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cuberite-2a/src/Blocks/BlockLadder.h
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#pragma once
#include "BlockHandler.h"
#include "../World.h"
class cBlockLadderHandler :
public cBlockHandler
{
public:
cBlockLadderHandler(BLOCKTYPE a_BlockType)
: cBlockHandler(a_BlockType)
{
}
virtual bool GetPlacementBlockTypeMeta(
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cChunkInterface & a_ChunkInterface, cPlayer * a_Player,
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int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
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int a_CursorX, int a_CursorY, int a_CursorZ,
BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
) override
{
if (!LadderCanBePlacedAt(a_ChunkInterface, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace))
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{
a_BlockFace = FindSuitableBlockFace(a_ChunkInterface, a_BlockX, a_BlockY, a_BlockZ);
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if (a_BlockFace == BLOCK_FACE_BOTTOM)
{
return false;
}
}
a_BlockType = m_BlockType;
a_BlockMeta = DirectionToMetaData(a_BlockFace);
return true;
}
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static NIBBLETYPE DirectionToMetaData(eBlockFace a_Direction) // tolua_export
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{ // tolua_export
switch (a_Direction)
{
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case BLOCK_FACE_ZM: return 0x2;
case BLOCK_FACE_ZP: return 0x3;
case BLOCK_FACE_XM: return 0x4;
case BLOCK_FACE_XP: return 0x5;
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default: return 0x2;
}
} // tolua_export
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static eBlockFace MetaDataToDirection(NIBBLETYPE a_MetaData) // tolua_export
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{ // tolua_export
switch (a_MetaData)
{
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case 0x2: return BLOCK_FACE_ZM;
case 0x3: return BLOCK_FACE_ZP;
case 0x4: return BLOCK_FACE_XM;
case 0x5: return BLOCK_FACE_XP;
default: return BLOCK_FACE_ZM;
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}
} // tolua_export
/// Finds a suitable Direction for the Ladder. Returns BLOCK_FACE_BOTTOM on failure
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static eBlockFace FindSuitableBlockFace(cChunkInterface & a_ChunkInterface, int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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for (int FaceInt = BLOCK_FACE_ZM; FaceInt <= BLOCK_FACE_XP; FaceInt++)
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{
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eBlockFace Face = static_cast<eBlockFace>(FaceInt);
if (LadderCanBePlacedAt(a_ChunkInterface, a_BlockX, a_BlockY, a_BlockZ, Face))
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{
return Face;
}
}
return BLOCK_FACE_BOTTOM;
}
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static bool LadderCanBePlacedAt(cChunkInterface & a_ChunkInterface, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace)
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{
if ((a_BlockFace == BLOCK_FACE_BOTTOM) || (a_BlockFace == BLOCK_FACE_TOP))
{
return false;
}
AddFaceDirection( a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, true);
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return g_BlockIsSolid[a_ChunkInterface.GetBlock(a_BlockX, a_BlockY, a_BlockZ)];
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}
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virtual bool CanBeAt(cChunkInterface & a_ChunkInterface,int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
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{
// TODO: Use AdjustCoordsByMeta(), then cChunk::UnboundedRelGetBlock() and finally some comparison
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eBlockFace BlockFace = MetaDataToDirection(a_Chunk.GetMeta(a_RelX, a_RelY, a_RelZ));
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int BlockX = a_RelX + a_Chunk.GetPosX() * cChunkDef::Width;
int BlockZ = a_RelZ + a_Chunk.GetPosZ() * cChunkDef::Width;
return LadderCanBePlacedAt(a_ChunkInterface, BlockX, a_RelY, BlockZ, BlockFace);
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}
virtual const char * GetStepSound(void) override
{
return "step.wood";
}
} ;