mcserver/source/Blocks/BlockLadder.h

116 lines
2.7 KiB
C++

#pragma once
#include "BlockHandler.h"
#include "../World.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 = DirectionToMetaData(a_BlockFace);
return true;
}
static NIBBLETYPE DirectionToMetaData(char a_Direction) // tolua_export
{ // tolua_export
switch (a_Direction)
{
case 0x2: return 0x2;
case 0x3: return 0x3;
case 0x4: return 0x4;
case 0x5: return 0x5;
default: return 0x2;
}
} // tolua_export
static char MetaDataToDirection(NIBBLETYPE a_MetaData) // tolua_export
{ // tolua_export
switch (a_MetaData)
{
case 0x2: return 0x2;
case 0x3: return 0x3;
case 0x4: return 0x4;
case 0x5: return 0x5;
default: return 0x2;
}
} // tolua_export
/// 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 CanBeAt(int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
{
// TODO: Use AdjustCoordsByMeta(), then cChunk::UnboundedRelGetBlock() and finally some comparison
char BlockFace = MetaDataToDirection(a_Chunk.GetMeta(a_RelX, a_RelY, a_RelZ));
int BlockX = a_RelX + a_Chunk.GetPosX() * cChunkDef::Width;
int BlockZ = a_RelZ + a_Chunk.GetPosZ() * cChunkDef::Width;
return LadderCanBePlacedAt(a_Chunk.GetWorld(), BlockX, a_RelY, BlockZ, BlockFace);
}
virtual const char * GetStepSound(void) override
{
return "step.wood";
}
} ;