Torches work properly
Also fixed a naming inconsistency concerning quartz stairs.
This commit is contained in:
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a8cb2bd90e
commit
fc3d5ff5a6
@ -21,6 +21,7 @@ bool g_BlockPistonBreakable[256];
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bool g_BlockIsSnowable[256];
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bool g_BlockRequiresSpecialTool[256];
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bool g_BlockIsSolid[256];
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bool g_BlockIsTorchPlaceable[256];
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@ -523,6 +524,7 @@ public:
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memset(g_BlockTransparent, 0x00, sizeof(g_BlockTransparent));
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memset(g_BlockOneHitDig, 0x00, sizeof(g_BlockOneHitDig));
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memset(g_BlockPistonBreakable, 0x00, sizeof(g_BlockPistonBreakable));
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memset(g_BlockIsTorchPlaceable, 0x00, sizeof(g_BlockIsTorchPlaceable));
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// Setting bools to true must be done manually, see http://forum.mc-server.org/showthread.php?tid=629&pid=5415#pid5415
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for (int i = 0; i < ARRAYCOUNT(g_BlockIsSnowable); i++)
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@ -754,66 +756,109 @@ public:
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g_BlockRequiresSpecialTool[E_BLOCK_VINES] = true;
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// Nonsolid Blocks:
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g_BlockIsSolid[E_BLOCK_ACTIVATOR_RAIL] = false;
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g_BlockIsSolid[E_BLOCK_AIR] = false;
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g_BlockIsSolid[E_BLOCK_BED] = false;
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g_BlockIsSolid[E_BLOCK_BIRCH_WOOD_STAIRS] = false;
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g_BlockIsSolid[E_BLOCK_BRICK_STAIRS] = false;
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g_BlockIsSolid[E_BLOCK_BROWN_MUSHROOM] = false;
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g_BlockIsSolid[E_BLOCK_CACTUS] = false;
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g_BlockIsSolid[E_BLOCK_CAKE] = false;
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g_BlockIsSolid[E_BLOCK_CHEST] = false;
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g_BlockIsSolid[E_BLOCK_COBBLESTONE_STAIRS] = false;
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g_BlockIsSolid[E_BLOCK_CARROTS] = false;
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g_BlockIsSolid[E_BLOCK_COBWEB] = false;
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g_BlockIsSolid[E_BLOCK_CROPS] = false;
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g_BlockIsSolid[E_BLOCK_ENCHANTMENT_TABLE] = false;
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g_BlockIsSolid[E_BLOCK_DETECTOR_RAIL] = false;
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g_BlockIsSolid[E_BLOCK_END_PORTAL] = false;
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g_BlockIsSolid[E_BLOCK_END_PORTAL_FRAME] = false;
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g_BlockIsSolid[E_BLOCK_FARMLAND] = false;
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g_BlockIsSolid[E_BLOCK_FENCE] = false;
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g_BlockIsSolid[E_BLOCK_FIRE] = false;
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g_BlockIsSolid[E_BLOCK_GLASS] = false;
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g_BlockIsSolid[E_BLOCK_IRON_DOOR] = false;
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g_BlockIsSolid[E_BLOCK_JUNGLE_WOOD_STAIRS] = false;
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g_BlockIsSolid[E_BLOCK_LADDER] = false;
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g_BlockIsSolid[E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE] = false;
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g_BlockIsSolid[E_BLOCK_LAVA] = false;
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g_BlockIsSolid[E_BLOCK_LEAVES] = false;
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g_BlockIsSolid[E_BLOCK_LEVER] = false;
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g_BlockIsSolid[E_BLOCK_LOCKED_CHEST] = false;
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g_BlockIsSolid[E_BLOCK_NETHER_BRICK_STAIRS] = false;
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g_BlockIsSolid[E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE] = false;
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g_BlockIsSolid[E_BLOCK_MELON_STEM] = false;
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g_BlockIsSolid[E_BLOCK_NETHER_PORTAL] = false;
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g_BlockIsSolid[E_BLOCK_PISTON] = false;
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g_BlockIsSolid[E_BLOCK_PISTON_EXTENSION] = false;
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g_BlockIsSolid[E_BLOCK_RAIL] = true;
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g_BlockIsSolid[E_BLOCK_REDSTONE_REPEATER_OFF] = false;
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g_BlockIsSolid[E_BLOCK_REDSTONE_REPEATER_ON] = false;
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g_BlockIsSolid[E_BLOCK_PISTON_MOVED_BLOCK] = false;
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g_BlockIsSolid[E_BLOCK_POTATOES] = false;
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g_BlockIsSolid[E_BLOCK_PUMPKIN_STEM] = false;
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g_BlockIsSolid[E_BLOCK_RAIL] = false;
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g_BlockIsSolid[E_BLOCK_REDSTONE_TORCH_OFF] = false;
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g_BlockIsSolid[E_BLOCK_REDSTONE_TORCH_ON] = false;
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g_BlockIsSolid[E_BLOCK_REDSTONE_WIRE] = false;
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g_BlockIsSolid[E_BLOCK_RED_MUSHROOM] = false;
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g_BlockIsSolid[E_BLOCK_RED_ROSE] = false;
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g_BlockIsSolid[E_BLOCK_REEDS] = false;
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g_BlockIsSolid[E_BLOCK_SANDSTONE_STAIRS] = false;
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g_BlockIsSolid[E_BLOCK_SAPLING] = false;
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g_BlockIsSolid[E_BLOCK_SIGN_POST] = false;
