summaryrefslogtreecommitdiffstats
path: root/src/Blocks/BlockTorch.h
blob: 36383a524f8df4c6038ef7d6efac3a184e7cc24a (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
#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 of torch

		if ((a_BlockFace == BLOCK_FACE_TOP) || (a_BlockFace == BLOCK_FACE_BOTTOM))
		{
			a_BlockFace = FindSuitableFace(a_World, a_BlockX, a_BlockY, a_BlockZ); // Top or bottom faces clicked, find a suitable face
			if (a_BlockFace == BLOCK_FACE_NONE)
			{
				// Client wouldn't have sent anything anyway, but whatever
				return false;
			}
		}
		else
		{
			// Not top or bottom faces, try to preserve whatever face was clicked
			if (!TorchCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace))
			{
				// Torch couldn't be placed on whatever face was clicked, last ditch resort - find another face
				a_BlockFace = FindSuitableFace(a_World, a_BlockX, a_BlockY, a_BlockZ);
				if (a_BlockFace == BLOCK_FACE_NONE)
				{
					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;
	}


	static bool CanBePlacedOn(BLOCKTYPE a_BlockType, char a_BlockFace)
	{
		if ( !g_BlockIsTorchPlaceable[a_BlockType] )
		{
			return (a_BlockFace == BLOCK_FACE_TOP);  // Allow placement only when torch upright
		}
		else
		{
			return true;
		}
	}
	
	
	static bool TorchCanBePlacedAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace)
	{
		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 to place the torch, returning BLOCK_FACE_NONE on failure
	static char FindSuitableFace(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
	{
		for (int i = 0; i <= 5; i++)
		{
			AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, i, true);
			BLOCKTYPE BlockInQuestion = a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);

			if (
				((BlockInQuestion == E_BLOCK_GLASS) ||
				(BlockInQuestion == E_BLOCK_FENCE) ||
				(BlockInQuestion == E_BLOCK_NETHER_BRICK_FENCE) ||
				(BlockInQuestion == E_BLOCK_COBBLESTONE_WALL)) &&
				(i == BLOCK_FACE_TOP)
				)
			{
				return i;
			}
			else if ((g_BlockIsTorchPlaceable[BlockInQuestion]) && (i != BLOCK_FACE_BOTTOM))
			{
				return i;
			}
			else
			{
				AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, i, false);
			}
		}
		return BLOCK_FACE_NONE;
	}


	virtual bool CanBeAt(int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
	{
		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;

		AddFaceDirection(a_RelX, a_RelY, a_RelZ, Face, true);
		BLOCKTYPE BlockInQuestion;
		a_Chunk.UnboundedRelGetBlockType(a_RelX, a_RelY, a_RelZ, BlockInQuestion);

		if (
			(BlockInQuestion == E_BLOCK_GLASS) ||
			(BlockInQuestion == E_BLOCK_FENCE) ||
			(BlockInQuestion == E_BLOCK_NETHER_BRICK_FENCE) ||
			(BlockInQuestion == E_BLOCK_COBBLESTONE_WALL)
			)
		{
			// Torches can be placed on tops of glass and fences, despite them being 'untorcheable'
			// No need to check for upright orientation, it was done when the torch was placed
			return true;
		}
		else if ( !g_BlockIsTorchPlaceable[BlockInQuestion] )
		{
			return false;
		}
		else
		{
			return true;
		}
	}


	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
		}
	}
} ;