1
0
cuberite-2a/source/Blocks/BlockTorch.h

140 lines
3.4 KiB
C
Raw Normal View History

#pragma once
#include "BlockHandler.h"
#include "../Torch.h"
#include "../World.h"
class cBlockTorchHandler :
public cBlockHandler
{
public:
cBlockTorchHandler(BLOCKTYPE a_BlockType)
: cBlockHandler(a_BlockType)
{
}
virtual bool GetPlacementBlockTypeMeta(
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,
BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
) override
{
// Find proper placement. Use the player-supplied one as the default, but fix if not okay:
if (!TorchCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace))
{
a_BlockFace = FindSuitableFace(a_World, a_BlockX, a_BlockY, a_BlockZ);
if (a_BlockFace == BLOCK_FACE_BOTTOM)
{
return false;
}
}
a_BlockType = m_BlockType;
a_BlockMeta = cTorch::DirectionToMetaData(a_BlockFace);
return true;
}
virtual bool DoesAllowBlockOnTop(void) override
{
return false;
}
static bool CanBePlacedOn(BLOCKTYPE a_BlockType, char a_Direction)
{
switch (a_BlockType)
{
case E_BLOCK_GLASS:
case E_BLOCK_FENCE:
case E_BLOCK_NETHER_BRICK_FENCE:
{
return (a_Direction == 0x1); // allow only direction "standing on floor"
}
default:
{
return g_BlockIsSolid[a_BlockType];
}
}
}
static bool TorchCanBePlacedAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace)
{
// TODO: If placing a torch from below, check all 4 XZ neighbors, place it on that neighbor instead
// How to propagate that change up?
// Simon: The easiest way is to calculate the position two times, shouldn<64>t cost much cpu power :)
if (a_BlockFace == BLOCK_FACE_BOTTOM)
{
return false;
}
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, true);
return CanBePlacedOn(a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ), a_BlockFace);
}
/// Finds a suitable Face for the Torch. Returns BLOCK_FACE_BOTTOM on failure
static char FindSuitableFace(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
{
for (int i = 1; i <= 5; i++)
{
if (TorchCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, i))
{
return i;
}
}
return BLOCK_FACE_BOTTOM;
}
/*
virtual bool CanBePlacedAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace) override
{
if (TorchCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace))
{
return true;
}
return (FindSuitableFace(a_World, a_BlockX, a_BlockY, a_BlockZ) != BLOCK_FACE_BOTTOM);
}
*/
virtual bool CanBeAt(int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
{
// TODO: Use cTorch::AdjustCoordsByMeta(), then cChunk::UnboundedRelGetBlock() and finally some comparison
char Face = cTorch::MetaDataToDirection(a_Chunk.GetMeta(a_RelX, a_RelY, a_RelZ));
int BlockX = a_RelX + a_Chunk.GetPosX() * cChunkDef::Width;
int BlockZ = a_RelZ + a_Chunk.GetPosZ() * cChunkDef::Width;
return TorchCanBePlacedAt(a_Chunk.GetWorld(), BlockX, a_RelY, BlockZ, Face);
}
virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
{
// Always drop meta = 0
a_Pickups.push_back(cItem(m_BlockType, 1, 0));
}
virtual const char * GetStepSound(void) override
{
return "step.wood";
}
} ;