101 lines
2.2 KiB
C++
101 lines
2.2 KiB
C++
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#pragma once
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#include "BlockPlant.h"
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class cBlockCactusHandler :
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public cBlockPlant
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{
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typedef cBlockPlant Super;
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public:
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cBlockCactusHandler(BLOCKTYPE a_BlockType)
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: Super(a_BlockType, false)
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{
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}
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virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
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{
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// Reset meta to 0
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a_Pickups.push_back(cItem(m_BlockType, 1, 0));
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}
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virtual bool CanBeAt(cChunkInterface & a_ChunkInterface, int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
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{
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if (a_RelY <= 0)
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{
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return false;
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}
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BLOCKTYPE Surface = a_Chunk.GetBlock(a_RelX, a_RelY - 1, a_RelZ);
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if ((Surface != E_BLOCK_SAND) && (Surface != E_BLOCK_CACTUS))
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{
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// Cactus can only be placed on sand and itself
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return false;
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}
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// Check surroundings. Cacti may ONLY be surrounded by non-solid blocks
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static const struct
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{
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int x, z;
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} Coords[] =
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{
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{-1, 0},
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{ 1, 0},
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{ 0, -1},
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{ 0, 1},
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} ;
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for (size_t i = 0; i < ARRAYCOUNT(Coords); i++)
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{
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BLOCKTYPE BlockType;
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NIBBLETYPE BlockMeta;
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if (
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a_Chunk.UnboundedRelGetBlock(a_RelX + Coords[i].x, a_RelY, a_RelZ + Coords[i].z, BlockType, BlockMeta) &&
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(
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cBlockInfo::IsSolid(BlockType) ||
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(BlockType == E_BLOCK_LAVA) ||
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(BlockType == E_BLOCK_STATIONARY_LAVA)
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)
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)
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{
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return false;
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}
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} // for i - Coords[]
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return true;
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}
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virtual void OnUpdate(cChunkInterface & cChunkInterface, cWorldInterface & a_WorldInterface, cBlockPluginInterface & a_PluginInterface, cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ) override
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{
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if (CanGrow(a_Chunk, a_RelX, a_RelY, a_RelZ) == paGrowth)
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{
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a_Chunk.GetWorld()->GrowCactus(a_RelX + a_Chunk.GetPosX() * cChunkDef::Width, a_RelY, a_RelZ + a_Chunk.GetPosZ() * cChunkDef::Width, 1);
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}
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}
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virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) override
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{
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UNUSED(a_Meta);
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return 7;
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}
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protected:
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virtual PlantAction CanGrow(cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ) override
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{
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auto Action = paStay;
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if (((a_RelY + 1) < cChunkDef::Height) && (a_Chunk.GetBlock(a_RelX, a_RelY + 1, a_RelZ) == E_BLOCK_AIR))
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{
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Action = Super::CanGrow(a_Chunk, a_RelX, a_RelY, a_RelZ);
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}
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return Action;
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}
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} ;
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