diff options
Diffstat (limited to 'src/Blocks/BlockLeaves.h')
-rw-r--r-- | src/Blocks/BlockLeaves.h | 185 |
1 files changed, 185 insertions, 0 deletions
diff --git a/src/Blocks/BlockLeaves.h b/src/Blocks/BlockLeaves.h new file mode 100644 index 000000000..539d12a49 --- /dev/null +++ b/src/Blocks/BlockLeaves.h @@ -0,0 +1,185 @@ +#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 + } + + + void OnUpdate(cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ) override + { + NIBBLETYPE Meta = a_Chunk.GetMeta(a_RelX, a_RelY, a_RelZ); + 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: + int BlockX = a_RelX + a_Chunk.GetPosX() * cChunkDef::Width; + int BlockZ = a_RelZ + a_Chunk.GetPosZ() * cChunkDef::Width; + cBlockArea Area; + if (!Area.Read( + a_Chunk.GetWorld(), + BlockX - LEAVES_CHECK_DISTANCE, BlockX + LEAVES_CHECK_DISTANCE, + a_RelY - LEAVES_CHECK_DISTANCE, a_RelY + LEAVES_CHECK_DISTANCE, + BlockZ - LEAVES_CHECK_DISTANCE, BlockZ + LEAVES_CHECK_DISTANCE, + cBlockArea::baTypes) + ) + { + // Cannot check leaves, a chunk is missing too close + return; + } + + if (HasNearLog(Area, BlockX, a_RelY, BlockZ)) + { + // Wood found, the leaves stay; mark them as checked: + a_Chunk.SetMeta(a_RelX, a_RelY, a_RelZ, Meta | 0x8); + return; + } + + // Decay the leaves: + DropBlock(a_Chunk.GetWorld(), NULL, BlockX, a_RelY, BlockZ); + a_Chunk.GetWorld()->DigBlock(BlockX, a_RelY, 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; +} + + + + |