#pragma once
#include "BlockHandler.h"
#include "../Torch.h"
#include "../World.h"
class cBlockTorchHandler :
public cBlockHandler
{
public:
cBlockTorchHandler(BLOCKTYPE a_BlockType)
: cBlockHandler(a_BlockType)
{
}
virtual void PlaceBlock(cWorld * a_World, cPlayer * a_Player, NIBBLETYPE a_BlockMeta, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Dir) override
{
if (!TorchCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_Dir))
{
a_Dir = FindSuitableDirection(a_World, a_BlockX, a_BlockY, a_BlockZ);
if (a_Dir == BLOCK_FACE_BOTTOM)
{
return;
}
}
a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_BlockType, cTorch::DirectionToMetaData(a_Dir));
OnPlacedByPlayer(a_World, a_Player, a_BlockX, a_BlockY, a_BlockZ, a_Dir);
}
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_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_BlockX, a_BlockY, a_BlockZ, a_Dir, true );
return CanBePlacedOn(a_World->GetBlock( a_BlockX, a_BlockY, a_BlockZ ), a_Dir);
}
/// Finds a suitable Direction for the Torch. Returns BLOCK_FACE_BOTTOM on failure
static char FindSuitableDirection(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_Dir) override
{
if(TorchCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_Dir))
return true;
return FindSuitableDirection(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 Dir = cTorch::MetaDataToDirection(a_World->GetBlockMeta( a_BlockX, a_BlockY, a_BlockZ));
return TorchCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, Dir);
}
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";
}
} ;