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cuberite-2a/src/Blocks/BlockTorch.h
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#pragma once
#include "BlockHandler.h"
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#include "../Chunk.h"
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#include "MetaRotator.h"
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class cBlockTorchHandler :
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public cMetaRotator<cBlockHandler, 0x7, 0x4, 0x1, 0x3, 0x2>
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{
public:
cBlockTorchHandler(BLOCKTYPE a_BlockType)
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: cMetaRotator<cBlockHandler, 0x7, 0x4, 0x1, 0x3, 0x2>(a_BlockType)
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{
}
virtual bool GetPlacementBlockTypeMeta(
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cChunkInterface & a_ChunkInterface, cPlayer * a_Player,
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int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
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int a_CursorX, int a_CursorY, int a_CursorZ,
BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
) override
{
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// Find proper placement of torch
if ((a_BlockFace == BLOCK_FACE_TOP) || (a_BlockFace == BLOCK_FACE_BOTTOM))
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{
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a_BlockFace = FindSuitableFace(a_ChunkInterface, a_BlockX, a_BlockY, a_BlockZ); // Top or bottom faces clicked, find a suitable face
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if (a_BlockFace == BLOCK_FACE_NONE)
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{
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// Client wouldn't have sent anything anyway, but whatever
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return false;
}
}
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else
{
// Not top or bottom faces, try to preserve whatever face was clicked
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, true); // Set to clicked block
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if (!CanBePlacedOn(a_ChunkInterface.GetBlock(a_BlockX, a_BlockY, a_BlockZ), a_BlockFace))
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{
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, false); // Reset to torch block
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// Torch couldn't be placed on whatever face was clicked, last ditch resort - find another face
a_BlockFace = FindSuitableFace(a_ChunkInterface, a_BlockX, a_BlockY, a_BlockZ);
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if (a_BlockFace == BLOCK_FACE_NONE)
{
return false;
}
}
}
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a_BlockType = m_BlockType;
a_BlockMeta = DirectionToMetaData(a_BlockFace);
return true;
}
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inline static NIBBLETYPE DirectionToMetaData(eBlockFace a_Direction)
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{
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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;
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}
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inline static eBlockFace MetaDataToDirection(NIBBLETYPE a_MetaData)
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{
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switch (a_MetaData)
{
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case 0: return BLOCK_FACE_TOP; // By default, the torches stand on the ground
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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;
}
}
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return BLOCK_FACE_TOP;
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}
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static bool CanBePlacedOn(BLOCKTYPE a_BlockType, eBlockFace a_BlockFace)
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{
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if ( !cBlockInfo::FullyOccupiesVoxel(a_BlockType) )
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{
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return (a_BlockFace == BLOCK_FACE_TOP); // Allow placement only when torch upright (for glass, etc.); exceptions won't even be sent by client, no need to handle
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}
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else
{
return true;
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}
}
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/// Finds a suitable face to place the torch, returning BLOCK_FACE_NONE on failure
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static eBlockFace FindSuitableFace(cChunkInterface & a_ChunkInterface, int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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for (int i = BLOCK_FACE_YM; i <= BLOCK_FACE_XP; i++) // Loop through all directions
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{
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eBlockFace Face = static_cast<eBlockFace>(i);
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, Face, true);
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BLOCKTYPE BlockInQuestion = a_ChunkInterface.GetBlock(a_BlockX, a_BlockY, a_BlockZ);
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if ( // If on a block that can only hold a torch if torch is standing on it, return that face
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((BlockInQuestion == E_BLOCK_GLASS) ||
(BlockInQuestion == E_BLOCK_FENCE) ||
(BlockInQuestion == E_BLOCK_NETHER_BRICK_FENCE) ||
(BlockInQuestion == E_BLOCK_COBBLESTONE_WALL)) &&
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(Face == BLOCK_FACE_TOP)
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)
{
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return Face;
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}
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else if (cBlockInfo::FullyOccupiesVoxel(BlockInQuestion) && (i != BLOCK_FACE_BOTTOM))
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{
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// Otherwise, if block in that direction is torch placeable and we haven't gotten to it via the bottom face, return that face
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return Face;
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}
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else
{
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// Reset coords in preparation for next iteration
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, Face, false);
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}
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}
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return BLOCK_FACE_NONE;
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}
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virtual bool CanBeAt(cChunkInterface & a_ChunkInterface, int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
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{
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eBlockFace Face = MetaDataToDirection(a_Chunk.GetMeta(a_RelX, a_RelY, a_RelZ));
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AddFaceDirection(a_RelX, a_RelY, a_RelZ, Face, true);
BLOCKTYPE BlockInQuestion;
a_Chunk.UnboundedRelGetBlockType(a_RelX, a_RelY, a_RelZ, BlockInQuestion);
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if (
(BlockInQuestion == E_BLOCK_GLASS) ||
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(BlockInQuestion == E_BLOCK_STAINED_GLASS) ||
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(BlockInQuestion == E_BLOCK_FENCE) ||
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(BlockInQuestion == E_BLOCK_SOULSAND) ||
(BlockInQuestion == E_BLOCK_MOB_SPAWNER) ||
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(BlockInQuestion == E_BLOCK_END_PORTAL_FRAME) || // Actual vanilla behaviour
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(BlockInQuestion == E_BLOCK_NETHER_BRICK_FENCE) ||
(BlockInQuestion == E_BLOCK_COBBLESTONE_WALL)
)
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{
// 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;
}
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else if ( !cBlockInfo::FullyOccupiesVoxel(BlockInQuestion) )
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{
return false;
}
else
{
return true;
}
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}
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";
}
} ;