ea2ed2c918
Also slightly refactored the variable / argument names (BlockID is deprecated, use BlockType instead) git-svn-id: http://mc-server.googlecode.com/svn/trunk@921 0a769ca7-a7f5-676a-18bf-c427514a06d6
180 lines
4.4 KiB
C++
180 lines
4.4 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 void PlaceBlock(cWorld * a_World, cPlayer * a_Player, NIBBLETYPE a_BlockMeta, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Dir) override
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{
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if (!TorchCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_Dir))
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{
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a_Dir = FindSuitableDirection(a_World, a_BlockX, a_BlockY, a_BlockZ);
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if (a_Dir == BLOCK_FACE_BOTTOM)
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{
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return;
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}
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}
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a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_BlockType, cTorch::DirectionToMetaData(a_Dir));
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OnPlacedByPlayer(a_World, a_Player, a_BlockX, a_BlockY, a_BlockZ, a_Dir);
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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_STONE:
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case E_BLOCK_GRASS:
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case E_BLOCK_DIRT:
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case E_BLOCK_COBBLESTONE:
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case E_BLOCK_PLANKS:
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case E_BLOCK_BEDROCK:
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case E_BLOCK_SAND:
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case E_BLOCK_GRAVEL:
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case E_BLOCK_GOLD_ORE:
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case E_BLOCK_IRON_ORE:
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case E_BLOCK_COAL_ORE:
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case E_BLOCK_LOG:
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case E_BLOCK_SPONGE:
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case E_BLOCK_LAPIS_ORE:
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case E_BLOCK_LAPIS_BLOCK:
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case E_BLOCK_SANDSTONE:
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case E_BLOCK_WOOL:
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case E_BLOCK_GOLD_BLOCK:
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case E_BLOCK_IRON_BLOCK:
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case E_BLOCK_DOUBLE_STONE_SLAB:
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case E_BLOCK_BRICK:
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case E_BLOCK_BOOKCASE:
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case E_BLOCK_MOSSY_COBBLESTONE:
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case E_BLOCK_OBSIDIAN:
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case E_BLOCK_MOB_SPAWNER:
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case E_BLOCK_DIAMOND_ORE:
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case E_BLOCK_DIAMOND_BLOCK:
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case E_BLOCK_CRAFTING_TABLE:
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case E_BLOCK_REDSTONE_ORE:
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case E_BLOCK_REDSTONE_ORE_GLOWING:
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case E_BLOCK_SNOW_BLOCK:
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case E_BLOCK_CLAY:
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case E_BLOCK_JUKEBOX:
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case E_BLOCK_PUMPKIN:
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case E_BLOCK_NETHERRACK:
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case E_BLOCK_SOULSAND:
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case E_BLOCK_JACK_O_LANTERN:
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case E_BLOCK_LOCKED_CHEST:
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case E_BLOCK_STONE_BRICKS:
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case E_BLOCK_MELON:
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case E_BLOCK_MYCELIUM:
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case E_BLOCK_NETHER_BRICK:
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case E_BLOCK_END_STONE:
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case E_BLOCK_REDSTONE_LAMP_OFF:
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case E_BLOCK_REDSTONE_LAMP_ON:
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case E_BLOCK_DOUBLE_WOODEN_SLAB:
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case E_BLOCK_EMERALD_ORE:
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case E_BLOCK_ENDER_CHEST:
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case E_BLOCK_EMERALD_BLOCK:
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{
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return true;
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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 false;
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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_Dir)
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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<64>t cost much cpu power :)
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if (a_Dir == BLOCK_FACE_BOTTOM)
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{
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return false;
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}
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AddDirection( a_BlockX, a_BlockY, a_BlockZ, a_Dir, true );
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return CanBePlacedOn(a_World->GetBlock( a_BlockX, a_BlockY, a_BlockZ ), a_Dir);
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}
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/// Finds a suitable Direction for the Torch. Returns BLOCK_FACE_BOTTOM on failure
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static char FindSuitableDirection(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_Dir) override
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{
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if(TorchCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_Dir))
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return true;
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return FindSuitableDirection(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 Dir = 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, Dir);
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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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