bc1e236d54
+ Updated BlockID - look for yourself * Improved button, repeater, lever, and comparator code -> simplification and splitting of some stuff from the redstone simulator file * Fixed buttons not breaking when in an invalid game state * Fixed QueueSetBlock -> improved (AGAIN) piston code + Rewrote redstone simulator Fixes: #57, #58, #205, and part of #131. Fixes FS issues: 281, 116, and 102
69 lines
1.4 KiB
C++
69 lines
1.4 KiB
C++
#pragma once
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#include "BlockHandler.h"
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class cBlockLeverHandler :
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public cBlockHandler
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{
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public:
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cBlockLeverHandler(BLOCKTYPE a_BlockType);
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virtual void 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) override;
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virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
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{
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// Reset meta to 0
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a_Pickups.push_back(cItem(E_BLOCK_LEVER, 1, 0));
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}
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virtual bool IsUseable(void) override
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{
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return true;
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}
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virtual bool GetPlacementBlockTypeMeta(
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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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) override
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{
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a_BlockType = m_BlockType;
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a_BlockMeta = LeverDirectionToMetaData(a_BlockFace);
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return true;
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}
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inline static NIBBLETYPE LeverDirectionToMetaData(char a_Dir)
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{
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// Determine lever direction:
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switch (a_Dir)
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{
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case BLOCK_FACE_TOP: return 0x6;
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case BLOCK_FACE_EAST: return 0x1;
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case BLOCK_FACE_WEST: return 0x2;
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case BLOCK_FACE_SOUTH: return 0x3;
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case BLOCK_FACE_NORTH: return 0x4;
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case BLOCK_FACE_BOTTOM: return 0x0;
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default: return 0x6;
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}
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}
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virtual const char * GetStepSound(void) override
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{
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return "step.wood";
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}
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} ;
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