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#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;
}
} ;
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