#pragma once #include "BlockHandler.h" #include "../World.h" #include "../Ladder.h" class cBlockLadderHandler : public cBlockHandler { public: cBlockLadderHandler(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 { if (!LadderCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace)) { a_BlockFace = FindSuitableBlockFace(a_World, a_BlockX, a_BlockY, a_BlockZ); if (a_BlockFace == BLOCK_FACE_BOTTOM) { return false; } } a_BlockType = m_BlockType; a_BlockMeta = cLadder::DirectionToMetaData(a_BlockFace); return true; } /// Finds a suitable Direction for the Ladder. Returns BLOCK_FACE_BOTTOM on failure static char FindSuitableBlockFace(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ) { for (int Face = 2; Face <= 5; Face++) { if (LadderCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, Face)) { return Face; } } return BLOCK_FACE_BOTTOM; } static bool LadderCanBePlacedAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace) { if ((a_BlockFace == BLOCK_FACE_BOTTOM) || (a_BlockFace == BLOCK_FACE_TOP)) { return false; } AddFaceDirection( a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, 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_BlockFace) override { if (LadderCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace)) { return true; } return (FindSuitableBlockFace(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 BlockFace = cLadder::MetaDataToDirection(a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ)); return CanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, BlockFace); } virtual const char * GetStepSound(void) override { return "step.wood"; } } ;