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Cactus towers can be destroyed by removing the bottom block

Added checks whether flowers/mushrooms/saplings can be placed on surface
Added checks for cactus to see if it's allowed to be placed
Fluids now wash away certain items (flower, sapling, cactus)


git-svn-id: http://mc-server.googlecode.com/svn/trunk@169 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
faketruth 2012-01-23 15:11:45 +00:00
parent 796a9e356e
commit ce11c6b2bd
4 changed files with 89 additions and 4 deletions

View File

@ -268,6 +268,7 @@ void cChunk::Tick(float a_Dt)
{ {
isRedstone = true; isRedstone = true;
} }
case E_BLOCK_CACTUS:
case E_BLOCK_REEDS: case E_BLOCK_REEDS:
case E_BLOCK_WOODEN_PRESSURE_PLATE: case E_BLOCK_WOODEN_PRESSURE_PLATE:
case E_BLOCK_STONE_PRESSURE_PLATE: case E_BLOCK_STONE_PRESSURE_PLATE:

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@ -496,7 +496,6 @@ void cClientHandle::HandlePacket( cPacket* a_Packet )
Kick("Login Username does not match Handshake username!"); Kick("Login Username does not match Handshake username!");
return; return;
} }
//m_Password = PacketData->m_Password;
if( cRoot::Get()->GetPluginManager()->CallHook( cPluginManager::E_PLUGIN_LOGIN, 1, PacketData ) ) if( cRoot::Get()->GetPluginManager()->CallHook( cPluginManager::E_PLUGIN_LOGIN, 1, PacketData ) )
{ {
@ -1083,6 +1082,59 @@ void cClientHandle::HandlePacket( cPacket* a_Packet )
break; //happens when you place a block aiming at side of block like torch or stem break; //happens when you place a block aiming at side of block like torch or stem
} }
// Check whether selected item is allowed to be placed on specific surface
bool bIllegalSurface = false;
ENUM_BLOCK_ID SurfaceBlock = (ENUM_BLOCK_ID)m_Player->GetWorld()->GetBlock( X, Y-1, Z );
switch( PacketData->m_ItemType )
{
case E_BLOCK_YELLOW_FLOWER: // Can ONLY be placed on dirt/grass
case E_BLOCK_RED_ROSE:
case E_BLOCK_SAPLING:
switch( SurfaceBlock )
{
case E_BLOCK_DIRT:
case E_BLOCK_GRASS:
bIllegalSurface = false;
break;
default:
bIllegalSurface = true;
break;
};
break;
case E_BLOCK_BROWN_MUSHROOM: // Can be placed on pretty much anything, with exceptions
case E_BLOCK_RED_MUSHROOM:
switch( SurfaceBlock )
{
case E_BLOCK_GLASS:
case E_BLOCK_YELLOW_FLOWER:
case E_BLOCK_RED_ROSE:
case E_BLOCK_BROWN_MUSHROOM:
case E_BLOCK_RED_MUSHROOM:
case E_BLOCK_CACTUS:
bIllegalSurface = true;
break;
}
break;
case E_BLOCK_CACTUS:
if( SurfaceBlock != E_BLOCK_SAND && SurfaceBlock != E_BLOCK_CACTUS ) // Cactus can only be placed on sand and itself
bIllegalSurface = true;
// Check surroundings. Cacti may ONLY be surrounded by air
cWorld* World = m_Player->GetWorld();
if( World->GetBlock( X-1, Y, Z ) != E_BLOCK_AIR
|| World->GetBlock( X+1, Y, Z ) != E_BLOCK_AIR
|| World->GetBlock( X, Y, Z-1 ) != E_BLOCK_AIR
|| World->GetBlock( X, Y, Z+1 ) != E_BLOCK_AIR
)
{
bIllegalSurface = true;
}
break;
};
if( bIllegalSurface )
break;
if(bRemoveItem) if(bRemoveItem)
{ {
if((m_Player->GetGameMode() != 1) && !m_Player->GetInventory().RemoveItem( Item )) if((m_Player->GetGameMode() != 1) && !m_Player->GetInventory().RemoveItem( Item ))