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g_BlockIsSolid[E_BLOCK_SNOW] = false;
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g_BlockIsSolid[E_BLOCK_SPRUCE_WOOD_STAIRS] = false;
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g_BlockIsSolid[E_BLOCK_STATIONARY_LAVA] = false;
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g_BlockIsSolid[E_BLOCK_STATIONARY_WATER] = false;
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g_BlockIsSolid[E_BLOCK_STONE_BRICK_STAIRS] = false;
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g_BlockIsSolid[E_BLOCK_STONE_BUTTON] = false;
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g_BlockIsSolid[E_BLOCK_STONE_PRESSURE_PLATE] = false;
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g_BlockIsSolid[E_BLOCK_STONE_SLAB] = false;
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g_BlockIsSolid[E_BLOCK_TALL_GRASS] = false;
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g_BlockIsSolid[E_BLOCK_TNT] = false;
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g_BlockIsSolid[E_BLOCK_TORCH] = false;
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g_BlockIsSolid[E_BLOCK_TRAPDOOR] = false;
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g_BlockIsSolid[E_BLOCK_TRIPWIRE] = false;
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g_BlockIsSolid[E_BLOCK_VINES] = false;
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g_BlockIsSolid[E_BLOCK_WALLSIGN] = false;
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g_BlockIsSolid[E_BLOCK_WATER] = false;
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g_BlockIsSolid[E_BLOCK_WOODEN_BUTTON] = false;
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g_BlockIsSolid[E_BLOCK_WOODEN_DOOR] = false;
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g_BlockIsSolid[E_BLOCK_WOODEN_PRESSURE_PLATE] = false;
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g_BlockIsSolid[E_BLOCK_WOODEN_SLAB] = false;
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g_BlockIsSolid[E_BLOCK_YELLOW_FLOWER] = false;
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// Torch placeable
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g_BlockIsTorchPlaceable[E_BLOCK_BEDROCK] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_BLOCK_OF_COAL] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_BLOCK_OF_REDSTONE] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_BOOKCASE] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_BRICK] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_CLAY] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_COAL_ORE] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_COBBLESTONE] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_COMMAND_BLOCK] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_CRAFTING_TABLE] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_DIAMOND_BLOCK] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_DIAMOND_ORE] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_DIRT] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_DISPENSER] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_DOUBLE_STONE_SLAB] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_DOUBLE_WOODEN_SLAB] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_DROPPER] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_EMERALD_BLOCK] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_EMERALD_ORE] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_END_STONE] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_FURNACE] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_GLOWSTONE] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_GOLD_BLOCK] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_GOLD_ORE] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_GRASS] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_GRAVEL] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_HARDENED_CLAY] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_HAY_BALE] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_HUGE_BROWN_MUSHROOM] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_HUGE_RED_MUSHROOM] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_IRON_BLOCK] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_IRON_ORE] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_JACK_O_LANTERN] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_JUKEBOX] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_LAPIS_BLOCK] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_LAPIS_ORE] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_LOG] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_MELON] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_MOSSY_COBBLESTONE] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_MYCELIUM] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_NETHERRACK] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_NETHER_BRICK] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_NETHER_QUARTZ_ORE] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_NOTE_BLOCK] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_OBSIDIAN] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_PLANKS] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_PUMPKIN] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_QUARTZ_BLOCK] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_REDSTONE_LAMP_OFF] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_REDSTONE_LAMP_ON] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_REDSTONE_ORE] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_REDSTONE_ORE_GLOWING] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_SANDSTONE] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_SAND] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_SILVERFISH_EGG] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_SPONGE] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_STAINED_CLAY] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_WOOL] = true;
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g_BlockIsTorchPlaceable[E_BLOCK_STONE] = true;
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}
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} BlockPropertiesInitializer;
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@ -165,7 +165,7 @@ enum ENUM_BLOCK_ID
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E_BLOCK_NETHER_QUARTZ_ORE = 153,
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E_BLOCK_HOPPER = 154,
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E_BLOCK_QUARTZ_BLOCK = 155,
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E_BLOCK_QUARTZ_STAIR = 156,
