#pragma once #include "BlockHandler.h" class cBlockLeverHandler : public cBlockHandler { public: cBlockLeverHandler(BLOCKTYPE a_BlockType); virtual void OnUse(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) override; virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override { // Reset meta to 0 a_Pickups.push_back(cItem(E_BLOCK_LEVER, 1, 0)); } virtual bool IsUseable(void) override { return true; } 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; a_BlockMeta = LeverDirectionToMetaData(a_BlockFace); return true; } inline static NIBBLETYPE LeverDirectionToMetaData(char a_Dir) { // Determine lever direction: switch (a_Dir) { case BLOCK_FACE_TOP: return 0x6; case BLOCK_FACE_EAST: return 0x1; case BLOCK_FACE_WEST: return 0x2; case BLOCK_FACE_SOUTH: return 0x3; case BLOCK_FACE_NORTH: return 0x4; case BLOCK_FACE_BOTTOM: return 0x0; default: return 0x6; } } virtual const char * GetStepSound(void) override { return "step.wood"; } } ;