mcserver/source/Blocks/BlockLadder.h

98 lines
2.3 KiB
C++

#pragma once
#include "BlockHandler.h"
#include "../World.h"
#include "../Ladder.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 = cLadder::DirectionToMetaData(a_BlockFace);
return true;
}
/// 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 CanBePlacedAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace) override
{
if (LadderCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace))
{
return true;
}
return (FindSuitableBlockFace(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 BlockFace = cLadder::MetaDataToDirection(a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ));
return CanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, BlockFace);
}
virtual const char * GetStepSound(void) override
{
return "step.wood";
}
} ;