b8d2d94d90
The helper functions that it implemented were moved into their respective blockhandlers.
91 lines
2.0 KiB
C++
91 lines
2.0 KiB
C++
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#include "Globals.h"
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#include "BlockDoor.h"
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#include "../Item.h"
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#include "../World.h"
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#include "../Entities/Player.h"
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cBlockDoorHandler::cBlockDoorHandler(BLOCKTYPE a_BlockType)
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: cBlockHandler(a_BlockType)
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{
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}
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void cBlockDoorHandler::OnDestroyed(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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NIBBLETYPE OldMeta = a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
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if (OldMeta & 8)
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{
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// Was upper part of door
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if (IsDoor(a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ)))
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{
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a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
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}
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}
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else
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{
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// Was lower part
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if (IsDoor(a_World->GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ)))
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{
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a_World->FastSetBlock(a_BlockX, a_BlockY + 1, a_BlockZ, E_BLOCK_AIR, 0);
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}
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}
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}
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void cBlockDoorHandler::OnUse(cWorld * a_World, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ)
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{
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if (a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_WOODEN_DOOR)
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{
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ChangeDoor(a_World, a_BlockX, a_BlockY, a_BlockZ);
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}
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}
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void cBlockDoorHandler::OnPlacedByPlayer(
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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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)
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{
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NIBBLETYPE a_TopBlockMeta = 8;
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if (
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(a_BlockMeta == 0) && (a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ - 1) == m_BlockType) ||
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(a_BlockMeta == 1) && (a_World->GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ) == m_BlockType) ||
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(a_BlockMeta == 2) && (a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1) == m_BlockType) ||
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(a_BlockMeta == 3) && (a_World->GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ) == m_BlockType)
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)
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{
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a_TopBlockMeta = 9;
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}
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a_World->SetBlock(a_BlockX, a_BlockY + 1, a_BlockZ, m_BlockType, a_TopBlockMeta);
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}
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const char * cBlockDoorHandler::GetStepSound(void)
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{
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return (m_BlockType == E_BLOCK_WOODEN_DOOR) ? "step.wood" : "step.stone";
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}
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