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cuberite-2a/src/Blocks/BlockCauldron.h
2014-06-14 10:14:04 +01:00

84 lines
2.1 KiB
C++

#pragma once
#include "BlockHandler.h"
class cBlockCauldronHandler :
public cBlockHandler
{
public:
cBlockCauldronHandler(BLOCKTYPE a_BlockType)
: cBlockHandler(a_BlockType)
{
}
virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
{
a_Pickups.push_back(cItem(E_ITEM_CAULDRON, 1, 0));
}
virtual void OnUse(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ) override
{
NIBBLETYPE Meta = a_ChunkInterface.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
switch (a_Player->GetEquippedItem().m_ItemType)
{
case E_ITEM_WATER_BUCKET:
{
if (Meta < 3)
{
a_ChunkInterface.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 3);
if (!a_Player->IsGameModeCreative())
{
a_Player->GetInventory().RemoveOneEquippedItem();
cItem NewItem(E_ITEM_BUCKET, 1);
a_Player->GetInventory().AddItem(NewItem);
}
}
break;
}
case E_ITEM_GLASS_BOTTLE:
{
if (Meta > 0)
{
a_ChunkInterface.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, --Meta);
a_Player->GetInventory().RemoveOneEquippedItem();
cItem NewItem(E_ITEM_POTIONS, 1, 0);
a_Player->GetInventory().AddItem(NewItem);
}
break;
}
}
}
virtual bool IsUseable() override
{
return true;
}
virtual void OnUpdate(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cBlockPluginInterface & a_PluginInterface, cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ) override
{
int BlockX = a_RelX + a_Chunk.GetPosX() * cChunkDef::Width;
int BlockZ = a_RelZ + a_Chunk.GetPosZ() * cChunkDef::Width;
if (!a_WorldInterface.IsWeatherWetAt(BlockX, BlockZ) || (a_RelY != a_WorldInterface.GetHeight(BlockX, BlockZ)))
{
// It's not raining at our current location or we do not have a direct view of the sky
// We cannot eat the rain :(
return;
}
NIBBLETYPE Meta = a_Chunk.GetMeta(a_RelX, a_RelY, a_RelZ);
if (Meta < 3)
{
a_Chunk.SetMeta(a_RelX, a_RelY, a_RelZ, Meta + 1);
}
}
} ;