1
0
Fork 0

SandSimulator: Fixed sand dropping on half-slabs; added more blocks that break falling sand into pickups, fixed instant-fall

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1242 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com 2013-03-03 08:40:37 +00:00
parent 86c97cb28a
commit 46e1228f73
3 changed files with 66 additions and 42 deletions

View File

@ -64,12 +64,20 @@ void cFallingBlock::Tick(float a_Dt, MTRand & a_TickRandom)
if (BlockY < cChunkDef::Height - 1)
{
BLOCKTYPE BlockBelow = GetWorld()->GetBlock(BlockX, BlockY, BlockZ);
if (
cSandSimulator::DoesBreakFallingThrough(BlockBelow) || // Fallen onto a block that breaks this into pickups (e. g. half-slab)
!cSandSimulator::CanContinueFallThrough(BlockBelow) // Fallen onto a solid block
)
BLOCKTYPE BlockBelow;
NIBBLETYPE BelowMeta;
GetWorld()->GetBlockTypeMeta(BlockX, BlockY, BlockZ, BlockBelow, BelowMeta);
if (cSandSimulator::DoesBreakFallingThrough(BlockBelow, BelowMeta))
{
// Fallen onto a block that breaks this into pickups (e. g. half-slab)
// Must finish the fall with coords one below the block:
cSandSimulator::FinishFalling(m_World, BlockX, BlockY, BlockZ, m_BlockType, m_BlockMeta);
Destroy();
return;
}
else if (!cSandSimulator::CanContinueFallThrough(BlockBelow))
{
// Fallen onto a solid block
cSandSimulator::FinishFalling(m_World, BlockX, BlockY + 1, BlockZ, m_BlockType, m_BlockMeta);
Destroy();
return;

