#pragma once #include "BlockHandler.h" #include "../World.h" class cBlockLadderHandler : public cBlockHandler { public: cBlockLadderHandler(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 { if (!LadderCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace)) { a_BlockFace = FindSuitableBlockFace(a_World, a_BlockX, a_BlockY, a_BlockZ); if (a_BlockFace == BLOCK_FACE_BOTTOM) { return false; } } a_BlockType = m_BlockType; a_BlockMeta = DirectionToMetaData(a_BlockFace); return true; } static NIBBLETYPE DirectionToMetaData(char a_Direction) // tolua_export { // tolua_export switch (a_Direction) { case 0x2: return 0x2; case 0x3: return 0x3; case 0x4: return 0x4; case 0x5: return 0x5; default: return 0x2; } } // tolua_export static char MetaDataToDirection(NIBBLETYPE a_MetaData) // tolua_export { // tolua_export switch (a_MetaData) { case 0x2: return 0x2; case 0x3: return 0x3; case 0x4: return 0x4; case 0x5: return 0x5; default: return 0x2; } } // tolua_export /// Finds a suitable Direction for the Ladder. Returns BLOCK_FACE_BOTTOM on failure static char FindSuitableBlockFace(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ) { for (int Face = 2; Face <= 5; Face++) { if (LadderCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, Face)) { return Face; } } return BLOCK_FACE_BOTTOM; } static bool LadderCanBePlacedAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace) { if ((a_BlockFace == BLOCK_FACE_BOTTOM) || (a_BlockFace == BLOCK_FACE_TOP)) { return false; } AddFaceDirection( a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, true); return g_BlockIsSolid[a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ)]; } virtual bool CanBeAt(int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override { // TODO: Use AdjustCoordsByMeta(), then cChunk::UnboundedRelGetBlock() and finally some comparison char BlockFace = 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 LadderCanBePlacedAt(a_Chunk.GetWorld(), BlockX, a_RelY, BlockZ, BlockFace); } virtual const char * GetStepSound(void) override { return "step.wood"; } } ;