// BlockCarpet.h
// Declares the cBlockCarpetHandler class representing the handler for the carpet block
#pragma once
#include "BlockHandler.h"
class cBlockCarpetHandler :
public cBlockHandler
{
public:
cBlockCarpetHandler(BLOCKTYPE a_BlockType) :
cBlockHandler(a_BlockType)
{
}
virtual const char * GetStepSound(void) override
{
return "step.cloth";
}
virtual bool GetPlacementBlockTypeMeta(
cChunkInterface & a_ChunkInterface, 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;
a_BlockMeta = a_Player->GetEquippedItem().m_ItemDamage & 0x0f;
return true;
}
virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
{
a_Pickups.push_back(cItem(E_BLOCK_CARPET, 1, a_BlockMeta));
}
virtual bool CanBeAt(cChunkInterface & a_ChunkInterface, int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
{
return (a_RelY > 0) && (a_Chunk.GetBlock(a_RelX, a_RelY - 1, a_RelZ) != E_BLOCK_AIR);
}
} ;