View File

@ -101,7 +101,7 @@ void cSandSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk *
cSandSimulatorChunkData & ChunkData = a_Chunk->GetSandSimulatorData();
for (cSandSimulatorChunkData::iterator itr = ChunkData.begin(); itr != ChunkData.end(); ++itr)
{
if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == a_BlockZ))
if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == RelZ))
{
return;
}
@ -121,10 +121,10 @@ bool cSandSimulator::CanStartFallingThrough(BLOCKTYPE a_BlockType)
{
case E_BLOCK_AIR:
case E_BLOCK_FIRE:
case E_BLOCK_WATER:
case E_BLOCK_STATIONARY_WATER:
case E_BLOCK_LAVA:
case E_BLOCK_STATIONARY_LAVA:
case E_BLOCK_STATIONARY_WATER:
case E_BLOCK_WATER:
{
return true;
}
@ -141,33 +141,41 @@ bool cSandSimulator::CanContinueFallThrough(BLOCKTYPE a_BlockType)
switch (a_BlockType)
{
case E_BLOCK_AIR:
case E_BLOCK_FIRE:
case E_BLOCK_WATER:
case E_BLOCK_STATIONARY_WATER:
case E_BLOCK_LAVA:
case E_BLOCK_STATIONARY_LAVA:
case E_BLOCK_POWERED_RAIL:
case E_BLOCK_DETECTOR_RAIL:
case E_BLOCK_COBWEB:
case E_BLOCK_TALL_GRASS:
case E_BLOCK_DEAD_BUSH:
case E_BLOCK_YELLOW_FLOWER:
case E_BLOCK_RED_ROSE:
case E_BLOCK_BROWN_MUSHROOM:
case E_BLOCK_RED_MUSHROOM:
case E_BLOCK_TORCH:
case E_BLOCK_REDSTONE_WIRE:
case E_BLOCK_COBWEB:
case E_BLOCK_CROPS:
case E_BLOCK_PUMPKIN_STEM:
case E_BLOCK_DEAD_BUSH:
case E_BLOCK_DETECTOR_RAIL:
case E_BLOCK_FIRE:
case E_BLOCK_FLOWER_POT:
case E_BLOCK_LAVA:
case E_BLOCK_LEVER:
case E_BLOCK_MINECART_TRACKS:
case E_BLOCK_MELON_STEM:
case E_BLOCK_REDSTONE_TORCH_OFF:
case E_BLOCK_REDSTONE_TORCH_ON:
case E_BLOCK_STONE_BUTTON:
case E_BLOCK_STONE_PRESSURE_PLATE:
case E_BLOCK_WOODEN_BUTTON:
case E_BLOCK_WOODEN_PRESSURE_PLATE:
case E_BLOCK_POWERED_RAIL:
case E_BLOCK_PUMPKIN_STEM:
case E_BLOCK_REDSTONE_REPEATER_OFF:
case E_BLOCK_REDSTONE_REPEATER_ON:
case E_BLOCK_REDSTONE_TORCH_OFF:
case E_BLOCK_REDSTONE_TORCH_ON:
case E_BLOCK_REDSTONE_WIRE:
case E_BLOCK_RED_MUSHROOM:
case E_BLOCK_RED_ROSE:
case E_BLOCK_SIGN_POST:
case E_BLOCK_STATIONARY_LAVA:
case E_BLOCK_STATIONARY_WATER:
case E_BLOCK_STONE_BUTTON:
case E_BLOCK_STONE_PRESSURE_PLATE:
case E_BLOCK_TALL_GRASS:
case E_BLOCK_TORCH:
case E_BLOCK_TRAPDOOR:
case E_BLOCK_TRIPWIRE:
case E_BLOCK_TRIPWIRE_HOOK:
case E_BLOCK_WALLSIGN:
case E_BLOCK_WATER:
case E_BLOCK_WOODEN_BUTTON:
case E_BLOCK_WOODEN_PRESSURE_PLATE:
case E_BLOCK_YELLOW_FLOWER:
{
return true;
}
@ -184,13 +192,13 @@ bool cSandSimulator::IsReplacedOnRematerialization(BLOCKTYPE a_BlockType)
switch (a_BlockType)
{
case E_BLOCK_AIR:
case E_BLOCK_DEAD_BUSH:
case E_BLOCK_FIRE:
case E_BLOCK_WATER:
case E_BLOCK_STATIONARY_WATER:
case E_BLOCK_LAVA:
case E_BLOCK_STATIONARY_LAVA:
case E_BLOCK_STATIONARY_WATER:
case E_BLOCK_TALL_GRASS:
case E_BLOCK_DEAD_BUSH:
case E_BLOCK_WATER:
{
return true;
}
@ -202,14 +210,14 @@ bool cSandSimulator::IsReplacedOnRematerialization(BLOCKTYPE a_BlockType)
bool cSandSimulator::DoesBreakFallingThrough(BLOCKTYPE a_BlockType)
bool cSandSimulator::DoesBreakFallingThrough(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
{
switch (a_BlockType)
{
case E_BLOCK_STONE_SLAB:
case E_BLOCK_WOODEN_SLAB:
{
return true;
return ((a_BlockMeta & 0x08) == 0); // Only a bottom-slab breaks the block
}
}
return false;
@ -255,11 +263,19 @@ void cSandSimulator::DoInstantFall(cChunk * a_Chunk, int a_RelX, int a_RelY, int
// Search for a place to put it:
for (int y = a_RelY - 1; y >= 0; y--)
{
BLOCKTYPE BlockType = a_Chunk->GetBlock(a_RelX, y, a_RelZ);
if (
!DoesBreakFallingThrough(BlockType) &&
CanContinueFallThrough(BlockType)
)
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
a_Chunk->GetBlockTypeMeta(a_RelX, y, a_RelZ, BlockType, BlockMeta);
int BlockY;
if (DoesBreakFallingThrough(BlockType, BlockMeta))
{
BlockY = y;
}
else if (!CanContinueFallThrough(BlockType))
{
BlockY = y + 1;
}
else
{
// Can fall further down
continue;
@ -268,7 +284,7 @@ void cSandSimulator::DoInstantFall(cChunk * a_Chunk, int a_RelX, int a_RelY, int
// Finish the fall at the found bottom:
int BlockX = a_RelX + a_Chunk->GetPosX() * cChunkDef::Width;
int BlockZ = a_RelZ + a_Chunk->GetPosZ() * cChunkDef::Width;
FinishFalling(&m_World, BlockX, y + 1, BlockZ, FallingBlockType, FallingBlockMeta);
FinishFalling(&m_World, BlockX, BlockY, BlockZ, FallingBlockType, FallingBlockMeta);
return;
}

View File

@ -29,7 +29,7 @@ public:
static bool IsReplacedOnRematerialization(BLOCKTYPE a_BlockType);
/// Returns true if the specified block breaks falling blocks while they fall through it (e. g. halfslabs)
static bool DoesBreakFallingThrough(BLOCKTYPE a_BlockType);
static bool DoesBreakFallingThrough(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
/** Called when a block finishes falling at the specified coords, either by insta-fall,
or through cFallingBlock entity.