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#pragma once
#include "BlockHandler.h"
#include "../BlockInfo.h"
#include "../Entities/Player.h"
#include "../Chunk.h"
#include "Mixins/Mixins.h"
#include "ChunkInterface.h"
#include "BlockSlab.h"
class cBlockDoorHandler final :
public cYawRotator<cBlockHandler, 0x03, 0x03, 0x00, 0x01, 0x02>
{
using Super = cYawRotator<cBlockHandler, 0x03, 0x03, 0x00, 0x01, 0x02>;
public:
using Super::Super;
/** Returns true if door can be placed on the specified block type. */
static bool CanBeOn(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
{
// Vanilla refuses to place doors on transparent blocks, except top-half slabs and other doors
// We need to keep the door compatible with itself, otherwise the top half drops while the bottom half stays
// Doors can be placed on upside-down slabs
if (cBlockSlabHandler::IsAnySlabType(a_BlockType) && ((a_BlockMeta & 0x08) != 0))
{
return true;
}
// Doors can also be placed on other doors
else if (IsDoorBlockType(a_BlockType))
{
return true;
}
// Doors can not be placed on transparent blocks, but on any other block
else
{
return !cBlockInfo::IsTransparent(a_BlockType);
}
}
/** Returns a vector pointing one block in the direction the door is facing (where the outside is). */
inline static Vector3i GetRelativeDirectionToOutside(NIBBLETYPE a_BlockMeta)
{
switch (a_BlockMeta & 0x03)
{
case 0: return Vector3i(-1, 0, 0); // Facing West / XM
case 1: return Vector3i(0, 0, -1); // Facing North / ZM
case 2: return Vector3i(1, 0, 0); // Facing East / XP
default: return Vector3i(0, 0, 1); // Facing South / ZP
}
}
/** Returns true if the specified blocktype is any kind of door */
inline static bool IsDoorBlockType(BLOCKTYPE a_Block)
{
switch (a_Block)
{
case E_BLOCK_ACACIA_DOOR:
case E_BLOCK_BIRCH_DOOR:
case E_BLOCK_DARK_OAK_DOOR:
case E_BLOCK_IRON_DOOR:
case E_BLOCK_JUNGLE_DOOR:
case E_BLOCK_SPRUCE_DOOR:
case E_BLOCK_OAK_DOOR:
{
return true;
}
default:
{
return false;
}
}
}
/** Returns true iff the door at the specified coords is open.
The coords may point to either the top part or the bottom part of the door. */
static bool IsOpen(cChunkInterface & a_ChunkInterface, const Vector3i a_BlockPos)
{
const auto Meta = GetCompleteDoorMeta(a_ChunkInterface, a_BlockPos);
return (Meta & 0x04) != 0;
}
/** Sets the door to the specified state. If the door is already in that state, does nothing. */
static void SetOpen(cChunkInterface & a_ChunkInterface, const Vector3i a_BlockPos, bool a_Open)
{
BLOCKTYPE Block = a_ChunkInterface.GetBlock(a_BlockPos);
if (!IsDoorBlockType(Block))
{
return;
}
NIBBLETYPE Meta = GetCompleteDoorMeta(a_ChunkInterface, a_BlockPos);
bool IsOpened = ((Meta & 0x04) != 0);
if (IsOpened == a_Open)
{
return;
}
// Change the door
NIBBLETYPE NewMeta = (Meta & 0x07) ^ 0x04; // Flip the "IsOpen" bit (0x04)
if ((Meta & 0x08) == 0)
{
// The block is the bottom part of the door
a_ChunkInterface.SetBlockMeta(a_BlockPos, NewMeta);
}
else
{
// The block is the top part of the door, set the meta to the corresponding top part
if (a_BlockPos.y > 0)
{
a_ChunkInterface.SetBlockMeta(a_BlockPos.addedY(-1), NewMeta);
}
}
}
private:
virtual void OnBroken(
cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface,
Vector3i a_BlockPos,
BLOCKTYPE a_OldBlockType, NIBBLETYPE a_OldBlockMeta,
const cEntity * a_Digger
) const override;
virtual bool OnUse(
cChunkInterface & a_ChunkInterface,
cWorldInterface & a_WorldInterface,
cPlayer & a_Player,
const Vector3i a_BlockPos,
eBlockFace a_BlockFace,
const Vector3i a_CursorPos
) const override;
virtual void OnCancelRightClick(
cChunkInterface & a_ChunkInterface,
cWorldInterface & a_WorldInterface,
cPlayer & a_Player,
const Vector3i a_BlockPos,
eBlockFace a_BlockFace
) const override;
