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-rw-r--r--src/Items/ItemLadder.h77
1 files changed, 77 insertions, 0 deletions
diff --git a/src/Items/ItemLadder.h b/src/Items/ItemLadder.h
new file mode 100644
index 000000000..67de799c5
--- /dev/null
+++ b/src/Items/ItemLadder.h
@@ -0,0 +1,77 @@
+
+#pragma once
+
+#include "ItemHandler.h"
+#include "Blocks/BlockLadder.h"
+
+
+
+
+
+class cItemLadderHandler :
+ public cItemHandler
+{
+ using Super = cItemHandler;
+
+public:
+
+ using Super::Super;
+
+private:
+
+ /** Converts the block face of the neighbor to which the ladder is attached to the ladder block's meta. */
+ static NIBBLETYPE BlockFaceToMetaData(eBlockFace a_NeighborBlockFace)
+ {
+ switch (a_NeighborBlockFace)
+ {
+ case BLOCK_FACE_ZM: return 0x2;
+ case BLOCK_FACE_ZP: return 0x3;
+ case BLOCK_FACE_XM: return 0x4;
+ case BLOCK_FACE_XP: return 0x5;
+ case BLOCK_FACE_YM:
+ case BLOCK_FACE_YP: return 0x2;
+ default: UNREACHABLE("Unsupported neighbor block face");
+ }
+ }
+
+
+ virtual bool CommitPlacement(cPlayer & a_Player, const cItem & a_HeldItem, const Vector3i a_PlacePosition, eBlockFace a_ClickedBlockFace, const Vector3i a_CursorPosition) override
+ {
+ const auto & World = *a_Player.GetWorld();
+ const auto ClickedBlockType = World.GetBlock(AddFaceDirection(a_PlacePosition, a_ClickedBlockFace, true));
+
+ // Try finding a suitable neighbor block face for the ladder; start with the given one:
+ if (!cBlockLadderHandler::CanBePlacedOn(ClickedBlockType, a_ClickedBlockFace))
+ {
+ // Couldn't be placed on whatever face was clicked, last ditch resort - find another face:
+ a_ClickedBlockFace = FindSuitableFace(World, a_PlacePosition);
+ if (a_ClickedBlockFace == BLOCK_FACE_NONE)
+ {
+ // No attachable face found - don't place the ladder:
+ return false;
+ }
+ }
+
+ return a_Player.PlaceBlock(a_PlacePosition, E_BLOCK_LADDER, BlockFaceToMetaData(a_ClickedBlockFace));
+ }
+
+
+ /** Returns a suitable neighbor's blockface to place the ladder at the specified position.
+ Returns BLOCK_FACE_NONE on failure. */
+ static eBlockFace FindSuitableFace(const cWorld & a_World, const Vector3i a_Position)
+ {
+ for (const auto Face : { BLOCK_FACE_ZM, BLOCK_FACE_XP, BLOCK_FACE_ZP, BLOCK_FACE_XM }) // Loop through all faces in specific order.
+ {
+ // The direction of Face is relative to the direction the ladder faces.
+ // This is the position, computed inverted, that such a ladder would attach to.
+ const auto NeighborPosition = AddFaceDirection(a_Position, Face, true);
+
+ if (cBlockLadderHandler::CanBePlacedOn(a_World.GetBlock(NeighborPosition), Face))
+ {
+ return Face;
+ }
+ }
+
+ return BLOCK_FACE_NONE;
+ }
+};