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#pragma once

#include "BlockHandler.h"
#include "../World.h"





class cBlockIceHandler :
	public cBlockHandler
{
public:
	cBlockIceHandler(BLOCKTYPE a_BlockType)
		: cBlockHandler(a_BlockType)
	{
	}


	virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
	{
		// No pickups
	}
	
	
	virtual void OnDestroyedByPlayer(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ) override
	{
		if (a_Player->IsGameModeCreative() || (a_BlockY <= 0))
		{
			return;
		}
		
		cEnchantments Enchantments = a_Player->GetInventory().GetEquippedItem().m_Enchantments;
		if (Enchantments.GetLevel(cEnchantments::enchSilkTouch) == 0)
		{
			BLOCKTYPE BlockBelow = a_ChunkInterface.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ);
			if (!cBlockInfo::FullyOccupiesVoxel(BlockBelow) && !IsBlockLiquid(BlockBelow))
			{
				return;
			}

			a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_WATER, 0);
			// This is called later than the real destroying of this ice block
		}
	}
} ;