#pragma once
#include "BlockHandler.h"
class cBlockSlabHandler :
public cBlockHandler
{
public:
cBlockSlabHandler(BLOCKTYPE a_BlockType)
: cBlockHandler(a_BlockType)
{
}
virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
{
a_Pickups.push_back(cItem(m_BlockType, 1, a_BlockMeta));
}
virtual bool GetPlacementBlockTypeMeta(
cWorld * a_World, cPlayer * a_Player,
int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace,
int a_CursorX, int a_CursorY, int a_CursorZ,
BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
) override
{
a_BlockType = m_BlockType;
BLOCKTYPE Type = (BLOCKTYPE)(a_Player->GetEquippedItem().m_ItemType);
NIBBLETYPE Meta = (NIBBLETYPE)(a_Player->GetEquippedItem().m_ItemDamage & 0x07);
int DoubleType;
if (Type == E_BLOCK_STONE_SLAB)
{
DoubleType = 43; // Make it a double slab (with old type wood)
}
else
{
DoubleType = 125; // Make it a wooden double slab (new type)
}
// HandlePlaceBlock wants a cItemHandler pointer thing, so let's give it one
cItemHandler * ItemHandler = cItemHandler::GetItemHandler(DoubleType);
// Check if the block at the coordinates is a slab. Eligibility for combining etc. were processed in ClientHandle
BLOCKTYPE IsSlab;
IsSlab = a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
if ((IsSlab == E_BLOCK_STONE_SLAB) || (IsSlab == E_BLOCK_WOODEN_SLAB))
{
// Special handling for non top/bottom clicks
if ((a_BlockFace == BLOCK_FACE_TOP) || (a_BlockFace == BLOCK_FACE_BOTTOM))
{
// As with previous, call the function in ClientHandle that places a block when the client sends the packet
// This effectively simulates a client placing a double slab, so it goes through plugins etc. so the slabbing can be cancelled
a_Player->GetClientHandle()->HandlePlaceBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, *ItemHandler);
}
else
{
// If player cursor is at top half of block
if (a_CursorY > 7)
{
// Edit the call to use BLOCK_FACE_BOTTOM, otherwise it places incorrectly
a_Player->GetClientHandle()->HandlePlaceBlock(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_TOP, a_CursorX, a_CursorY, a_CursorZ, *ItemHandler);
}
else
{
// Edit the call to use BLOCK_FACE_TOP, otherwise it places incorrectly
a_Player->GetClientHandle()->HandlePlaceBlock(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_BOTTOM, a_CursorX, a_CursorY, a_CursorZ, *ItemHandler);
}
}
return false; // Cancel the event because dblslabs were already placed, nothing else needed
}
switch (a_BlockFace)
{
// Previous IF condition didn't cancel the event (not a slab at coords), so place slab with correct metas
case BLOCK_FACE_TOP:
{
a_BlockMeta = Meta & 0x7; break; // Bottom half slab block
}
case BLOCK_FACE_BOTTOM:
{
a_BlockMeta = Meta | 0x8; break; // Top half slab block
}
case BLOCK_FACE_EAST:
case BLOCK_FACE_NORTH:
case BLOCK_FACE_SOUTH:
case BLOCK_FACE_WEST:
{
if (a_CursorY > 7)
{
// Cursor at top half of block, place top slab
a_BlockMeta = Meta | 0x8; break;
}
else
{
// Cursor at bottom half of block, place bottom slab
a_BlockMeta = Meta & 0x7; break;
}
}
} // switch (a_BlockFace)
return true;
}
virtual const char * GetStepSound(void) override
{
return ((m_BlockType == E_BLOCK_WOODEN_SLAB) || (m_BlockType == E_BLOCK_STONE_SLAB)) ? "step.wood" : "step.stone";
}
} ;