128 lines
4.1 KiB
C++
128 lines
4.1 KiB
C++
#pragma once
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#include "BlockHandler.h"
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#include "MetaRotator.h"
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class cBlockPumpkinHandler :
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public cClearMetaOnDrop<cMetaRotator<cBlockHandler, 0x07, 0x02, 0x03, 0x00, 0x01, false> >
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{
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typedef cClearMetaOnDrop<cMetaRotator<cBlockHandler, 0x07, 0x02, 0x03, 0x00, 0x01, false> > super;
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public:
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cBlockPumpkinHandler(BLOCKTYPE a_BlockType) :
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super(a_BlockType)
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{
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}
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virtual void OnPlacedByPlayer(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, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) override
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{
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// Check whether the pumpkin is a part of a golem or a snowman
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if (a_BlockY < 2)
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{
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// The pumpkin is too low for a golem / snowman
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return;
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}
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BLOCKTYPE BlockY1 = a_ChunkInterface.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ);
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BLOCKTYPE BlockY2 = a_ChunkInterface.GetBlock(a_BlockX, a_BlockY - 2, a_BlockZ);
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// Check for a snow golem:
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if ((BlockY1 == E_BLOCK_SNOW_BLOCK) && (BlockY2 == E_BLOCK_SNOW_BLOCK))
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{
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a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
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a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
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a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0);
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a_WorldInterface.SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, mtSnowGolem);
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return;
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}
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// Check for an iron golem. First check only the body and legs, since those are the same for both orientations:
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if ((BlockY1 != E_BLOCK_IRON_BLOCK) || (BlockY2 != E_BLOCK_IRON_BLOCK))
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{
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// One of the blocks is not an iron, no chance of a golem here
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return;
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}
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// Now check both orientations for hands:
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if (
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(a_ChunkInterface.GetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK) &&
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(a_ChunkInterface.GetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK)
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)
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{
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// Remove the iron blocks:
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a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
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a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
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a_ChunkInterface.FastSetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
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a_ChunkInterface.FastSetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
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a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0);
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// Spawn the golem:
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a_WorldInterface.SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, mtIronGolem);
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}
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else if (
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(a_ChunkInterface.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1) == E_BLOCK_IRON_BLOCK) &&
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(a_ChunkInterface.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1) == E_BLOCK_IRON_BLOCK)
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)
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{
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// Remove the iron blocks:
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a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
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a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
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a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1, E_BLOCK_AIR, 0);
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a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1, E_BLOCK_AIR, 0);
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a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0);
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// Spawn the golem:
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a_WorldInterface.SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, mtIronGolem);
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}
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}
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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,
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BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
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) override
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{
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a_BlockType = m_BlockType;
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a_BlockMeta = PlayerYawToMetaData(a_Player->GetYaw());
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return true;
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}
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inline static NIBBLETYPE PlayerYawToMetaData(double a_Yaw)
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{
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ASSERT((a_Yaw >= -180) && (a_Yaw < 180));
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a_Yaw += 180 + 45;
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if (a_Yaw > 360)
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{
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a_Yaw -= 360;
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}
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if ((a_Yaw >= 0) && (a_Yaw < 90))
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{
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return 0x0;
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}
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else if ((a_Yaw >= 180) && (a_Yaw < 270))
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{
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return 0x2;
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}
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else if ((a_Yaw >= 90) && (a_Yaw < 180))
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{
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return 0x1;
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}
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else
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{
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return 0x3;
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}
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}
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} ;
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