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authormadmaxoft <github@xoft.cz>2013-11-30 15:58:27 +0100
committermadmaxoft <github@xoft.cz>2013-11-30 15:58:27 +0100
commitc70c2fa42fa9336958e7b66a8813d075963f3463 (patch)
tree52ef965eb191c81aca95fd56146d10478496d645 /src/Blocks/BlockFarmland.h
parentAdded IsBiomeNoDownfall() function. (diff)
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Diffstat (limited to '')
-rw-r--r--src/Blocks/BlockFarmland.h23
1 files changed, 13 insertions, 10 deletions
diff --git a/src/Blocks/BlockFarmland.h b/src/Blocks/BlockFarmland.h
index 7bc71f7f3..a69d9b775 100644
--- a/src/Blocks/BlockFarmland.h
+++ b/src/Blocks/BlockFarmland.h
@@ -28,12 +28,12 @@ public:
}
- virtual void OnUpdate(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ) override
+ void OnUpdate(cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ) override
{
bool Found = false;
- int Biome = a_World->GetBiomeAt(a_BlockX, a_BlockZ);
- if (a_World->IsWeatherWet() && (Biome != biDesert) && (Biome != biDesertHills))
+ EMCSBiome Biome = a_Chunk.GetBiomeAt(a_RelX, a_RelZ);
+ if (a_Chunk.GetWorld()->IsWeatherWet() && !IsBiomeNoDownfall(Biome))
{
// Rain hydrates farmland, too, except in Desert biomes.
Found = true;
@@ -42,10 +42,13 @@ public:
{
// Search for water in a close proximity:
// Ref.: http://www.minecraftwiki.net/wiki/Farmland#Hydrated_Farmland_Tiles
+ // TODO: Rewrite this to use the chunk and its neighbors directly
cBlockArea Area;
- if (!Area.Read(a_World, a_BlockX - 4, a_BlockX + 4, a_BlockY, a_BlockY + 1, a_BlockZ - 4, a_BlockZ + 4))
+ int BlockX = a_RelX + a_Chunk.GetPosX() * cChunkDef::Width;
+ int BlockZ = a_RelZ + a_Chunk.GetPosZ() * cChunkDef::Width;
+ if (!Area.Read(a_Chunk.GetWorld(), BlockX - 4, BlockX + 4, a_RelY, a_RelY + 1, BlockZ - 4, BlockZ + 4))
{
- // Too close to the world edge, cannot check surroudnings; don't tick at all
+ // Too close to the world edge, cannot check surroundings; don't tick at all
return;
}
@@ -64,14 +67,14 @@ public:
} // for i - BlockTypes[]
}
- NIBBLETYPE BlockMeta = a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
+ NIBBLETYPE BlockMeta = a_Chunk.GetMeta(a_RelX, a_RelY, a_RelZ);
if (Found)
{
// Water was found, hydrate the block until hydration reaches 7:
if (BlockMeta < 7)
{
- a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, m_BlockType, ++BlockMeta);
+ a_Chunk.FastSetBlock(a_RelX, a_RelY, a_RelZ, m_BlockType, ++BlockMeta);
}
return;
}
@@ -79,12 +82,12 @@ public:
// Water wasn't found, de-hydrate block:
if (BlockMeta > 0)
{
- a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_FARMLAND, --BlockMeta);
+ a_Chunk.FastSetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_FARMLAND, --BlockMeta);
return;
}
// Farmland too dry. If nothing is growing on top, turn back to dirt:
- switch (a_World->GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ))
+ switch (a_Chunk.GetBlock(a_RelX, a_RelY + 1, a_RelZ))
{
case E_BLOCK_CROPS:
case E_BLOCK_MELON_STEM:
@@ -95,7 +98,7 @@ public:
}
default:
{
- a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_DIRT, 0);
+ a_Chunk.FastSetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_DIRT, 0);
break;
}
}