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-rw-r--r--src/Items/ItemTorch.h82
1 files changed, 82 insertions, 0 deletions
diff --git a/src/Items/ItemTorch.h b/src/Items/ItemTorch.h
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+++ b/src/Items/ItemTorch.h
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+
+#pragma once
+
+#include "ItemHandler.h"
+#include "Blocks/BlockTorch.h"
+
+
+
+
+
+class cItemTorchHandler :
+ public cItemHandler
+{
+ using Super = cItemHandler;
+
+public:
+
+ using Super::Super;
+
+private:
+
+ /** Converts the block face of the neighbor to which the torch is attached, to the torch block's meta. */
+ static NIBBLETYPE BlockFaceToMetaData(eBlockFace a_BlockFace)
+ {
+ switch (a_BlockFace)
+ {
+ case BLOCK_FACE_TOP: return E_META_TORCH_FLOOR;
+ case BLOCK_FACE_EAST: return E_META_TORCH_EAST;
+ case BLOCK_FACE_WEST: return E_META_TORCH_WEST;
+ case BLOCK_FACE_NORTH: return E_META_TORCH_NORTH;
+ case BLOCK_FACE_SOUTH: return E_META_TORCH_SOUTH;
+ default: UNREACHABLE("Unsupported 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();
+ BLOCKTYPE ClickedBlockType;
+ NIBBLETYPE ClickedBlockMeta;
+ World.GetBlockTypeMeta(AddFaceDirection(a_PlacePosition, a_ClickedBlockFace, true), ClickedBlockType, ClickedBlockMeta);
+
+ // Try finding a suitable neighbor block face for the torch; start with the given one:
+ if (!cBlockTorchHandler::CanBePlacedOn(ClickedBlockType, ClickedBlockMeta, 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 torch:
+ return false;
+ }
+ }
+
+ return a_Player.PlaceBlock(a_PlacePosition, static_cast<BLOCKTYPE>(a_HeldItem.m_ItemType), BlockFaceToMetaData(a_ClickedBlockFace));
+ }
+
+
+ /** Returns a suitable neighbor's blockface to place the torch 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, BLOCK_FACE_YP }) // Loop through all faces in specific order.
+ {
+ // The direction of Face is relative to the direction the torch faces.
+ // This is the position, computed inverted, that such a torch would attach to.
+ const auto NeighborPosition = AddFaceDirection(a_Position, Face, true);
+
+ BLOCKTYPE NeighborBlockType;
+ NIBBLETYPE NeighborBlockMeta;
+ a_World.GetBlockTypeMeta(NeighborPosition, NeighborBlockType, NeighborBlockMeta);
+
+ if (cBlockTorchHandler::CanBePlacedOn(NeighborBlockType, NeighborBlockMeta, Face))
+ {
+ return Face;
+ }
+ }
+
+ return BLOCK_FACE_NONE;
+ }
+};