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