#pragma once #include "ItemHandler.h" class cItemRedstoneDustHandler: public cItemHandler { using Super = cItemHandler; public: cItemRedstoneDustHandler(int a_ItemType): Super(a_ItemType) { } virtual bool IsPlaceable(void) override { return true; } virtual bool GetPlacementBlockTypeMeta( cWorld * a_World, cPlayer * a_Player, const Vector3i a_PlacedBlockPos, eBlockFace a_ClickedBlockFace, const Vector3i a_CursorPos, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta ) override { // Check the block below, if it supports dust on top of it: auto UnderPos = a_PlacedBlockPos.addedY(-1); if (UnderPos.y < 0) { return false; } BLOCKTYPE BlockType; NIBBLETYPE BlockMeta; if (!a_World->GetBlockTypeMeta(UnderPos, BlockType, BlockMeta)) { return false; } if (!IsBlockTypeUnderSuitable(BlockType, BlockMeta)) { return false; } a_BlockType = E_BLOCK_REDSTONE_WIRE; a_BlockMeta = 0; return true; } /** Returns true if the specified block type / meta is suitable to have redstone dust on top of it. */ static bool IsBlockTypeUnderSuitable(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) { if (cBlockInfo::FullyOccupiesVoxel(a_BlockType)) { return true; } switch (a_BlockType) { case E_BLOCK_RED_SANDSTONE_SLAB: case E_BLOCK_WOODEN_SLAB: case E_BLOCK_STONE_SLAB: { // Slabs can support redstone if they're upside down: return ((a_BlockMeta & 0x08) != 0); } } return false; } } ;