#include "DoorTile.h" #include "LevelEvent.h" #include "../Level.h" #include "../../item/Item.h" #include "../../entity/player/Player.h" DoorTile::DoorTile(int id, const Material* material) : super(id, material) { tex = 1 + 6 * 16; if (material == Material::metal) tex++; float r = 0.5f; float h = 1.0f; super::setShape(0.5f - r, 0, 0.5f - r, 0.5f + r, h, 0.5f + r); } int DoorTile::getTexture(LevelSource* level, int x, int y, int z, int face) { if (face == 0 || face == 1) return tex; int compositeData = getCompositeData(level, x, y, z); int texture = tex; if ((compositeData & C_IS_UPPER_MASK) != 0) texture -= 16; int dir = compositeData & C_DIR_MASK; bool isOpen = (compositeData & C_OPEN_MASK) != 0; if (isOpen) { if (dir == 0 && face == 2) texture = -texture; else if (dir == 1 && face == 5) texture = -texture; else if (dir == 2 && face == 3) texture = -texture; else if (dir == 3 && face == 4) texture = -texture; } else { if (dir == 0 && face == 5) texture = -texture; else if (dir == 1 && face == 3) texture = -texture; else if (dir == 2 && face == 4) texture = -texture; else if (dir == 3 && face == 2) texture = -texture; if ((compositeData & C_RIGHT_HINGE_MASK) != 0) texture = -texture; } return texture; } bool DoorTile::blocksLight() { return false; } bool DoorTile::isSolidRender() { return false; } bool DoorTile::isCubeShaped() { return false; } int DoorTile::getRenderShape() { return Tile::SHAPE_DOOR; } int DoorTile::getRenderLayer() { return Tile::RENDERLAYER_ALPHATEST; } AABB DoorTile::getTileAABB(Level* level, int x, int y, int z) { updateShape(level, x, y, z); return super::getTileAABB(level, x, y, z); } AABB* DoorTile::getAABB(Level* level, int x, int y, int z) { updateShape(level, x, y, z); return super::getAABB(level, x, y, z); } void DoorTile::updateShape(LevelSource* level, int x, int y, int z) { setShape(getCompositeData(level, x, y, z)); } void DoorTile::setShape(int compositeData) { float r = 3 / 16.0f; super::setShape(0, 0, 0, 1, 2, 1); int dir = compositeData & C_DIR_MASK; bool open = (compositeData & C_OPEN_MASK) != 0; bool hasRightHinge = (compositeData & C_RIGHT_HINGE_MASK) != 0; if (dir == 0) { if (open) { if (!hasRightHinge) super::setShape(0, 0, 0, 1, 1, r); else super::setShape(0, 0, 1 - r, 1, 1, 1); } else super::setShape(0, 0, 0, r, 1, 1); } else if (dir == 1) { if (open) { if (!hasRightHinge) super::setShape(1 - r, 0, 0, 1, 1, 1); else super::setShape(0, 0, 0, r, 1, 1); } else super::setShape(0, 0, 0, 1, 1, r); } else if (dir == 2) { if (open) { if (!hasRightHinge) super::setShape(0, 0, 1 - r, 1, 1, 1); else super::setShape(0, 0, 0, 1, 1, r); } else super::setShape(1 - r, 0, 0, 1, 1, 1); } else if (dir == 3) { if (open) { if (!hasRightHinge) super::setShape(0, 0, 0, r, 1, 1); else super::setShape(1 - r, 0, 0, 1, 1, 1); } else super::setShape(0, 0, 1 - r, 1, 1, 1); } } void DoorTile::attack(Level* level, int x, int y, int z, Player* player) { use(level, x, y, z, player); } bool DoorTile::use(Level* level, int x, int y, int z, Player* player) { if (material == Material::metal) return true; int compositeData = getCompositeData(level, x, y, z); int lowerData = compositeData & C_LOWER_DATA_MASK; lowerData ^= 4; if ((compositeData & C_IS_UPPER_MASK) == 0) { level->setData(x, y, z, lowerData); level->setTilesDirty(x, y, z, x, y, z); } else { level->setData(x, y - 1, z, lowerData); level->setTilesDirty(x, y - 1, z, x, y, z); } level->levelEvent(player, LevelEvent::SOUND_OPEN_DOOR, x, y, z, 0); return true; } bool DoorTile::isOpen( LevelSource* level, int x, int