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-rw-r--r--source/Blocks/BlockTorch.h166
1 files changed, 166 insertions, 0 deletions
diff --git a/source/Blocks/BlockTorch.h b/source/Blocks/BlockTorch.h
new file mode 100644
index 000000000..450b5ecab
--- /dev/null
+++ b/source/Blocks/BlockTorch.h
@@ -0,0 +1,166 @@
+
+#pragma once
+#include "BlockHandler.h"
+#include "../Torch.h"
+#include "../World.h"
+
+
+
+
+
+class cBlockTorchHandler : public cBlockHandler
+{
+public:
+ cBlockTorchHandler(BLOCKTYPE a_BlockID)
+ : cBlockHandler(a_BlockID)
+ {
+ }
+
+
+ virtual void PlaceBlock(cWorld * a_World, cPlayer * a_Player, NIBBLETYPE a_BlockMeta, int a_X, int a_Y, int a_Z, char a_Dir) override
+ {
+ if(!TorchCanBePlacedAt(a_World, a_X, a_Y, a_Z, a_Dir))
+ {
+ a_Dir = FindSuitableDirection(a_World, a_X, a_Y, a_Z);
+
+ if(a_Dir == BLOCK_FACE_BOTTOM)
+ return;
+ }
+
+ a_World->SetBlock(a_X, a_Y, a_Z, m_BlockID, cTorch::DirectionToMetaData(a_Dir));
+ OnPlacedByPlayer(a_World, a_Player, a_X, a_Y, a_Z, a_Dir);
+ }
+
+
+ virtual bool AllowBlockOnTop(void) override
+ {
+ return false;
+ }
+
+
+ static bool CanBePlacedOn(BLOCKTYPE a_BlockType, char a_Direction)
+ {
+ switch (a_BlockType)
+ {
+ case E_BLOCK_STONE:
+ case E_BLOCK_GRASS:
+ case E_BLOCK_DIRT:
+ case E_BLOCK_COBBLESTONE:
+ case E_BLOCK_PLANKS:
+ case E_BLOCK_BEDROCK:
+ case E_BLOCK_SAND:
+ case E_BLOCK_GRAVEL:
+ case E_BLOCK_GOLD_ORE:
+ case E_BLOCK_IRON_ORE:
+ case E_BLOCK_COAL_ORE:
+ case E_BLOCK_LOG:
+ case E_BLOCK_SPONGE:
+ case E_BLOCK_LAPIS_ORE:
+ case E_BLOCK_LAPIS_BLOCK:
+ case E_BLOCK_SANDSTONE:
+ case E_BLOCK_WOOL:
+ case E_BLOCK_GOLD_BLOCK:
+ case E_BLOCK_IRON_BLOCK:
+ case E_BLOCK_DOUBLE_STONE_SLAB:
+ case E_BLOCK_BRICK:
+ case E_BLOCK_BOOKCASE:
+ case E_BLOCK_MOSSY_COBBLESTONE:
+ case E_BLOCK_OBSIDIAN:
+ case E_BLOCK_MOB_SPAWNER:
+ case E_BLOCK_DIAMOND_ORE:
+ case E_BLOCK_DIAMOND_BLOCK:
+ case E_BLOCK_CRAFTING_TABLE:
+ case E_BLOCK_REDSTONE_ORE:
+ case E_BLOCK_REDSTONE_ORE_GLOWING:
+ case E_BLOCK_SNOW_BLOCK:
+ case E_BLOCK_CLAY:
+ case E_BLOCK_JUKEBOX:
+ case E_BLOCK_PUMPKIN:
+ case E_BLOCK_NETHERRACK:
+ case E_BLOCK_SOULSAND:
+ case E_BLOCK_JACK_O_LANTERN:
+ case E_BLOCK_LOCKED_CHEST:
+ case E_BLOCK_STONE_BRICKS:
+ case E_BLOCK_MELON:
+ case E_BLOCK_MYCELIUM:
+ case E_BLOCK_NETHER_BRICK:
+ case E_BLOCK_END_STONE:
+ case E_BLOCK_REDSTONE_LAMP_OFF:
+ case E_BLOCK_REDSTONE_LAMP_ON:
+ case E_BLOCK_DOUBLE_WOODEN_SLAB:
+ case E_BLOCK_EMERALD_ORE:
+ case E_BLOCK_ENDER_CHEST:
+ case E_BLOCK_EMERALD_BLOCK:
+ {
+ return true;
+ }
+
+ 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 false;
+ }
+ }
+ }
+
+
+ static bool TorchCanBePlacedAt(cWorld * a_World, int a_X, int a_Y, int a_Z, char a_Dir)
+ {
+ // 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_Dir == BLOCK_FACE_BOTTOM)
+ return false;
+
+ AddDirection( a_X, a_Y, a_Z, a_Dir, true );
+
+ return CanBePlacedOn(a_World->GetBlock( a_X, a_Y, a_Z ), a_Dir);
+ }
+
+ // Finds a suitable Direction for the Torch. Returns BLOCK_FACE_BOTTOM on failure
+ static char FindSuitableDirection(cWorld * a_World, int a_X, int a_Y, int a_Z)
+ {
+ for(int i = 1; i <= 5; i++)
+ {
+ if(TorchCanBePlacedAt(a_World, a_X, a_Y, a_Z, i))
+ return i;
+ }
+ return BLOCK_FACE_BOTTOM;
+ }
+
+ virtual bool CanBePlacedAt(cWorld * a_World, int a_X, int a_Y, int a_Z, char a_Dir) override
+ {
+ if(TorchCanBePlacedAt(a_World, a_X, a_Y, a_Z, a_Dir))
+ return true;
+
+ return FindSuitableDirection(a_World, a_X, a_Y, a_Z) != BLOCK_FACE_BOTTOM;
+ }
+
+
+ virtual bool CanBeAt(cWorld * a_World, int a_X, int a_Y, int a_Z) override
+ {
+ char Dir = cTorch::MetaDataToDirection(a_World->GetBlockMeta( a_X, a_Y, a_Z));
+ return TorchCanBePlacedAt(a_World, a_X, a_Y, a_Z, Dir);
+ }
+
+ virtual NIBBLETYPE GetDropMeta(NIBBLETYPE a_BlockMeta) override
+ {
+ return 0;
+ }
+
+ virtual AString GetStepSound(void) override
+ {
+ return "step.wood";
+ }
+};
+
+
+
+