73 lines
1.3 KiB
C++
73 lines
1.3 KiB
C++
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#pragma once
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#include "BlockHandler.h"
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class cBlockWoodHandler : public cBlockHandler
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{
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public:
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cBlockWoodHandler(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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a_BlockType = m_BlockType;
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NIBBLETYPE Meta = (NIBBLETYPE)(a_Player->GetEquippedItem().m_ItemDamage);
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a_BlockMeta = BlockFaceToMetaData(a_BlockFace, Meta);
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return true;
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}
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inline static NIBBLETYPE BlockFaceToMetaData(char a_BlockFace, NIBBLETYPE a_WoodMeta)
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{
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switch (a_BlockFace)
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{
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case BLOCK_FACE_YM:
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case BLOCK_FACE_YP:
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{
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return a_WoodMeta; // Top or bottom, just return original
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}
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case BLOCK_FACE_ZP:
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case BLOCK_FACE_ZM:
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{
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return a_WoodMeta | 0x8; // North or south
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}
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case BLOCK_FACE_XP:
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case BLOCK_FACE_XM:
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{
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return a_WoodMeta | 0x4; // East or west
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}
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default:
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{
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ASSERT(!"Unhandled block face!");
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return a_WoodMeta | 0xC; // No idea, give a special meta (all sides bark)
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}
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}
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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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