0, -1); // Facing North / ZM
case 2: return Vector3i( 1, 0, 0); // Facing East / XP
default: return Vector3i( 0, 0, 1); // Facing South / ZP
}
}
/** Returns true if the specified blocktype is any kind of door */
inline static bool IsDoorBlockType(BLOCKTYPE a_Block)
{
switch (a_Block)
{
case E_BLOCK_ACACIA_DOOR:
case E_BLOCK_BIRCH_DOOR:
case E_BLOCK_DARK_OAK_DOOR:
case E_BLOCK_IRON_DOOR:
case E_BLOCK_JUNGLE_DOOR:
case E_BLOCK_SPRUCE_DOOR:
case E_BLOCK_WOODEN_DOOR:
{
return true;
}
default:
{
return false;
}
}
}
/** Returns true iff the door at the specified coords is open.
The coords may point to either the top part or the bottom part of the door. */
static NIBBLETYPE IsOpen(cChunkInterface & a_ChunkInterface, int a_BlockX, int a_BlockY, int a_BlockZ)
{
NIBBLETYPE Meta = GetCompleteDoorMeta(a_ChunkInterface, a_BlockX, a_BlockY, a_BlockZ);
return ((Meta & 0x04) != 0);
}
/** Returns the complete meta composed from the both parts of the door as (TopMeta << 4) | BottomMeta
The coords may point to either part of the door.
The returned value has bit 3 (0x08) set iff the coords point to the top part of the door.
Fails gracefully for (invalid) doors on the world's top and bottom. */
static NIBBLETYPE GetCompleteDoorMeta(cChunkInterface & a_ChunkInterface, int a_BlockX, int a_BlockY, int a_BlockZ)
{
NIBBLETYPE Meta = a_ChunkInterface.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
if ((Meta & 0x08) != 0)
{
// The coords are pointing at the top part of the door
if (a_BlockX > 0)
{
NIBBLETYPE DownMeta = a_ChunkInterface.GetBlockMeta(a_BlockX, a_BlockY - 1, a_BlockZ);
return (NIBBLETYPE) ((DownMeta & 0x07) | 0x08 | (Meta << 4));
}
// This is the top part of the door at the bottommost layer of the world, there's no bottom:
return (NIBBLETYPE) (0x08 | (Meta << 4));
}
else
{
// The coords are pointing at the bottom part of the door
if (a_BlockY < cChunkDef::Height - 1)
{
NIBBLETYPE UpMeta = a_ChunkInterface.GetBlockMeta(a_BlockX, a_BlockY + 1, a_BlockZ);
return (NIBBLETYPE) (Meta | (UpMeta << 4));
}
// This is the bottom part of the door at the topmost layer of the world, there's no top:
return Meta;
}
}
/** Sets the door to the specified state. If the door is already in that state, does nothing. */
static void SetOpen(cChunkInterface & a_ChunkInterface, int a_BlockX, int a_BlockY, int a_BlockZ, bool a_Open)
{
BLOCKTYPE Block = a_ChunkInterface.GetBlock(a_BlockX, a_BlockY, a_BlockZ);
if (!IsDoorBlockType(Block))
{
return;
}
NIBBLETYPE Meta = GetCompleteDoorMeta(a_ChunkInterface, a_BlockX, a_BlockY, a_BlockZ);
bool IsOpened = ((Meta & 0x04) != 0);
if (IsOpened == a_Open)
{
return;
}
// Change the door
NIBBLETYPE NewMeta = (Meta & 0x07) ^ 0x04; // Flip the "IsOpen" bit (0x04)
if ((Meta & 0x08) == 0)
{
// The block is the bottom part of the door
a_ChunkInterface.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, NewMeta);
}
else
{
// The block is the top part of the door, set the meta to the corresponding top part
if (a_BlockY > 0)
{
a_ChunkInterface.SetBlockMeta(a_BlockX, a_BlockY - 1, a_BlockZ, NewMeta);
}
}
}
/** Changes the door at the specified coords from open to close or vice versa */
static void ChangeDoor(cChunkInterface & a_ChunkInterface, int a_BlockX, int a_BlockY, int a_BlockZ)
{
SetOpen(a_ChunkInterface, a_BlockX, a_BlockY, a_BlockZ, !IsOpen(a_ChunkInterface, a_BlockX, a_BlockY, a_BlockZ));
}
} ;