#pragma once #include "BlockHandler.h" #include "../World.h" #include "../Ladder.h" class cBlockLadderHandler : public cBlockHandler { public: cBlockLadderHandler(BLOCKTYPE a_BlockType) : cBlockHandler(a_BlockType) { } 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 { if (!LadderCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_Dir)) { a_Dir = FindSuitableDirection(a_World, a_BlockX, a_BlockY, a_BlockZ); if (a_Dir == BLOCK_FACE_BOTTOM) { return; } } a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_BlockType, cLadder::DirectionToMetaData(a_Dir)); OnPlacedByPlayer(a_World, a_Player, a_BlockX, a_BlockY, a_BlockZ, a_Dir); } /// Finds a suitable Direction for the Ladder. Returns BLOCK_FACE_BOTTOM on failure static char FindSuitableDirection(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ) { for (int i = 2; i <= 5; i++) { if (LadderCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, i)) { return i; } } return BLOCK_FACE_BOTTOM; } static bool LadderCanBePlacedAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Dir) { if (a_Dir == BLOCK_FACE_BOTTOM || a_Dir == BLOCK_FACE_TOP ) { return false; } AddDirection( a_BlockX, a_BlockY, a_BlockZ, a_Dir, true ); return g_BlockIsSolid[a_World->GetBlock( a_BlockX, a_BlockY, a_BlockZ)]; } virtual bool CanBePlacedAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Dir) override { if (LadderCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_Dir)) return true; return FindSuitableDirection(a_World, a_BlockX, a_BlockY, a_BlockZ) != BLOCK_FACE_BOTTOM; } virtual bool CanBeAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ) override { char Dir = cLadder::MetaDataToDirection(a_World->GetBlockMeta( a_BlockX, a_BlockY, a_BlockZ)); return CanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, Dir); } virtual const char * GetStepSound(void) override { return "step.wood"; } } ;