summaryrefslogtreecommitdiffstats
path: root/source/blocks/BlockTorch.h
blob: dfa50394343e87eca2ca9cda009851f581e8a3b7 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156

#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);
	}
};