2013-09-10 21:09:31 +00:00
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#pragma once
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#include "BlockHandler.h"
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class cBlockPumpkinHandler :
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public cBlockHandler
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{
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public:
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cBlockPumpkinHandler(BLOCKTYPE a_BlockType)
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: cBlockHandler(a_BlockType)
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{
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}
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2013-12-22 19:15:56 +00:00
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virtual void OnPlacedByPlayer(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
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{
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2013-12-24 17:41:49 +00:00
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if (a_BlockY > 1) // Make sure server won't check for inexistent blocks (below y=0).
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2013-12-22 19:15:56 +00:00
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{
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2013-12-24 18:08:22 +00:00
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BLOCKTYPE BlockY1 = a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ);
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BLOCKTYPE BlockY2 = a_World->GetBlock(a_BlockX, a_BlockY - 2, a_BlockZ); // We don't need to check this 2 blocks more than 1 time.
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2013-12-24 11:23:20 +00:00
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if
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(
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2013-12-24 18:13:18 +00:00
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return;
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2013-12-24 11:23:20 +00:00
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)
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2013-12-24 18:13:18 +00:00
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(BlockY1 == E_BLOCK_SNOW_BLOCK) && // If the first two blocks below the pumpkin are snow blocks, spawn a snow golem.
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(BlockY2 == E_BLOCK_SNOW_BLOCK)
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2013-12-24 11:23:20 +00:00
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{
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a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
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a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
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a_World->FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0);
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a_World->SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, cMonster::mtSnowGolem);
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}
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2013-12-24 17:37:09 +00:00
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else if
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2013-12-24 11:23:20 +00:00
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(
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2013-12-24 18:13:18 +00:00
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return;
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)
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2013-12-24 17:41:49 +00:00
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(BlockY1 == E_BLOCK_IRON_BLOCK) && // If the first two blocks below the pumpkin are iron blocks, spawn an iron golem.
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2013-12-24 17:07:33 +00:00
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(BlockY2 == E_BLOCK_IRON_BLOCK)
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2013-12-24 11:23:20 +00:00
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{
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2013-12-24 17:37:09 +00:00
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if
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(
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2013-12-24 18:13:18 +00:00
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return;
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2013-12-24 17:37:09 +00:00
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)
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2013-12-24 18:13:18 +00:00
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(a_World->GetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK) && // Check the first possible locations for arms.
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(a_World->GetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK)
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2013-12-24 17:37:09 +00:00
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{
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a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
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a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
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a_World->FastSetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
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a_World->FastSetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
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2013-12-24 17:41:49 +00:00
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a_World->FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0); // Set all blocks used for creation to air.
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a_World->SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, cMonster::mtIronGolem); // Spawn an iron golem.
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2013-12-24 17:37:09 +00:00
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}
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else if
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(
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2013-12-24 18:13:18 +00:00
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return;
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2013-12-24 17:37:09 +00:00
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)
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2013-12-24 18:13:18 +00:00
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(a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1) == E_BLOCK_IRON_BLOCK) && // Check the other possible locations.
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(a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1) == E_BLOCK_IRON_BLOCK)
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2013-12-24 17:37:09 +00:00
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{
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a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
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a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
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a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1, E_BLOCK_AIR, 0);
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a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1, E_BLOCK_AIR, 0);
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a_World->FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0);
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a_World->SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, cMonster::mtIronGolem);
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}
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2013-12-24 11:23:20 +00:00
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}
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2013-12-22 19:15:56 +00:00
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}
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}
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2013-09-10 21:09:31 +00:00
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virtual bool GetPlacementBlockTypeMeta(
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cWorld * a_World, cPlayer * a_Player,
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int a_BlockX, int a_BlockY, int a_BlockZ, char 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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2013-09-11 16:07:54 +00:00
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a_BlockMeta = PlayerYawToMetaData(a_Player->GetRotation());
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2013-09-10 21:09:31 +00:00
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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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2013-09-11 16:07:54 +00:00
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ASSERT((a_Yaw >= -180) && (a_Yaw < 180));
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2013-09-11 19:07:51 +00:00
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a_Yaw += 180 + 45;
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2013-09-10 21:09:31 +00:00
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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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