#pragma once
#include "Block.h"
#include "../cTorch.h"
#include "../cWorld.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";
}
};