#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"; } } ;