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cuberite-2a/src/Blocks/BlockMobHead.h

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#pragma once
#include "BlockEntity.h"
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#include "../BlockEntities/MobHeadEntity.h"
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class cBlockMobHeadHandler :
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public cBlockEntityHandler
{
public:
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cBlockMobHeadHandler(BLOCKTYPE a_BlockType)
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: cBlockEntityHandler(a_BlockType)
{
}
virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
{
a_Pickups.push_back(cItem(E_ITEM_HEAD, 1, 0));
}
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bool TrySpawnWither(cChunkInterface & a_ChunkInterface, cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
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{
if (a_BlockY < 2)
{
return false;
}
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class cCallback : public cMobHeadCallback
{
bool m_IsWither;
virtual bool Item (cMobHeadEntity * a_MobHeadEntity)
{
m_IsWither = (a_MobHeadEntity->GetType() == SKULL_TYPE_WITHER);
return false;
}
public:
cCallback () : m_IsWither(false) {}
bool IsWither(void) const { return m_IsWither; }
void Reset(void) { m_IsWither = false; }
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} CallbackA, CallbackB;
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class cPlayerCallback : public cPlayerListCallback
{
Vector3f m_Pos;
virtual bool Item(cPlayer * a_Player)
{
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// TODO 2014-05-21 xdot: Vanilla minecraft uses an AABB check instead of a radius one
double Dist = (a_Player->GetPosition() - m_Pos).Length();
if (Dist < 50.0)
{
// If player is close, award achievement
a_Player->AwardAchievement(achSpawnWither);
}
return false;
}
public:
cPlayerCallback(const Vector3f & a_Pos) : m_Pos(a_Pos) {}
} PlayerCallback(Vector3f(a_BlockX, a_BlockY, a_BlockZ));
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a_World->DoWithMobHeadAt(a_BlockX, a_BlockY, a_BlockZ, CallbackA);
if (!CallbackA.IsWither())
{
return false;
}
CallbackA.Reset();
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BLOCKTYPE BlockY1 = a_ChunkInterface.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ);
BLOCKTYPE BlockY2 = a_ChunkInterface.GetBlock(a_BlockX, a_BlockY - 2, a_BlockZ);
if ((BlockY1 != E_BLOCK_SOULSAND) || (BlockY2 != E_BLOCK_SOULSAND))
{
return false;
}
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a_World->DoWithMobHeadAt(a_BlockX - 1, a_BlockY, a_BlockZ, CallbackA);
a_World->DoWithMobHeadAt(a_BlockX + 1, a_BlockY, a_BlockZ, CallbackB);
BLOCKTYPE Block1 = a_ChunkInterface.GetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ);
BLOCKTYPE Block2 = a_ChunkInterface.GetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ);
if ((Block1 == E_BLOCK_SOULSAND) && (Block2 == E_BLOCK_SOULSAND) && CallbackA.IsWither() && CallbackB.IsWither())
{
a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
a_ChunkInterface.FastSetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
a_ChunkInterface.FastSetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0);
// Block entities
a_World->SetBlock(a_BlockX + 1, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
a_World->SetBlock(a_BlockX - 1, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
// Spawn the wither:
a_World->SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, cMonster::mtWither);
// Award Achievement
a_World->ForEachPlayer(PlayerCallback);
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return true;
}
CallbackA.Reset();
CallbackB.Reset();
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a_World->DoWithMobHeadAt(a_BlockX, a_BlockY, a_BlockZ - 1, CallbackA);
a_World->DoWithMobHeadAt(a_BlockX, a_BlockY, a_BlockZ + 1, CallbackB);
Block1 = a_ChunkInterface.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1);
Block2 = a_ChunkInterface.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1);
if ((Block1 == E_BLOCK_SOULSAND) && (Block2 == E_BLOCK_SOULSAND) && CallbackA.IsWither() && CallbackB.IsWither())
{
a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1, E_BLOCK_AIR, 0);
a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1, E_BLOCK_AIR, 0);
a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0);
// Block entities
a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ + 1, E_BLOCK_AIR, 0);
a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ - 1, E_BLOCK_AIR, 0);
// Spawn the wither:
a_World->SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, cMonster::mtWither);
// Award Achievement
a_World->ForEachPlayer(PlayerCallback);
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return true;
}
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return false;
}
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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
{
class cCallback : public cMobHeadCallback
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{
cPlayer * m_Player;
NIBBLETYPE m_OldBlockMeta;
NIBBLETYPE m_NewBlockMeta;
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virtual bool Item (cMobHeadEntity * a_MobHeadEntity)
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{
int Rotation = 0;
if (m_NewBlockMeta == 1)
{
Rotation = (int) floor(m_Player->GetYaw() * 16.0F / 360.0F + 0.5) & 0xF;
}
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a_MobHeadEntity->SetType(static_cast<eMobHeadType>(m_OldBlockMeta));
a_MobHeadEntity->SetRotation(static_cast<eMobHeadRotation>(Rotation));
a_MobHeadEntity->GetWorld()->BroadcastBlockEntity(a_MobHeadEntity->GetPosX(), a_MobHeadEntity->GetPosY(), a_MobHeadEntity->GetPosZ(), m_Player->GetClientHandle());
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return false;
}
public:
cCallback (cPlayer * a_CBPlayer, NIBBLETYPE a_OldBlockMeta, NIBBLETYPE a_NewBlockMeta) :
m_Player(a_CBPlayer),
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m_OldBlockMeta(a_OldBlockMeta),
m_NewBlockMeta(a_NewBlockMeta)
{}
};
cCallback Callback(a_Player, a_BlockMeta, static_cast<NIBBLETYPE>(a_BlockFace));
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a_BlockMeta = (NIBBLETYPE)a_BlockFace;
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cWorld * World = (cWorld *) &a_WorldInterface;
World->DoWithMobHeadAt(a_BlockX, a_BlockY, a_BlockZ, Callback);
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a_ChunkInterface.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, a_BlockMeta);
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if (a_BlockMeta == SKULL_TYPE_WITHER)
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{
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static const Vector3i Coords[] =
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{
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Vector3i( 0, 0, 0),
Vector3i( 1, 0, 0),
Vector3i(-1, 0, 0),
Vector3i( 0, 0, 1),
Vector3i( 0, 0, -1),
};
for (size_t i = 0; i < ARRAYCOUNT(Coords); ++i)
{
if (TrySpawnWither(a_ChunkInterface, World, a_BlockX + Coords[i].x, a_BlockY, a_BlockZ + Coords[i].z))
{
break;
}
} // for i - Coords[]
}
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}
} ;