98 lines
2.3 KiB
C++
98 lines
2.3 KiB
C++
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#pragma once
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#include "BlockHandler.h"
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#include "../World.h"
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#include "../Ladder.h"
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class cBlockLadderHandler :
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public cBlockHandler
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{
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public:
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cBlockLadderHandler(BLOCKTYPE a_BlockType)
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: cBlockHandler(a_BlockType)
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{
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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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if (!LadderCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace))
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{
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a_BlockFace = FindSuitableBlockFace(a_World, a_BlockX, a_BlockY, a_BlockZ);
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if (a_BlockFace == BLOCK_FACE_BOTTOM)
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{
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return false;
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}
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}
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a_BlockType = m_BlockType;
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a_BlockMeta = cLadder::DirectionToMetaData(a_BlockFace);
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return true;
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}
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/// Finds a suitable Direction for the Ladder. Returns BLOCK_FACE_BOTTOM on failure
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static char FindSuitableBlockFace(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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for (int Face = 2; Face <= 5; Face++)
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{
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if (LadderCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, Face))
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{
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return Face;
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}
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}
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return BLOCK_FACE_BOTTOM;
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}
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static bool LadderCanBePlacedAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace)
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{
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if ((a_BlockFace == BLOCK_FACE_BOTTOM) || (a_BlockFace == BLOCK_FACE_TOP))
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{
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return false;
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}
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AddFaceDirection( a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, true);
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return g_BlockIsSolid[a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ)];
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}
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virtual bool CanBePlacedAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace) override
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{
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if (LadderCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace))
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{
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return true;
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}
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return (FindSuitableBlockFace(a_World, a_BlockX, a_BlockY, a_BlockZ) != BLOCK_FACE_BOTTOM);
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}
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virtual bool CanBeAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ) override
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{
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char BlockFace = cLadder::MetaDataToDirection(a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ));
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return CanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, BlockFace);
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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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