109 lines
2.2 KiB
C++
109 lines
2.2 KiB
C++
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#pragma once
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#include "BlockHandler.h"
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class cBlockPortalHandler :
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public cBlockHandler
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{
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public:
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cBlockPortalHandler(BLOCKTYPE a_BlockType)
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: cBlockHandler(a_BlockType)
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{
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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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// We set to zero so MCS doesn't stop you from building weird portals like vanilla does
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// CanBeAt doesn't do anything if meta is zero
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// We set to zero because the client sends meta = 2 to the server (it calculates rotation itself)
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a_BlockType = m_BlockType;
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a_BlockMeta = 0;
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return true;
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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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return; // No pickups
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}
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virtual bool CanBeAt(int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
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{
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if ((a_RelY - 1 < 0) || (a_RelY + 1 > cChunkDef::Height))
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{
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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
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}
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switch (a_Chunk.GetMeta(a_RelX, a_RelY, a_RelZ))
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{
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case 0x1:
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{
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static const struct
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{
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int x, y, z;
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} PortalCheck[] =
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{
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{ 0, 1, 0},
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{ 0,-1, 0},
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{ 1, 0, 0},
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{-1, 0, 0},
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} ;
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for (int i = 0; i < ARRAYCOUNT(PortalCheck); i++)
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{
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BLOCKTYPE Block;
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a_Chunk.UnboundedRelGetBlockType(a_RelX + PortalCheck[i].x, a_RelY + PortalCheck[i].y, a_RelZ + PortalCheck[i].z, Block);
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if ((Block != E_BLOCK_NETHER_PORTAL) && (Block != E_BLOCK_OBSIDIAN))
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{
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return false;
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}
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}
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break;
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}
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case 0x2:
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{
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static const struct
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{
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int x, y, z;
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} PortalCheck[] =
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{
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{ 0, 1, 0},
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{ 0,-1, 0},
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{ 0, 0, -1},
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{ 0, 0, 1},
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} ;
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for (int i = 0; i < ARRAYCOUNT(PortalCheck); i++)
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{
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BLOCKTYPE Block;
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a_Chunk.UnboundedRelGetBlockType(a_RelX + PortalCheck[i].x, a_RelY + PortalCheck[i].y, a_RelZ + PortalCheck[i].z, Block);
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if ((Block != E_BLOCK_NETHER_PORTAL) && (Block != E_BLOCK_OBSIDIAN))
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{
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return false;
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}
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}
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break;
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}
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}
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return true;
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}
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} ;
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