#pragma once #include "BlockHandler.h" #include "MetaRotator.h" class cBlockPumpkinHandler : public cClearMetaOnDrop > { typedef cClearMetaOnDrop > super; public: cBlockPumpkinHandler(BLOCKTYPE a_BlockType) : super(a_BlockType) { } virtual void OnPlacedByPlayer(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) override { // Check whether the pumpkin is a part of a golem or a snowman if (a_BlockY < 2) { // The pumpkin is too low for a golem / snowman return; } BLOCKTYPE BlockY1 = a_ChunkInterface.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ); BLOCKTYPE BlockY2 = a_ChunkInterface.GetBlock(a_BlockX, a_BlockY - 2, a_BlockZ); // Check for a snow golem: if ((BlockY1 == E_BLOCK_SNOW_BLOCK) && (BlockY2 == E_BLOCK_SNOW_BLOCK)) { a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0); a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0); a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0); a_WorldInterface.SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, mtSnowGolem); return; } // Check for an iron golem. First check only the body and legs, since those are the same for both orientations: if ((BlockY1 != E_BLOCK_IRON_BLOCK) || (BlockY2 != E_BLOCK_IRON_BLOCK)) { // One of the blocks is not an iron, no chance of a golem here return; } // Now check both orientations for hands: if ( (a_ChunkInterface.GetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK) && (a_ChunkInterface.GetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK) ) { // Remove the iron blocks: a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0); a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0); a_ChunkInterface.FastSetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0); a_ChunkInterface.FastSetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0); a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0); // Spawn the golem: a_WorldInterface.SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, mtIronGolem); } else if ( (a_ChunkInterface.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1) == E_BLOCK_IRON_BLOCK) && (a_ChunkInterface.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1) == E_BLOCK_IRON_BLOCK) ) { // Remove the iron blocks: a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0); a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0); a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1, E_BLOCK_AIR, 0); a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1, E_BLOCK_AIR, 0); a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0); // Spawn the golem: a_WorldInterface.SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, mtIronGolem); } } virtual bool GetPlacementBlockTypeMeta( cChunkInterface & a_ChunkInterface, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace 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->GetYaw()); 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; } } } ;