mcserver/source/Blocks/BlockLadder.h

89 lines
2.2 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 void PlaceBlock(cWorld * a_World, cPlayer * a_Player, NIBBLETYPE a_BlockMeta, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Dir) override
{
if (!LadderCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_Dir))
{
a_Dir = FindSuitableDirection(a_World, a_BlockX, a_BlockY, a_BlockZ);
if (a_Dir == BLOCK_FACE_BOTTOM)
{
return;
}
}
a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_BlockType, cLadder::DirectionToMetaData(a_Dir));
OnPlacedByPlayer(a_World, a_Player, a_BlockX, a_BlockY, a_BlockZ, a_Dir);
}
/// Finds a suitable Direction for the Ladder. Returns BLOCK_FACE_BOTTOM on failure
static char FindSuitableDirection(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
{
for (int i = 2; i <= 5; i++)
{
if (LadderCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, i))
{
return i;
}
}
return BLOCK_FACE_BOTTOM;
}
static bool LadderCanBePlacedAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Dir)
{
if (a_Dir == BLOCK_FACE_BOTTOM || a_Dir == BLOCK_FACE_TOP )
{
return false;
}
AddDirection( a_BlockX, a_BlockY, a_BlockZ, a_Dir, 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_Dir) override
{
if (LadderCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_Dir))
return true;
return FindSuitableDirection(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 Dir = cLadder::MetaDataToDirection(a_World->GetBlockMeta( a_BlockX, a_BlockY, a_BlockZ));
return CanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, Dir);
}
virtual const char * GetStepSound(void) override
{
return "step.wood";
}
} ;