summaryrefslogtreecommitdiffstats
path: root/src/Blocks/BlockPumpkin.h
blob: 5c2d2f66c29a241ac1b7336ba65d79ba6e4bb073 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
#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
	{
		if (a_BlockY > 1)  // Make sure server won't check for inexistent blocks (below y=0).
		{
			int BlockY1 = a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ);
			int 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;
		}
	}

} ;