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cuberite-2a/source/Blocks/BlockRedstoneRepeater.h
Tiger Wang bc1e236d54 Redstone Megacommit [SEE DESC]
+ 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
2013-11-18 22:30:34 +00:00

83 lines
1.6 KiB
C++

#pragma once
#include "BlockHandler.h"
class cBlockRedstoneRepeaterHandler :
public cBlockHandler
{
public:
cBlockRedstoneRepeaterHandler(BLOCKTYPE a_BlockType);
virtual void OnDestroyed(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ) override;
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;
virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
{
// Reset meta to 0
a_Pickups.push_back(cItem(E_ITEM_REDSTONE_REPEATER, 1, 0));
}
virtual bool IsUseable(void) override
{
return true;
}
virtual bool CanBeAt(int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
{
return ((a_RelY > 0) && (a_Chunk.GetBlock(a_RelX, a_RelY - 1, a_RelZ) != E_BLOCK_AIR));
}
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;
virtual const char * GetStepSound(void) override
{
return "step.wood";
}
inline static NIBBLETYPE RepeaterRotationToMetaData(double a_Rotation)
{
a_Rotation += 90 + 45; // So its not aligned with axis
if (a_Rotation > 360)
{
a_Rotation -= 360;
}
if ((a_Rotation >= 0) && (a_Rotation < 90))
{
return 0x1;
}
else if ((a_Rotation >= 180) && (a_Rotation < 270))
{
return 0x3;
}
else if ((a_Rotation >= 90) && (a_Rotation < 180))
{
return 0x2;
}
else
{
return 0x0;
}
}
} ;