summaryrefslogtreecommitdiffstats
path: root/source/blocks/BlockLeaves.h
diff options
context:
space:
mode:
Diffstat (limited to 'source/blocks/BlockLeaves.h')
-rw-r--r--source/blocks/BlockLeaves.h162
1 files changed, 162 insertions, 0 deletions
diff --git a/source/blocks/BlockLeaves.h b/source/blocks/BlockLeaves.h
new file mode 100644
index 000000000..4bae2003f
--- /dev/null
+++ b/source/blocks/BlockLeaves.h
@@ -0,0 +1,162 @@
+#pragma once
+#include "Block.h"
+#include "../MersenneTwister.h"
+#include "../cWorld.h"
+#include "../BlockArea.h"
+
+
+
+// Leaves can be this many blocks that away (inclusive) from the log not to decay
+#define LEAVES_CHECK_DISTANCE 6
+
+#define PROCESS_NEIGHBOR(x,y,z) \
+ switch (a_Area.GetBlockType(x, y, z)) \
+ { \
+ case E_BLOCK_LEAVES: a_Area.SetBlockType(x, y, z, E_BLOCK_SPONGE + i + 1); break; \
+ case E_BLOCK_LOG: return true; \
+ }
+
+bool HasNearLog(cBlockArea &a_Area, int a_BlockX, int a_BlockY, int a_BlockZ);
+
+
+
+class cBlockLeavesHandler : public cBlockHandler
+{
+public:
+ cBlockLeavesHandler(BLOCKTYPE a_BlockID)
+ : cBlockHandler(a_BlockID)
+ {
+ }
+
+ virtual int GetDropID()
+ {
+ MTRand rand;
+
+ if(rand.randInt(5) == 0)
+ {
+ return E_ITEM_SAPLING;
+ }
+
+ return E_ITEM_EMPTY;
+ }
+
+ void OnDestroyed(cWorld *a_World, int a_X, int a_Y, int a_Z)
+ {
+ cBlockHandler::OnDestroyed(a_World, a_X, a_Y, a_Z);
+
+ //0.5% chance of dropping an apple
+ NIBBLETYPE Meta = a_World->GetBlockMeta(a_X, a_Y, a_Z);
+ //check if Oak (0x1 and 0x2 bit not set)
+ MTRand rand;
+ if(!(Meta & 3) && rand.randInt(200) == 100)
+ {
+ cItems Drops;
+ Drops.push_back(cItem(E_ITEM_RED_APPLE, 1, 0));
+ a_World->SpawnItemPickups(Drops, a_X, a_Y, a_Z);
+ }
+ }
+
+ virtual void OnNeighborChanged(cWorld *a_World, int a_X, int a_Y, int a_Z)
+ {
+ NIBBLETYPE Meta = a_World->GetBlockMeta(a_X, a_Y, a_Z);
+ a_World->SetBlockMeta(a_X, a_Y, a_Z, Meta & 0x7); //Unset 0x8 bit so it gets checked for decay
+ }
+
+ virtual bool NeedsRandomTicks()
+ {
+ return true;
+ }
+
+ virtual void OnUpdate(cWorld *a_World, int a_X, int a_Y, int a_Z)
+ {
+ NIBBLETYPE Meta = a_World->GetBlockMeta(a_X, a_Y, a_Z);
+ if ((Meta & 0x04) != 0)
+ {
+ // Player-placed leaves, don't decay
+ return;
+ }
+
+ if (Meta & 0x8)
+ {
+ // These leaves have been checked for decay lately and nothing around them changed
+ return;
+ }
+
+ // Get the data around the leaves:
+ cBlockArea Area;
+ if (!Area.Read(
+ a_World,
+ a_X - LEAVES_CHECK_DISTANCE, a_X + LEAVES_CHECK_DISTANCE,
+ a_Y - LEAVES_CHECK_DISTANCE, a_Y + LEAVES_CHECK_DISTANCE,
+ a_Z - LEAVES_CHECK_DISTANCE, a_Z + LEAVES_CHECK_DISTANCE,
+ cBlockArea::baTypes)
+ )
+ {
+ // Cannot check leaves, a chunk is missing too close
+ return;
+ }
+
+ if (HasNearLog(Area, a_X, a_Y, a_Z))
+ {
+ // Wood found, the leaves stay; mark them as checked:
+ a_World->SetBlockMeta(a_X, a_Y, a_Z, Meta | 0x8);
+ return;
+ }
+ // Decay the leaves:
+ DropBlock(a_World, a_X, a_Y, a_Z);
+
+ a_World->DigBlock(a_X, a_Y, a_Z);
+
+ }
+};
+
+
+bool HasNearLog(cBlockArea &a_Area, int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ // Filter the blocks into a {leaves, log, other (air)} set:
+ BLOCKTYPE * Types = a_Area.GetBlockTypes();
+ for (int i = a_Area.GetBlockCount() - 1; i > 0; i--)
+ {
+ switch (Types[i])
+ {
+ case E_BLOCK_LEAVES:
+ case E_BLOCK_LOG:
+ {
+ break;
+ }
+ default:
+ {
+ Types[i] = E_BLOCK_AIR;
+ break;
+ }
+ }
+ } // for i - Types[]
+
+ // Perform a breadth-first search to see if there's a log connected within 4 blocks of the leaves block:
+ // Simply replace all reachable leaves blocks with a sponge block plus iteration (in the Area) and see if we can reach a log in 4 iterations
+ a_Area.SetBlockType(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_SPONGE);
+ for (int i = 0; i < LEAVES_CHECK_DISTANCE; i++)
+ {
+ for (int y = a_BlockY - i; y <= a_BlockY + i; y++)
+ {
+ for (int z = a_BlockZ - i; z <= a_BlockZ + i; z++)
+ {
+ for (int x = a_BlockX - i; x <= a_BlockX + i; x++)
+ {
+ if (a_Area.GetBlockType(x, y, z) != E_BLOCK_SPONGE + i)
+ {
+ continue;
+ }
+ PROCESS_NEIGHBOR(x - 1, y, z);
+ PROCESS_NEIGHBOR(x + 1, y, z);
+ PROCESS_NEIGHBOR(x, y, z - 1);
+ PROCESS_NEIGHBOR(x, y, z + 1);
+ PROCESS_NEIGHBOR(x, y + 1, z);
+ PROCESS_NEIGHBOR(x, y - 1, z);
+ } // for x
+ } // for z
+ } // for y
+ } // for i - BFS iterations
+ return false;
+}
+