From c70c2fa42fa9336958e7b66a8813d075963f3463 Mon Sep 17 00:00:00 2001 From: madmaxoft Date: Sat, 30 Nov 2013 15:58:27 +0100 Subject: Changed cBlockHandler->OnUpdate() to use cChunk directly. --- src/Blocks/BlockFarmland.h | 23 +++++++++++++---------- 1 file changed, 13 insertions(+), 10 deletions(-) (limited to 'src/Blocks/BlockFarmland.h') 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; } } -- cgit v1.2.3