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#pragma once

#include "BlockHandler.h"




class cBlockPumpkinHandler :
	public cBlockHandler
{
public:
	cBlockPumpkinHandler(BLOCKTYPE a_BlockType)
		: cBlockHandler(a_BlockType)
	{
	}
	
	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
	{
	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
	{
		if (!a_BlockY > 1)  // Make sure server won't check for inexistent blocks (below y=0).
		{
			return;
		}
		BLOCKTYPE BlockY1 = a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ);
		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.
		if ((BlockY1 == E_BLOCK_SNOW_BLOCK) && (BlockY2 == E_BLOCK_SNOW_BLOCK))  //If the first two blocks below the pumpkin are snow blocks, spawn a snow golem.		
		{
			a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
			a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
			a_World->FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0);
			a_World->SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, cMonster::mtSnowGolem);
		}
		else if ((BlockY1 == E_BLOCK_IRON_BLOCK) && (BlockY2 == E_BLOCK_IRON_BLOCK))  //If the first two blocks below the pumpkin are iron blocks, spawn an iron golem.
		{
			if ((a_World->GetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK) && (a_World->GetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK))  //Check the first possible locations for arms.
			{
				a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
				a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
				a_World->FastSetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
				a_World->FastSetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
				a_World->FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0); //Set all blocks used for creation to air.
				a_World->SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, cMonster::mtIronGolem); //Spawn an iron golem.
			}
			else if((a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1) == E_BLOCK_IRON_BLOCK) && (a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1) == E_BLOCK_IRON_BLOCK))  //Check the other possible locations.
			{
				a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
				a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
				a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1, E_BLOCK_AIR, 0);
				a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1, E_BLOCK_AIR, 0);
				a_World->FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0);
				a_World->SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, cMonster::mtIronGolem); 
			}
		}
	}
	}

	virtual bool GetPlacementBlockTypeMeta(
		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
	{
		a_BlockType = m_BlockType;
		a_BlockMeta = PlayerYawToMetaData(a_Player->GetRotation());
		return true;
	}

	inline static NIBBLETYPE PlayerYawToMetaData(double a_Yaw)
	{
		ASSERT((a_Yaw >= -180) && (a_Yaw < 180));
		
		a_Yaw += 180 + 45;
		if (a_Yaw > 360)
		{
			a_Yaw -= 360;
		}
		if ((a_Yaw >= 0) && (a_Yaw < 90))
		{
			return 0x0;
		}
		else if ((a_Yaw >= 180) && (a_Yaw < 270))
		{
			return 0x2;
		}
		else if ((a_Yaw >= 90) && (a_Yaw < 180))
		{
			return 0x1;
		}
		else
		{
			return 0x3;
		}
	}

} ;