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#pragma once

#include "BlockHandler.h"
#include "MetaRotator.h"




class cBlockStairsHandler :
	public cMetaRotator<cBlockHandler, 0x03, 0x03, 0x00, 0x02, 0x01, true>
{
public:
	cBlockStairsHandler(BLOCKTYPE a_BlockType) :
		cMetaRotator<cBlockHandler, 0x03, 0x03, 0x00, 0x02, 0x01, true>(a_BlockType)
	{

	}
	
	
	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
	{
		UNUSED(a_ChunkInterface);
		UNUSED(a_BlockX);
		UNUSED(a_BlockY);
		UNUSED(a_BlockZ);
		UNUSED(a_CursorX);
		UNUSED(a_CursorY);
		UNUSED(a_CursorZ);
		UNUSED(a_BlockMeta);
		a_BlockType = m_BlockType;
		a_BlockMeta = RotationToMetaData(a_Player->GetYaw());
		switch (a_BlockFace)
		{
			case BLOCK_FACE_TOP:    break;
			case BLOCK_FACE_BOTTOM: a_BlockMeta = a_BlockMeta | 0x4; break;  // When placing onto a bottom face, always place an upside-down stairs block
			case BLOCK_FACE_EAST:
			case BLOCK_FACE_NORTH:
			case BLOCK_FACE_SOUTH:
			case BLOCK_FACE_WEST:
			{
				// When placing onto a sideways face, check cursor, if in top half, make it an upside-down stairs block
				if (a_CursorY > 8)
				{
					a_BlockMeta |= 0x4;
				}
				break;
			}
		}
		return true;
	}
	
	virtual const char * GetStepSound(void) override
	{
		if (
			(m_BlockType == E_BLOCK_WOODEN_STAIRS) ||
			(m_BlockType == E_BLOCK_SPRUCE_WOOD_STAIRS) ||
			(m_BlockType == E_BLOCK_JUNGLE_WOOD_STAIRS) ||
			(m_BlockType == E_BLOCK_ACACIA_WOOD_STAIRS) ||
			(m_BlockType == E_BLOCK_BIRCH_WOOD_STAIRS) ||
			(m_BlockType == E_BLOCK_DARK_OAK_WOOD_STAIRS)
			)
		{
			return "step.wood";
		}

		return "step.stone";
	}

	virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
	{
		// Reset meta to 0
		a_Pickups.push_back(cItem(m_BlockType, 1, 0));
	}
	
	static NIBBLETYPE RotationToMetaData(double a_Rotation)
	{
		a_Rotation += 90 + 45; // So its not aligned with axis
		if (a_Rotation > 360)
		{
			a_Rotation -= 360;
		}
		if ((a_Rotation >= 0) && (a_Rotation < 90))
		{
			return 0x0;
		}
		else if ((a_Rotation >= 180) && (a_Rotation < 270))
		{
			return 0x1;
		}
		else if ((a_Rotation >= 90) && (a_Rotation < 180))
		{
			return 0x2;
		}
		else
		{
			return 0x3;
		}
	}


	virtual NIBBLETYPE MetaMirrorXZ(NIBBLETYPE a_Meta) override
	{
		// Toggle bit 3:
		return (a_Meta & 0x0b) | ((~a_Meta) & 0x04);
	}


} ;