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#pragma once
#include "BlockHandler.h"
#include "../MersenneTwister.h"
#include "../World.h"
/// Handler used for both dirt and grass
class cBlockDirtHandler :
public cBlockHandler
{
public:
cBlockDirtHandler(BLOCKTYPE a_BlockType)
: cBlockHandler(a_BlockType)
{
}
virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
{
a_Pickups.push_back(cItem(E_BLOCK_DIRT, 1, 0));
}
virtual void OnUpdate(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ) override
{
if (m_BlockType != E_BLOCK_GRASS)
{
return;
}
// Grass becomes dirt if there is something on top of it:
if (a_BlockY < cChunkDef::Height - 1)
{
BLOCKTYPE Above = a_World->GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ);
if ((!g_BlockTransparent[Above] && !g_BlockOneHitDig[Above]) || IsBlockWater(Above))
{
a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_DIRT, 0);
return;
}
}
// Grass spreads to adjacent dirt blocks:
MTRand rand;
for (int i = 0; i < 2; i++) // Pick two blocks to grow to
{
int OfsX = rand.randInt(2) - 1; // [-1 .. 1]
int OfsY = rand.randInt(4) - 3; // [-3 .. 1]
int OfsZ = rand.randInt(2) - 1; // [-1 .. 1]
BLOCKTYPE DestBlock;
NIBBLETYPE DestMeta;
if ((a_BlockY + OfsY < 0) || (a_BlockY + OfsY >= cChunkDef::Height - 1))
{
// Y Coord out of range
continue;
}
bool IsValid = a_World->GetBlockTypeMeta(a_BlockX + OfsX, a_BlockY + OfsY, a_BlockZ + OfsZ, DestBlock, DestMeta);
if (!IsValid || (DestBlock != E_BLOCK_DIRT) || (DestMeta != E_META_DIRT_NORMAL))
{
// Not a regular dirt block, or in an unloaded chunk
continue;
}
BLOCKTYPE AboveDest;
NIBBLETYPE AboveMeta;
IsValid = a_World->GetBlockTypeMeta(a_BlockX + OfsX, a_BlockY + OfsY + 1, a_BlockZ + OfsZ, AboveDest, AboveMeta);
ASSERT(IsValid); // WTF - how did we get the DestBlock if AboveBlock is not valid?
if ((g_BlockOneHitDig[AboveDest] || g_BlockTransparent[AboveDest]) && !IsBlockWater(AboveDest))
{
a_World->FastSetBlock(a_BlockX + OfsX, a_BlockY + OfsY, a_BlockZ + OfsZ, E_BLOCK_GRASS, 0);
}
} // for i - repeat twice
}
virtual const char * GetStepSound(void) override
{
return "step.gravel";
}
} ;
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