View File

@ -4,6 +4,8 @@
#include "BlockID.h" #include "BlockID.h"
#include "Defines.h" #include "Defines.h"
#include <vector> #include <vector>
#include "cPickup.h"
#include "cItem.h"
class cFluidSimulator::FluidData class cFluidSimulator::FluidData
{ {
@ -170,8 +172,15 @@ void cFluidSimulator::Simulate( float a_Dt )
if( bIsFed ) if( bIsFed )
{ {
char DownID = m_World->GetBlock( pos.x, pos.y-1, pos.z ); char DownID = m_World->GetBlock( pos.x, pos.y-1, pos.z );
if( IsPassableForFluid(DownID) ) // free for fluid bool bWashedAwayItem = CanWashAway( DownID );
if( IsPassableForFluid(DownID) || bWashedAwayItem ) // free for fluid
{ {
if( bWashedAwayItem )
{
cPickup* Pickup = new cPickup( pos.x * 32 + 16, (pos.y-1) * 32 + 16, pos.z * 32 + 16, cItem( (ENUM_ITEM_ID)DownID, 1, m_World->GetBlockMeta( pos.x, pos.y-1, pos.z ) ) );
Pickup->Initialize( m_World );
}
m_World->FastSetBlock( pos.x, pos.y-1, pos.z, m_FluidBlock, 8 ); // falling m_World->FastSetBlock( pos.x, pos.y-1, pos.z, m_FluidBlock, 8 ); // falling
AddBlock( pos.x, pos.y-1, pos.z ); AddBlock( pos.x, pos.y-1, pos.z );
} }
@ -189,8 +198,15 @@ void cFluidSimulator::Simulate( float a_Dt )
{ {
Vector3i & p = *itr; Vector3i & p = *itr;
char BlockID = m_World->GetBlock( p.x, p.y, p.z ); char BlockID = m_World->GetBlock( p.x, p.y, p.z );
bool bWashedAwayItem = CanWashAway( BlockID );
if( !IsAllowedBlock( BlockID ) ) if( !IsAllowedBlock( BlockID ) )
{ {
if( bWashedAwayItem )
{
cPickup* Pickup = new cPickup( p.x * 32 + 16, p.y * 32 + 16, p.z * 32 + 16, cItem( (ENUM_ITEM_ID)BlockID, 1, m_World->GetBlockMeta( p.x, p.y, p.z ) ) );
Pickup->Initialize( m_World );
}
if( p.y == pos.y ) if( p.y == pos.y )
m_World->FastSetBlock(p.x, p.y, p.z, m_FluidBlock, Meta + m_FlowReduction); m_World->FastSetBlock(p.x, p.y, p.z, m_FluidBlock, Meta + m_FlowReduction);
else else
@ -223,7 +239,23 @@ bool cFluidSimulator::IsPassableForFluid(char a_BlockID)
{ {
return a_BlockID == E_BLOCK_AIR return a_BlockID == E_BLOCK_AIR
|| a_BlockID == E_BLOCK_FIRE || a_BlockID == E_BLOCK_FIRE
|| IsAllowedBlock(a_BlockID); || IsAllowedBlock(a_BlockID)
|| CanWashAway(a_BlockID);
}
bool cFluidSimulator::CanWashAway( char a_BlockID )
{
switch( a_BlockID )
{
case E_BLOCK_YELLOW_FLOWER:
case E_BLOCK_RED_ROSE:
case E_BLOCK_RED_MUSHROOM:
case E_BLOCK_BROWN_MUSHROOM:
case E_BLOCK_CACTUS:
return true;
default:
return false;
};
} }
//TODO Not working very well yet :s //TODO Not working very well yet :s

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@ -30,7 +30,7 @@ public:
virtual inline bool IsAllowedBlock( char a_BlockID ) = 0; virtual inline bool IsAllowedBlock( char a_BlockID ) = 0;
virtual inline bool IsPassableForFluid( char a_BlockID ); virtual inline bool IsPassableForFluid( char a_BlockID );
bool CanWashAway( char a_BlockID );
protected: protected:
virtual void AddBlock( int a_X, int a_Y, int a_Z); virtual void AddBlock( int a_X, int a_Y, int a_Z);
char GetHighestLevelAround( int a_X, int a_Y, int a_Z ); char GetHighestLevelAround( int a_X, int a_Y, int a_Z );