#pragma once #include "BlockHandler.h" #include "../Torch.h" #include "../World.h" class cBlockTorchHandler : public cBlockHandler { public: cBlockTorchHandler(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 { // Find proper placement. Use the player-supplied one as the default, but fix if not okay: if (!TorchCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace)) { a_BlockFace = FindSuitableFace(a_World, a_BlockX, a_BlockY, a_BlockZ); if (a_BlockFace == BLOCK_FACE_BOTTOM) { return false; } } a_BlockType = m_BlockType; a_BlockMeta = cTorch::DirectionToMetaData(a_BlockFace); return true; } virtual bool DoesAllowBlockOnTop(void) override { return false; } static bool CanBePlacedOn(BLOCKTYPE a_BlockType, char a_Direction) { switch (a_BlockType) { case E_BLOCK_GLASS: case E_BLOCK_FENCE: case E_BLOCK_NETHER_BRICK_FENCE: { return (a_Direction == 0x1); // allow only direction "standing on floor" } default: { return g_BlockIsSolid[a_BlockType]; } } } static bool TorchCanBePlacedAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace) { // TODO: If placing a torch from below, check all 4 XZ neighbors, place it on that neighbor instead // How to propagate that change up? // Simon: The easiest way is to calculate the position two times, shouldn´t cost much cpu power :) if (a_BlockFace == BLOCK_FACE_BOTTOM) { return false; } AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, true); return CanBePlacedOn(a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ), a_BlockFace); } /// Finds a suitable Face for the Torch. Returns BLOCK_FACE_BOTTOM on failure static char FindSuitableFace(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ) { for (int i = 1; i <= 5; i++) { if (TorchCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, i)) { return i; } } return BLOCK_FACE_BOTTOM; } virtual bool CanBePlacedAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace) override { if (TorchCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace)) { return true; } return (FindSuitableFace(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 Face = cTorch::MetaDataToDirection(a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ)); return TorchCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, Face); } virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override { // Always drop meta = 0 a_Pickups.push_back(cItem(m_BlockType, 1, 0)); } virtual const char * GetStepSound(void) override { return "step.wood"; } } ;