116 lines
2.6 KiB
C++
116 lines
2.6 KiB
C++
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#pragma once
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#include "BlockHandler.h"
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#include "../World.h"
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class cBlockLadderHandler :
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public cBlockHandler
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{
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public:
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cBlockLadderHandler(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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if (!LadderCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace))
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{
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a_BlockFace = FindSuitableBlockFace(a_World, a_BlockX, a_BlockY, a_BlockZ);
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if (a_BlockFace == BLOCK_FACE_BOTTOM)
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{
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return false;
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}
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}
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a_BlockType = m_BlockType;
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a_BlockMeta = DirectionToMetaData(a_BlockFace);
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return true;
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}
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static NIBBLETYPE DirectionToMetaData(char a_Direction) // tolua_export
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{ // tolua_export
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switch (a_Direction)
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{
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case 0x2: return 0x2;
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case 0x3: return 0x3;
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case 0x4: return 0x4;
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case 0x5: return 0x5;
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default: return 0x2;
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}
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} // tolua_export
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static char MetaDataToDirection(NIBBLETYPE a_MetaData) // tolua_export
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{ // tolua_export
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switch (a_MetaData)
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{
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case 0x2: return 0x2;
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case 0x3: return 0x3;
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case 0x4: return 0x4;
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case 0x5: return 0x5;
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default: return 0x2;
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}
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} // tolua_export
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/// Finds a suitable Direction for the Ladder. Returns BLOCK_FACE_BOTTOM on failure
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static char FindSuitableBlockFace(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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for (int Face = 2; Face <= 5; Face++)
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{
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if (LadderCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, Face))
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{
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return Face;
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}
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}
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return BLOCK_FACE_BOTTOM;
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}
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static bool LadderCanBePlacedAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace)
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{
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if ((a_BlockFace == BLOCK_FACE_BOTTOM) || (a_BlockFace == BLOCK_FACE_TOP))
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{
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return false;
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}
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AddFaceDirection( a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, true);
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return g_BlockIsSolid[a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ)];
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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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// TODO: Use AdjustCoordsByMeta(), then cChunk::UnboundedRelGetBlock() and finally some comparison
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char BlockFace = MetaDataToDirection(a_Chunk.GetMeta(a_RelX, a_RelY, a_RelZ));
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int BlockX = a_RelX + a_Chunk.GetPosX() * cChunkDef::Width;
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int BlockZ = a_RelZ + a_Chunk.GetPosZ() * cChunkDef::Width;
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return LadderCanBePlacedAt(a_Chunk.GetWorld(), BlockX, a_RelY, BlockZ, BlockFace);
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}
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virtual const char * GetStepSound(void) override
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{
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return "step.wood";
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}
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} ;
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