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-rw-r--r--src/Blocks/BlockStairs.h50
1 files changed, 34 insertions, 16 deletions
diff --git a/src/Blocks/BlockStairs.h b/src/Blocks/BlockStairs.h
index c9e36d535..d616f5d67 100644
--- a/src/Blocks/BlockStairs.h
+++ b/src/Blocks/BlockStairs.h
@@ -17,25 +17,27 @@ public:
cBlockStairsHandler(BLOCKTYPE a_BlockType):
Super(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,
+ cChunkInterface & a_ChunkInterface,
+ cPlayer & a_Player,
+ const Vector3i a_PlacedBlockPos,
+ eBlockFace a_ClickedBlockFace,
+ const Vector3i a_CursorPos,
BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
) override
{
UNUSED(a_ChunkInterface);
- UNUSED(a_BlockX);
- UNUSED(a_BlockY);
- UNUSED(a_BlockZ);
- UNUSED(a_CursorX);
- UNUSED(a_CursorZ);
+ UNUSED(a_PlacedBlockPos);
+ UNUSED(a_CursorPos);
a_BlockType = m_BlockType;
a_BlockMeta = RotationToMetaData(a_Player.GetYaw());
- switch (a_BlockFace)
+ switch (a_ClickedBlockFace)
{
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
@@ -45,7 +47,7 @@ public:
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)
+ if (a_CursorPos.y > 8)
{
a_BlockMeta |= 0x4;
}
@@ -56,6 +58,10 @@ public:
return true;
}
+
+
+
+
static NIBBLETYPE RotationToMetaData(double a_Rotation)
{
a_Rotation += 90 + 45; // So its not aligned with axis
@@ -81,12 +87,20 @@ public:
}
}
+
+
+
+
virtual NIBBLETYPE MetaMirrorXZ(NIBBLETYPE a_Meta) override
{
// Toggle bit 3:
return (a_Meta & 0x0b) | ((~a_Meta) & 0x04);
}
+
+
+
+
virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) override
{
UNUSED(a_Meta);
@@ -114,12 +128,16 @@ public:
}
}
+
+
+
+
/** EXCEPTION a.k.a. why is this removed:
This collision-detection is actually more accurate than the client, but since the client itself
sends inaccurate / sparse data, it's easier to just err on the side of the client and keep the
two in sync by assuming that if a player hit ANY of the stair's bounding cube, it counts as the ground. */
#if 0
- bool IsInsideBlock(const Vector3d & a_Position, const BLOCKTYPE a_BlockType, const NIBBLETYPE a_BlockMeta)
+ bool IsInsideBlock(Vector3d a_RelPosition, const BLOCKTYPE a_BlockType, const NIBBLETYPE a_BlockMeta)
{
if (a_BlockMeta & 0x4) // upside down
{
@@ -127,19 +145,19 @@ public:
}
else if ((a_BlockMeta & 0x3) == 0) // tall side is east (+X)
{
- return a_Position.y < ((a_Position.x > 0.5) ? 1.0 : 0.5);
+ return (a_RelPosition.y < ((a_RelPosition.x > 0.5) ? 1.0 : 0.5));
}
else if ((a_BlockMeta & 0x3) == 1) // tall side is west (-X)
{
- return a_Position.y < ((a_Position.x < 0.5) ? 1.0 : 0.5);
+ return (a_RelPosition.y < ((a_RelPosition.x < 0.5) ? 1.0 : 0.5));
}
else if ((a_BlockMeta & 0x3) == 2) // tall side is south (+Z)
{
- return a_Position.y < ((a_Position.z > 0.5) ? 1.0 : 0.5);
+ return (a_RelPosition.y < ((a_RelPosition.z > 0.5) ? 1.0 : 0.5));
}
else if ((a_BlockMeta & 0x3) == 3) // tall side is north (-Z)
{
- return a_Position.y < ((a_Position.z < 0.5) ? 1.0 : 0.5);
+ return (a_RelPosition.y < ((a_RelPosition.z < 0.5) ? 1.0 : 0.5));
}
return false;
}