82 lines
2.0 KiB
C++
82 lines
2.0 KiB
C++
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#pragma once
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#include "BlockHandler.h"
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class cBlockSlabHandler :
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public cBlockHandler
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{
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public:
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cBlockSlabHandler(BLOCKTYPE a_BlockType)
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: cBlockHandler(a_BlockType)
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{
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}
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virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
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{
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char Count = ((m_BlockType == E_BLOCK_DOUBLE_STONE_SLAB) || (m_BlockType == E_BLOCK_DOUBLE_WOODEN_SLAB)) ? 2 : 1;
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a_Pickups.push_back(cItem(m_BlockType, Count, a_BlockMeta));
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}
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virtual bool GetPlacementBlockTypeMeta(
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cWorld * a_World, cPlayer * a_Player,
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int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace,
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int a_CursorX, int a_CursorY, int a_CursorZ,
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BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
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) override
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{
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a_BlockType = m_BlockType;
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NIBBLETYPE Meta = (NIBBLETYPE)(a_Player->GetEquippedItem().m_ItemDamage & 0x07);
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switch (a_BlockFace)
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{
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case BLOCK_FACE_TOP:
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{
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if (a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ) == E_BLOCK_STONE_SLAB)
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{
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a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_DOUBLE_STONE_SLAB, Meta); //Set it to a slabby block
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a_BlockType = E_BLOCK_AIR; //Stop the server trying to place another slab on top
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}
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else
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{
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a_BlockMeta = Meta & 0x7; break; //Bottom half if on top of non slab block
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}
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}
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case BLOCK_FACE_BOTTOM: a_BlockMeta = Meta | 0x8; break; //Always top when placing on bottom of something
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case BLOCK_FACE_EAST:
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case BLOCK_FACE_NORTH:
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case BLOCK_FACE_SOUTH:
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case BLOCK_FACE_WEST:
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{
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if (a_CursorY > 7)
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{
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// Cursor at the top half of the face, place a top half of slab
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a_BlockMeta = Meta | 0x8;
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}
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else
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{
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// Cursor at the bottom half of the face, place a bottom half of slab:
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a_BlockMeta = Meta & 0x7;
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}
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break;
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}
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} // switch (a_BlockFace)
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return true;
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}
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virtual const char * GetStepSound(void) override
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{
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return ((m_BlockType == E_BLOCK_WOODEN_SLAB) || (m_BlockType == E_BLOCK_DOUBLE_WOODEN_SLAB)) ? "step.wood" : "step.stone";
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}
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} ;
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