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path: root/src/Blocks/BlockFluid.h
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#pragma once

#include "BlockHandler.h"





class cBlockFluidHandler :
	public cBlockHandler
{
	typedef cBlockHandler super;
	
public:
	cBlockFluidHandler(BLOCKTYPE a_BlockType)
		: cBlockHandler(a_BlockType)
	{

	}	
	
		
	virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
	{
		// No pickups
	}
	
	
	virtual bool DoesIgnoreBuildCollision(void) override
	{
		return true;
	}
	
	
	virtual void Check(int a_RelX, int a_RelY, int a_RelZ, cChunk & a_Chunk) override
	{
		switch (m_BlockType)
		{
			case E_BLOCK_STATIONARY_LAVA:
			{
				a_Chunk.FastSetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_LAVA, a_Chunk.GetMeta(a_RelX, a_RelY, a_RelZ));
				break;
			}
			case E_BLOCK_STATIONARY_WATER:
			{
				a_Chunk.FastSetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_WATER, a_Chunk.GetMeta(a_RelX, a_RelY, a_RelZ));
				break;
			}
		}
		super::Check(a_RelX, a_RelY, a_RelZ, a_Chunk);
	}
} ;





class cBlockLavaHandler :
	public cBlockFluidHandler
{
	typedef cBlockFluidHandler super;
public:

	cBlockLavaHandler(BLOCKTYPE a_BlockType) :
		super(a_BlockType)
	{
	}
	
	
	/// Called to tick the block
	virtual void OnUpdate(cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ) override
	{
		if (a_Chunk.GetWorld()->ShouldLavaSpawnFire())
		{
			// Try to start up to 5 fires:
			for (int i = 0; i < 5; i++)
			{
				TryStartFireNear(a_RelX, a_RelY, a_RelZ, a_Chunk);
			}
		}
	}
	
	
	/// Tries to start a fire near the lava at given coords. Returns true if fire started.
	static bool TryStartFireNear(int a_RelX, int a_RelY, int a_RelZ, cChunk & a_Chunk)
	{
		// Pick a block next to this lava block:
		int rnd = a_Chunk.GetWorld()->GetTickRandomNumber(cChunkDef::NumBlocks * 8) / 7;
		int x = (rnd % 3) - 1;         // -1 .. 1
		int y = ((rnd / 4) % 4) - 1;   // -1 .. 2
		int z = ((rnd / 16) % 3) - 1;  // -1 .. 1
		
		// Check if it's fuel:
		BLOCKTYPE BlockType;
		if (
			!a_Chunk.UnboundedRelGetBlockType(a_RelX + x, a_RelY + y, a_RelZ + z, BlockType) ||
			!cFireSimulator::IsFuel(BlockType)
		)
		{
			return false;
		}
		
		// Try to set it on fire:
		static struct
		{
			int x, y, z;
		} CrossCoords[] =
		{
			{-1,  0,  0},
			{ 1,  0,  0},
			{ 0, -1,  0},
			{ 0,  1,  0},
			{ 0,  0, -1},
			{ 0,  0,  1},
		} ;
		int RelX = a_RelX + x;
		int RelY = a_RelY + y;
		int RelZ = a_RelZ + z;
		for (size_t i = 0; i < ARRAYCOUNT(CrossCoords); i++)
		{
			if (
				a_Chunk.UnboundedRelGetBlockType(RelX + CrossCoords[i].x, RelY + CrossCoords[i].y, RelZ + CrossCoords[i].z, BlockType) &&
				(BlockType == E_BLOCK_AIR)
			)
			{
				// This is an air block next to a fuel next to lava, light it up:
				a_Chunk.UnboundedRelSetBlock(RelX + CrossCoords[i].x, RelY + CrossCoords[i].y, RelZ + CrossCoords[i].z, E_BLOCK_FIRE, 0);
				return true;
			}
		}  // for i - CrossCoords[]
		return false;
	}
} ;