diff options
Diffstat (limited to 'source/Blocks/BlockLeaves.h')
-rw-r--r-- | source/Blocks/BlockLeaves.h | 184 |
1 files changed, 0 insertions, 184 deletions
diff --git a/source/Blocks/BlockLeaves.h b/source/Blocks/BlockLeaves.h deleted file mode 100644 index 6e015b8fa..000000000 --- a/source/Blocks/BlockLeaves.h +++ /dev/null @@ -1,184 +0,0 @@ -#pragma once -#include "BlockHandler.h" -#include "../MersenneTwister.h" -#include "../World.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, (BLOCKTYPE)(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_BlockType) - : cBlockHandler(a_BlockType) - { - } - - - virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override - { - MTRand rand; - - // Only the first 2 bits contain the display information, the others are for growing - if (rand.randInt(5) == 0) - { - a_Pickups.push_back(cItem(E_BLOCK_SAPLING, 1, a_BlockMeta & 3)); - } - if ((a_BlockMeta & 3) == E_META_SAPLING_APPLE) - { - if (rand.rand(100) == 0) - { - a_Pickups.push_back(cItem(E_ITEM_RED_APPLE, 1, 0)); - } - } - } - - - void OnDestroyed(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ) override - { - cBlockHandler::OnDestroyed(a_World, a_BlockX, a_BlockY, a_BlockZ); - - //0.5% chance of dropping an apple - NIBBLETYPE Meta = a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ); - //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_BlockX, a_BlockY, a_BlockZ); - } - } - - - virtual void OnNeighborChanged(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ) override - { - NIBBLETYPE Meta = a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ); - a_World->SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, Meta & 0x7); // Unset 0x8 bit so it gets checked for decay - } - - - virtual void OnUpdate(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ) override - { - NIBBLETYPE Meta = a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ); - if ((Meta & 0x04) != 0) - { - // Player-placed leaves, don't decay - return; - } - - if ((Meta & 0x8) != 0) - { - // 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_BlockX - LEAVES_CHECK_DISTANCE, a_BlockX + LEAVES_CHECK_DISTANCE, - a_BlockY - LEAVES_CHECK_DISTANCE, a_BlockY + LEAVES_CHECK_DISTANCE, - a_BlockZ - LEAVES_CHECK_DISTANCE, a_BlockZ + LEAVES_CHECK_DISTANCE, - cBlockArea::baTypes) - ) - { - // Cannot check leaves, a chunk is missing too close - return; - } - - if (HasNearLog(Area, a_BlockX, a_BlockY, a_BlockZ)) - { - // Wood found, the leaves stay; mark them as checked: - a_World->SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, Meta | 0x8); - return; - } - // Decay the leaves: - DropBlock(a_World, NULL, a_BlockX, a_BlockY, a_BlockZ); - - a_World->DigBlock(a_BlockX, a_BlockY, a_BlockZ); - - } - - - virtual const char * GetStepSound(void) override - { - return "step.grass"; - } -} ; - - - - - -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; -} - - - - |