#pragma once #include "BlockPlant.h" class cBlockCactusHandler : public cBlockPlant { using super = cBlockPlant; public: cBlockCactusHandler(BLOCKTYPE a_BlockType): super(a_BlockType) { } virtual cItems ConvertToPickups(NIBBLETYPE a_BlockMeta, cBlockEntity * a_BlockEntity, const cEntity * a_Digger, const cItem * a_Tool) override { // Reset meta to 0 return cItem(m_BlockType, 1, 0); } virtual bool CanBeAt(cChunkInterface & a_ChunkInterface, int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override { if (a_RelY <= 0) { return false; } BLOCKTYPE Surface = a_Chunk.GetBlock(a_RelX, a_RelY - 1, a_RelZ); if ((Surface != E_BLOCK_SAND) && (Surface != E_BLOCK_CACTUS)) { // Cactus can only be placed on sand and itself return false; } // Check surroundings. Cacti may ONLY be surrounded by non-solid blocks static const struct { int x, z; } Coords[] = { {-1, 0}, { 1, 0}, { 0, -1}, { 0, 1}, } ; for (size_t i = 0; i < ARRAYCOUNT(Coords); i++) { BLOCKTYPE BlockType; NIBBLETYPE BlockMeta; if ( a_Chunk.UnboundedRelGetBlock(a_RelX + Coords[i].x, a_RelY, a_RelZ + Coords[i].z, BlockType, BlockMeta) && ( cBlockInfo::IsSolid(BlockType) || (BlockType == E_BLOCK_LAVA) || (BlockType == E_BLOCK_STATIONARY_LAVA) ) ) { return false; } } // for i - Coords[] return true; } virtual void OnUpdate(cChunkInterface & cChunkInterface, cWorldInterface & a_WorldInterface, cBlockPluginInterface & a_PluginInterface, cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ) override { if (CanGrow(a_Chunk, a_RelX, a_RelY, a_RelZ) == paGrowth) { a_Chunk.GetWorld()->GrowCactus(a_RelX + a_Chunk.GetPosX() * cChunkDef::Width, a_RelY, a_RelZ + a_Chunk.GetPosZ() * cChunkDef::Width, 1); } } virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) override { UNUSED(a_Meta); return 7; } protected: virtual PlantAction CanGrow(cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ) override { auto Action = paStay; if (((a_RelY + 1) < cChunkDef::Height) && (a_Chunk.GetBlock(a_RelX, a_RelY + 1, a_RelZ) == E_BLOCK_AIR)) { Action = super::CanGrow(a_Chunk, a_RelX, a_RelY, a_RelZ); } return Action; } } ;