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E_BLOCK_QUARTZ_STAIRS = 156,
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E_BLOCK_ACTIVATOR_RAIL = 157,
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E_BLOCK_DROPPER = 158,
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@ -770,7 +770,7 @@ extern bool g_BlockPistonBreakable[256];
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extern bool g_BlockIsSnowable[256];
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extern bool g_BlockRequiresSpecialTool[256];
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extern bool g_BlockIsSolid[256];
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extern bool g_BlockIsTorchPlaceable[256];
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@ -154,7 +154,7 @@ cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
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case E_BLOCK_PISTON_EXTENSION: return new cBlockPistonHeadHandler ();
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case E_BLOCK_PLANKS: return new cBlockWoodHandler (a_BlockType);
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case E_BLOCK_PUMPKIN_STEM: return new cBlockStemsHandler (a_BlockType);
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case E_BLOCK_QUARTZ_STAIR: return new cBlockStairsHandler (a_BlockType);
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case E_BLOCK_QUARTZ_STAIRS: return new cBlockStairsHandler (a_BlockType);
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case E_BLOCK_RAIL: return new cBlockRailHandler (a_BlockType);
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case E_BLOCK_POTATOES: return new cBlockCropsHandler (a_BlockType);
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case E_BLOCK_POWERED_RAIL: return new cBlockRailHandler (a_BlockType);
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@ -24,16 +24,31 @@ public:
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BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
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) override
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{
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// Find proper placement. Use the player-supplied one as the default, but fix if not okay:
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if (!TorchCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace))
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// Find proper placement of torch
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if ((a_BlockFace == BLOCK_FACE_TOP) || (a_BlockFace == BLOCK_FACE_BOTTOM))
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{
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a_BlockFace = FindSuitableFace(a_World, a_BlockX, a_BlockY, a_BlockZ);
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if (a_BlockFace == BLOCK_FACE_BOTTOM)
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a_BlockFace = FindSuitableFace(a_World, a_BlockX, a_BlockY, a_BlockZ); // Top or bottom faces clicked, find a suitable face
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if (a_BlockFace == BLOCK_FACE_NONE)
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{
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// Client wouldn't have sent anything anyway, but whatever
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return false;
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}
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}
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else
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{
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// Not top or bottom faces, try to preserve whatever face was clicked
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if (!TorchCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace))
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{
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// Torch couldn't be placed on whatever face was clicked, last ditch resort - find another face
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a_BlockFace = FindSuitableFace(a_World, a_BlockX, a_BlockY, a_BlockZ);
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if (a_BlockFace == BLOCK_FACE_NONE)
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{
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return false;
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}
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}
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}
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a_BlockType = m_BlockType;
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a_BlockMeta = DirectionToMetaData(a_BlockFace);
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return true;
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@ -100,45 +115,58 @@ public:
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}
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static bool CanBePlacedOn(BLOCKTYPE a_BlockType, char a_Direction)
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static bool CanBePlacedOn(BLOCKTYPE a_BlockType, char a_BlockFace)
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{
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if ( g_BlockIsSolid[a_BlockType] ) {
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return (a_Direction == 0x1); // allow only direction "standing on floor"
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if ( !g_BlockIsTorchPlaceable[a_BlockType] )
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{
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return (a_BlockFace == BLOCK_FACE_TOP); // Allow placement only when torch upright
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}
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else {
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return g_BlockIsSolid[a_BlockType];
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else
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{
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return true;
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}
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}
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static bool TorchCanBePlacedAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace)
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{
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// TODO: If placing a torch from below, check all 4 XZ neighbors, place it on that neighbor instead
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// How to propagate that change up?
