43e6840719
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1139 0a769ca7-a7f5-676a-18bf-c427514a06d6
135 lines
3.2 KiB
C++
135 lines
3.2 KiB
C++
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#pragma once
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#include "BlockHandler.h"
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#include "../Torch.h"
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#include "../World.h"
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class cBlockTorchHandler :
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public cBlockHandler
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{
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public:
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cBlockTorchHandler(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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// Find proper placement. Use the player-supplied one as the default, but fix if not okay:
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if (!TorchCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace))
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{
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a_BlockFace = FindSuitableFace(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 = cTorch::DirectionToMetaData(a_BlockFace);
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return true;
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}
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virtual bool DoesAllowBlockOnTop(void) override
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{
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return false;
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}
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static bool CanBePlacedOn(BLOCKTYPE a_BlockType, char a_Direction)
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{
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switch (a_BlockType)
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{
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case E_BLOCK_GLASS:
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case E_BLOCK_FENCE:
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case E_BLOCK_NETHER_BRICK_FENCE:
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{
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return (a_Direction == 0x1); // allow only direction "standing on floor"
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}
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default:
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{
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return g_BlockIsSolid[a_BlockType];
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}
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}
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}
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static bool TorchCanBePlacedAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace)
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{
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// TODO: If placing a torch from below, check all 4 XZ neighbors, place it on that neighbor instead
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// How to propagate that change up?
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// Simon: The easiest way is to calculate the position two times, shouldn´t cost much cpu power :)
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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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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, true);
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return CanBePlacedOn(a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ), a_BlockFace);
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}
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/// Finds a suitable Face for the Torch. Returns BLOCK_FACE_BOTTOM on failure
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static char FindSuitableFace(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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for (int i = 1; i <= 5; i++)
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{
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if (TorchCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, i))
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{
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return i;
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}
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}
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return BLOCK_FACE_BOTTOM;
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}
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virtual bool CanBePlacedAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace) override
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{
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if (TorchCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace))
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{
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return true;
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}
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return (FindSuitableFace(a_World, a_BlockX, a_BlockY, a_BlockZ) != BLOCK_FACE_BOTTOM);
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}
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virtual bool CanBeAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ) override
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{
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char Face = cTorch::MetaDataToDirection(a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ));
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return TorchCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, Face);
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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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// Always drop meta = 0
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a_Pickups.push_back(cItem(m_BlockType, 1, 0));
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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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