mcserver/source/Blocks/BlockSlab.h

71 lines
1.8 KiB
C++

#pragma once
#include "BlockHandler.h"
class cBlockSlabHandler :
public cBlockHandler
{
public:
cBlockSlabHandler(BLOCKTYPE a_BlockType)
: cBlockHandler(a_BlockType)
{
}
virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
{
char Count = ((m_BlockType == E_BLOCK_DOUBLE_STONE_SLAB) || (m_BlockType == E_BLOCK_DOUBLE_WOODEN_SLAB)) ? 2 : 1;
a_Pickups.push_back(cItem(m_BlockType, Count, a_BlockMeta));
}
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
{
a_BlockType = m_BlockType;
NIBBLETYPE Meta = (NIBBLETYPE)(a_Player->GetEquippedItem().m_ItemDamage & 0x07);
switch (a_BlockFace)
{
case BLOCK_FACE_TOP: a_BlockMeta = Meta & 0x7; break; // Always bottom half of the slab when placing on top of something
case BLOCK_FACE_BOTTOM: a_BlockMeta = Meta | 0x8; break; // Always top half of the slab when placing on bottom of something
case BLOCK_FACE_EAST:
case BLOCK_FACE_NORTH:
case BLOCK_FACE_SOUTH:
case BLOCK_FACE_WEST:
{
if (a_CursorY > 7)
{
// Cursor at the top half of the face, place a top half of slab
a_BlockMeta = Meta | 0x8;
}
else
{
// Cursor at the bottom half of the face, place a bottom half of slab:
a_BlockMeta = Meta & 0x7;
}
break;
}
} // switch (a_BlockFace)
return true;
}
virtual const char * GetStepSound(void) override
{
return ((m_BlockType == E_BLOCK_WOODEN_SLAB) || (m_BlockType == E_BLOCK_DOUBLE_WOODEN_SLAB)) ? "step.wood" : "step.stone";
}
} ;