virtual NIBBLETYPE MetaRotateCCW(NIBBLETYPE a_Meta) const override;
virtual NIBBLETYPE MetaRotateCW(NIBBLETYPE a_Meta) const override;
virtual NIBBLETYPE MetaMirrorXY(NIBBLETYPE a_Meta) const override;
virtual NIBBLETYPE MetaMirrorYZ(NIBBLETYPE a_Meta) const override;
virtual cBoundingBox GetPlacementCollisionBox(BLOCKTYPE a_XM, BLOCKTYPE a_XP, BLOCKTYPE a_YM, BLOCKTYPE a_YP, BLOCKTYPE a_ZM, BLOCKTYPE a_ZP) const override;
virtual cItems ConvertToPickups(const NIBBLETYPE a_BlockMeta, const cItem * const a_Tool) const override
{
switch (m_BlockType)
{
case E_BLOCK_OAK_DOOR: return cItem(E_ITEM_WOODEN_DOOR);
case E_BLOCK_ACACIA_DOOR: return cItem(E_ITEM_ACACIA_DOOR);
case E_BLOCK_BIRCH_DOOR: return cItem(E_ITEM_BIRCH_DOOR);
case E_BLOCK_DARK_OAK_DOOR: return cItem(E_ITEM_DARK_OAK_DOOR);
case E_BLOCK_JUNGLE_DOOR: return cItem(E_ITEM_JUNGLE_DOOR);
case E_BLOCK_SPRUCE_DOOR: return cItem(E_ITEM_SPRUCE_DOOR);
case E_BLOCK_IRON_DOOR: return cItem(E_ITEM_IRON_DOOR);
default:
{
ASSERT(!"Unhandled door type!");
return {};
}
}
}
virtual bool IsUseable(void) const override
{
return true;
}
virtual bool CanBeAt(const cChunk & a_Chunk, const Vector3i a_Position, const NIBBLETYPE a_Meta) const override
{
// CanBeAt is also called on placement, so the top part can't check for the bottom part.
// Both parts can only check that the base of the door (i.e. -2 for a door top) is a valid block.
const auto BasePosition = a_Position.addedY(((a_Meta & 0x8) == 0x8) ? -2 : -1);
if (!cChunkDef::IsValidHeight(BasePosition))
{
return false;
}
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
a_Chunk.GetBlockTypeMeta(BasePosition, BlockType, BlockMeta);
return CanBeOn(BlockType, BlockMeta);
}
/** Returns the complete meta composed from the both parts of the door as (TopMeta << 4) | BottomMeta
The coords may point to either part of the door.
The returned value has bit 3 (0x08) set iff the coords point to the top part of the door.
Fails silently for (invalid) doors on the world's top and bottom. */
static NIBBLETYPE GetCompleteDoorMeta(cChunkInterface & a_ChunkInterface, const Vector3i a_BlockPos)
{
NIBBLETYPE Meta = a_ChunkInterface.GetBlockMeta(a_BlockPos);
if ((Meta & 0x08) != 0)
{
// The coords are pointing at the top part of the door
const auto BottomPos = a_BlockPos.addedY(-1);
if (cChunkDef::IsValidHeight(BottomPos))
{
NIBBLETYPE DownMeta = a_ChunkInterface.GetBlockMeta(BottomPos);
return static_cast<NIBBLETYPE>((DownMeta & 0x07) | 0x08 | (Meta << 4));
}
// This is the top part of the door at the bottommost layer of the world, there's no bottom:
return static_cast<NIBBLETYPE>(0x08 | (Meta << 4));
}
else
{
// The coords are pointing at the bottom part of the door
const auto TopPos = a_BlockPos.addedY(1);
if (cChunkDef::IsValidHeight(TopPos))
{
NIBBLETYPE UpMeta = a_ChunkInterface.GetBlockMeta(TopPos);
return static_cast<NIBBLETYPE>(Meta | (UpMeta << 4));
}
// This is the bottom part of the door at the topmost layer of the world, there's no top:
return Meta;
}
}
/** Changes the door at the specified coords from open to close or vice versa */
static void ChangeDoor(cChunkInterface & a_ChunkInterface, const Vector3i a_BlockPos)
{
SetOpen(a_ChunkInterface, a_BlockPos, !IsOpen(a_ChunkInterface, a_BlockPos));
}
virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) const override
{
UNUSED(a_Meta);
switch (m_BlockType)
{
case E_BLOCK_OAK_DOOR: return 13;
case E_BLOCK_SPRUCE_DOOR: return 34;
case E_BLOCK_BIRCH_DOOR: return 2;
case E_BLOCK_JUNGLE_DOOR: return 10;
case E_BLOCK_DARK_OAK_DOOR: return 26;
case E_BLOCK_ACACIA_DOOR: return 15;
case E_BLOCK_IRON_DOOR: return 6;
default:
{
ASSERT(!"Unhandled blocktype in door handler!");
return 0;
}
}
}
} ;
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