#pragma once
#include "ItemHandler.h"
#include "../World.h"
#include "../Blocks/BlockDoor.h"
class cItemDoorHandler :
public cItemHandler
{
public:
cItemDoorHandler(int a_ItemType) :
cItemHandler(a_ItemType)
{
}
virtual bool OnPlayerPlace(
cWorld & a_World, cPlayer & a_Player, const cItem & a_EquippedItem,
int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
int a_CursorX, int a_CursorY, int a_CursorZ
) override
{
// Vanilla only allows door placement while clicking on the top face of the block below the door:
if (a_BlockFace != BLOCK_FACE_NONE)
{
return false;
}
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
// Door (bottom block) can be placed in Y range of [1, 254]:
if ((a_BlockY < 1) || (a_BlockY + 2 >= cChunkDef::Height))
{
return false;
}
// The door needs a compatible block below it:
if ((a_BlockY > 0) && cBlockDoorHandler::CanBeOn(a_World.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ)))
{
return false;
}
// Get the block type of the door to place:
BLOCKTYPE BlockType;
switch (m_ItemType)
{
case E_ITEM_WOODEN_DOOR: BlockType = E_BLOCK_WOODEN_DOOR; break;
case E_ITEM_IRON_DOOR: BlockType = E_BLOCK_IRON_DOOR; break;
case E_ITEM_SPRUCE_DOOR: BlockType = E_BLOCK_SPRUCE_DOOR; break;
case E_ITEM_BIRCH_DOOR: BlockType = E_BLOCK_BIRCH_DOOR; break;
case E_ITEM_JUNGLE_DOOR: BlockType = E_BLOCK_JUNGLE_DOOR; break;
case E_ITEM_DARK_OAK_DOOR: BlockType = E_BLOCK_DARK_OAK_DOOR; break;
case E_ITEM_ACACIA_DOOR: BlockType = E_BLOCK_ACACIA_DOOR; break;
default:
{
ASSERT(!"Unhandled door type");
return false;
}
}
// Check the two blocks that will get replaced by the door:
BLOCKTYPE LowerBlockType = a_World.GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ);
BLOCKTYPE UpperBlockType = a_World.GetBlock(a_BlockX, a_BlockY + 2, a_BlockZ);
if (
!cBlockDoorHandler::CanReplaceBlock(LowerBlockType) ||
!cBlockDoorHandler::CanReplaceBlock(UpperBlockType))
{
return false;
}
// Get the coords of the neighboring blocks:
NIBBLETYPE LowerBlockMeta = cBlockDoorHandler::PlayerYawToMetaData(a_Player.GetYaw());
Vector3i RelDirToOutside = cBlockDoorHandler::GetRelativeDirectionToOutside(LowerBlockMeta);
Vector3i LeftNeighborPos = RelDirToOutside;
LeftNeighborPos.TurnCCW();
LeftNeighborPos.Move(a_BlockX, a_BlockY, a_BlockZ);
Vector3i RightNeighborPos = RelDirToOutside;
RightNeighborPos.TurnCW();
RightNeighborPos.Move(a_BlockX, a_BlockY, a_BlockZ);
// Decide whether the hinge is on the left (default) or on the right:
NIBBLETYPE UpperBlockMeta = 0x08;
if (
cBlockDoorHandler::IsDoorBlockType(a_World.GetBlock(LeftNeighborPos)) || // The block to the left is a door block
cBlockInfo::IsSolid(a_World.GetBlock(RightNeighborPos)) // The block to the right is solid
)
{
UpperBlockMeta = 0x09; // Upper block | hinge on right
}
// Set the blocks:
sSetBlockVector blks;
blks.emplace_back(a_BlockX, a_BlockY, a_BlockZ, BlockType, LowerBlockMeta);
blks.emplace_back(a_BlockX, a_BlockY + 1, a_BlockZ, BlockType, UpperBlockMeta);
return a_Player.PlaceBlocks(blks);
}
virtual bool IsPlaceable(void) override
{
return true;
}
} ;