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cuberite-2a/source/Blocks/BlockPortal.h

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2013-11-01 20:50:03 -04:00
#pragma once
#include "BlockHandler.h"
class cBlockPortalHandler :
public cBlockHandler
{
public:
cBlockPortalHandler(BLOCKTYPE a_BlockType)
: cBlockHandler(a_BlockType)
{
}
virtual bool GetPlacementBlockTypeMeta(
cWorld * a_World, cPlayer * a_Player,
int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace,
int a_CursorX, int a_CursorY, int a_CursorZ,
BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
) override
{
// We set to zero so MCS doesn't stop you from building weird portals like vanilla does
// CanBeAt doesn't do anything if meta is zero
// We set to zero because the client sends meta = 2 to the server (it calculates rotation itself)
a_BlockType = m_BlockType;
a_BlockMeta = 0;
return true;
}
virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
{
return; // No pickups
}
virtual bool CanBeAt(int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
{
if ((a_RelY - 1 < 0) || (a_RelY + 1 > cChunkDef::Height))
{
return false; // In case someone places a portal with meta 1 or 2 at boundaries, and server tries to get invalid coords at Y - 1 or Y + 1
}
switch (a_Chunk.GetMeta(a_RelX, a_RelY, a_RelZ))
{
case 0x1:
{
static const struct
{
int x, y, z;
} PortalCheck[] =
{
{ 0, 1, 0},
{ 0,-1, 0},
{ 1, 0, 0},
{-1, 0, 0},
} ;
for (int i = 0; i < ARRAYCOUNT(PortalCheck); i++)
{
BLOCKTYPE Block;
a_Chunk.UnboundedRelGetBlockType(a_RelX + PortalCheck[i].x, a_RelY + PortalCheck[i].y, a_RelZ + PortalCheck[i].z, Block);
if ((Block != E_BLOCK_NETHER_PORTAL) && (Block != E_BLOCK_OBSIDIAN))
{
return false;
}
}
break;
}
case 0x2:
{
static const struct
{
int x, y, z;
} PortalCheck[] =
{
{ 0, 1, 0},
{ 0,-1, 0},
{ 0, 0, -1},
{ 0, 0, 1},
} ;
for (int i = 0; i < ARRAYCOUNT(PortalCheck); i++)
{
BLOCKTYPE Block;
a_Chunk.UnboundedRelGetBlockType(a_RelX + PortalCheck[i].x, a_RelY + PortalCheck[i].y, a_RelZ + PortalCheck[i].z, Block);
if ((Block != E_BLOCK_NETHER_PORTAL) && (Block != E_BLOCK_OBSIDIAN))
{
return false;
}
}
break;
}
}
return true;
}
} ;