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// Simon: The easiest way is to calculate the position two times, shouldn<64>t cost much cpu power :)
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if (a_BlockFace == BLOCK_FACE_BOTTOM)
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{
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return false;
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}
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, true);
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return CanBePlacedOn(a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ), a_BlockFace);
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}
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/// Finds a suitable Face for the Torch. Returns BLOCK_FACE_BOTTOM on failure
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/// Finds a suitable face to place the torch, returning BLOCK_FACE_NONE on failure
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static char FindSuitableFace(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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for (int i = 1; i <= 5; i++)
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// TODO: If placing a torch from below, check all 4 XZ neighbors, place it on that neighbor instead
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// How to propagate that change up?
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// Simon: The easiest way is to calculate the position two times, shouldn't cost much cpu power :)
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for (int i = 0; i <= 5; i++)
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{
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if (TorchCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, i))
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, i, true);
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BLOCKTYPE BlockInQuestion = a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
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if (
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((BlockInQuestion == E_BLOCK_GLASS) ||
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(BlockInQuestion == E_BLOCK_FENCE) ||
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(BlockInQuestion == E_BLOCK_NETHER_BRICK_FENCE) ||
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(BlockInQuestion == E_BLOCK_COBBLESTONE_WALL)) &&
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(i = 1)
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)
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{
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return i;
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}
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else if ( g_BlockIsTorchPlaceable[BlockInQuestion] )
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{
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return i;
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}
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else
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{
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, i, false);
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}
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}
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return BLOCK_FACE_BOTTOM;
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return BLOCK_FACE_NONE;
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}
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@ -157,11 +185,28 @@ public:
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virtual bool CanBeAt(int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
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{
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// TODO: Use AdjustCoordsByMeta(), then cChunk::UnboundedRelGetBlock() and finally some comparison
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char Face = MetaDataToDirection(a_Chunk.GetMeta(a_RelX, a_RelY, a_RelZ));
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int BlockX = a_RelX + a_Chunk.GetPosX() * cChunkDef::Width;
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int BlockZ = a_RelZ + a_Chunk.GetPosZ() * cChunkDef::Width;
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return TorchCanBePlacedAt(a_Chunk.GetWorld(), BlockX, a_RelY, BlockZ, Face);
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AddFaceDirection(a_RelX, a_RelY, a_RelZ, Face, true);
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BLOCKTYPE BlockInQuestion;
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a_Chunk.UnboundedRelGetBlockType(a_RelX, a_RelY, a_RelZ, BlockInQuestion);
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if ((BlockInQuestion == E_BLOCK_GLASS) || (BlockInQuestion == E_BLOCK_FENCE) || (BlockInQuestion == E_BLOCK_NETHER_BRICK_FENCE))
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{
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// Torches can be placed on tops of glass and fences, despite them being 'untorcheable'
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// No need to check for upright orientation, it was done when the torch was placed
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return true;
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}
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else if ( !g_BlockIsTorchPlaceable[BlockInQuestion] )
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{
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return false;
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}
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else
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{
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return true;
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}
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}
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