Files
minecraft-pe-0.6.1/src/world/level/tile/DoorTile.cpp
2026-03-12 19:17:32 +01:00

243 lines
7.4 KiB
C++
Executable File

#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);
}