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cuberite-2a/source/Blocks/BlockDoor.cpp
madmaxoft@gmail.com ea2ed2c918 Moved blockticking into blockhandler classes.
Also slightly refactored the variable / argument names (BlockID is deprecated, use BlockType instead)

git-svn-id: http://mc-server.googlecode.com/svn/trunk@921 0a769ca7-a7f5-676a-18bf-c427514a06d6
2012-10-03 08:52:11 +00:00

98 lines
2.0 KiB
C++

#include "Globals.h"
#include "BlockDoor.h"
#include "../Item.h"
#include "../World.h"
#include "../Doors.h"
#include "../Player.h"
cBlockDoorHandler::cBlockDoorHandler(BLOCKTYPE a_BlockType)
: cBlockHandler(a_BlockType)
{
}
void cBlockDoorHandler::OnPlaced(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, int a_Dir)
{
}
void cBlockDoorHandler::OnDestroyed(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
{
char OldMeta = a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
if (OldMeta & 8)
{
// Was upper part of door
if (cDoors::IsDoor(a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ)))
{
a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
}
}
else
{
// Was lower part
if (cDoors::IsDoor(a_World->GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ)))
{
a_World->FastSetBlock(a_BlockX, a_BlockY + 1, a_BlockZ, E_BLOCK_AIR, 0);
}
}
}
void cBlockDoorHandler::OnDigging(cWorld * a_World, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ)
{
cDoors::ChangeDoor(a_World, a_BlockX, a_BlockY, a_BlockZ);
}
void cBlockDoorHandler::OnUse(cWorld * a_World, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ)
{
cDoors::ChangeDoor(a_World, a_BlockX, a_BlockY, a_BlockZ);
}
void cBlockDoorHandler::PlaceBlock(cWorld * a_World, cPlayer * a_Player, NIBBLETYPE a_BlockMeta, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Dir)
{
if (a_World->GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ) == E_BLOCK_AIR)
{
a_BlockMeta = cDoors::RotationToMetaData(a_Player->GetRotation());
a_World->SetBlock(a_BlockX, a_BlockY + 1, a_BlockZ, m_BlockType, a_BlockMeta + 8);
a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_BlockType, a_BlockMeta);
OnPlacedByPlayer(a_World, a_Player, a_BlockX, a_BlockY, a_BlockZ, a_Dir);
}
}
const char * cBlockDoorHandler::GetStepSound(void)
{
return (m_BlockType == E_BLOCK_WOODEN_DOOR) ? "step.wood" : "step.stone";
}