y, int z ) { return (getCompositeData(level, x, y, z) & C_OPEN_MASK) != 0; } void DoorTile::setOpen(Level* level, int x, int y, int z, bool shouldOpen) { int compositeData = getCompositeData(level, x, y, z); bool isOpen = (compositeData & C_OPEN_MASK) != 0; if (isOpen == shouldOpen) return; int lowerData = compositeData & C_LOWER_DATA_MASK; lowerData ^= 4; if ((compositeData & C_IS_UPPER_MASK) == 0) { level->setData(x, y, z, lowerData); level->setTilesDirty(x, y, z, x, y, z); } else { level->setData(x, y - 1, z, lowerData); level->setTilesDirty(x, y - 1, z, x, y, z); } level->levelEvent(NULL, LevelEvent::SOUND_OPEN_DOOR, x, y, z, 0); } void DoorTile::neighborChanged(Level* level, int x, int y, int z, int type) { int data = level->getData(x, y, z); if ((data & UPPER_BIT) == 0) { bool spawn = false; if (level->getTile(x, y + 1, z) != id) { level->setTile(x, y, z, 0); spawn = true; } if (!level->isSolidBlockingTile(x, y - 1, z)) { level->setTile(x, y, z, 0); spawn = true; if (level->getTile(x, y + 1, z) == id) { level->setTile(x, y + 1, z, 0); } } if (spawn) { if (!level->isClientSide) { // use default chance (1.0) so the drop always occurs spawnResources(level, x, y, z, data); } } else { bool signal = level->hasNeighborSignal(x, y, z) || level->hasNeighborSignal(x, y + 1, z); if ((signal || ((type > 0 && Tile::tiles[type]->isSignalSource()) || type == 0)) && type != id) { setOpen(level, x, y, z, signal); } } } else { // upper half: removal should not drop a second door. the // lower half neighbour handler takes care of spawning the item // whenever the door is broken from either end. if (level->getTile(x, y - 1, z) != id) { level->setTile(x, y, z, 0); // no resource spawn here } if (type > 0 && type != id) { neighborChanged(level, x, y - 1, z, type); } } } int DoorTile::getResource(int data, Random* random) { // only the lower half should return a resource ID; the upper half // itself never drops anything and playerDestroy suppresses spawning // from the top. This prevents duplicate drops if the bottom half is // mined. if ((data & UPPER_BIT) != 0) return 0; if (material == Material::metal) return Item::door_iron->id; return Item::door_wood->id; } HitResult DoorTile::clip(Level* level, int xt, int yt, int zt, const Vec3& a, const Vec3& b) { updateShape(level, xt, yt, zt); return super::clip(level, xt, yt, zt, a, b); } // override to prevent double-dropping when top half is directly mined void DoorTile::playerDestroy(Level* level, Player* player, int x, int y, int z, int data) { if ((data & UPPER_BIT) == 0) { // only let the lower half handle the actual spawning super::playerDestroy(level, player, x, y, z, data); } } int DoorTile::getDir(LevelSource* level, int x, int y, int z) { return getCompositeData(level, x, y, z) & C_DIR_MASK; } bool DoorTile::mayPlace(Level* level, int x, int y, int z, unsigned char face) { if (y >= Level::DEPTH - 1) return false; return (level->isSolidBlockingTile(x, y - 1, z) && super::mayPlace(level, x, y, z) && super::mayPlace(level, x, y + 1, z)); } int DoorTile::getCompositeData( LevelSource* level, int x, int y, int z ) { int data = level->getData(x, y, z); bool isUpper = (data & UPPER_BIT) != 0; int lowerData; int upperData; if (isUpper) { lowerData = level->getData(x, y - 1, z); upperData = data; } else { lowerData = data; upperData = level->getData(x, y + 1, z); } // bits: dir, dir, open/closed, isUpper, isRightHinge bool isRightHinge = (upperData & 1) != 0; return lowerData & C_LOWER_DATA_MASK | (isUpper ? 8 : 0) | (isRightHinge ? 16 : 0); }