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Torches work properly

Also fixed a naming inconsistency concerning quartz stairs.
This commit is contained in:
Tiger Wang
2013-09-15 15:55:35 +01:00
parent a8cb2bd90e
commit fc3d5ff5a6
4 changed files with 149 additions and 59 deletions

View File

@@ -24,16 +24,31 @@ public:
BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
) override
{
// Find proper placement. Use the player-supplied one as the default, but fix if not okay:
if (!TorchCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace))
// Find proper placement of torch
if ((a_BlockFace == BLOCK_FACE_TOP) || (a_BlockFace == BLOCK_FACE_BOTTOM))
{
a_BlockFace = FindSuitableFace(a_World, a_BlockX, a_BlockY, a_BlockZ);
if (a_BlockFace == BLOCK_FACE_BOTTOM)
a_BlockFace = FindSuitableFace(a_World, a_BlockX, a_BlockY, a_BlockZ); // Top or bottom faces clicked, find a suitable face
if (a_BlockFace == BLOCK_FACE_NONE)
{
// Client wouldn't have sent anything anyway, but whatever
return false;
}
}
else
{
// Not top or bottom faces, try to preserve whatever face was clicked
if (!TorchCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace))
{
// Torch couldn't be placed on whatever face was clicked, last ditch resort - find another face
a_BlockFace = FindSuitableFace(a_World, a_BlockX, a_BlockY, a_BlockZ);
if (a_BlockFace == BLOCK_FACE_NONE)
{
return false;
}
}
}
a_BlockType = m_BlockType;
a_BlockMeta = DirectionToMetaData(a_BlockFace);
return true;
@@ -100,45 +115,58 @@ public:
}
static bool CanBePlacedOn(BLOCKTYPE a_BlockType, char a_Direction)
static bool CanBePlacedOn(BLOCKTYPE a_BlockType, char a_BlockFace)
{
if ( g_BlockIsSolid[a_BlockType] ) {
return (a_Direction == 0x1); // allow only direction "standing on floor"
if ( !g_BlockIsTorchPlaceable[a_BlockType] )
{
return (a_BlockFace == BLOCK_FACE_TOP); // Allow placement only when torch upright
}
else {
return g_BlockIsSolid[a_BlockType];
else
{
return true;
}
}
static bool TorchCanBePlacedAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace)
{
// TODO: If placing a torch from below, check all 4 XZ neighbors, place it on that neighbor instead
// How to propagate that change up?
// Simon: The easiest way is to calculate the position two times, shouldn<64>t cost much cpu power :)
if (a_BlockFace == BLOCK_FACE_BOTTOM)
{
return false;
}
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, true);
return CanBePlacedOn(a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ), a_BlockFace);
}
/// Finds a suitable Face for the Torch. Returns BLOCK_FACE_BOTTOM on failure
/// Finds a suitable face to place the torch, returning BLOCK_FACE_NONE on failure
static char FindSuitableFace(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
{
for (int i = 1; i <= 5; i++)
// TODO: If placing a torch from below, check all 4 XZ neighbors, place it on that neighbor instead
// How to propagate that change up?
// Simon: The easiest way is to calculate the position two times, shouldn't cost much cpu power :)
for (int i = 0; i <= 5; i++)
{
if (TorchCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, i))
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, i, true);
BLOCKTYPE BlockInQuestion = a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
if (
((BlockInQuestion == E_BLOCK_GLASS) ||
(BlockInQuestion == E_BLOCK_FENCE) ||
(BlockInQuestion == E_BLOCK_NETHER_BRICK_FENCE) ||
(BlockInQuestion == E_BLOCK_COBBLESTONE_WALL)) &&
(i = 1)
)
{
return i;
}
else if ( g_BlockIsTorchPlaceable[BlockInQuestion] )
{
return i;
}
else
{
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, i, false);
}
}
return BLOCK_FACE_BOTTOM;
return BLOCK_FACE_NONE;
}
@@ -157,11 +185,28 @@ public:
virtual bool CanBeAt(int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
{
// TODO: Use AdjustCoordsByMeta(), then cChunk::UnboundedRelGetBlock() and finally some comparison
char Face = MetaDataToDirection(a_Chunk.GetMeta(a_RelX, a_RelY, a_RelZ));
int BlockX = a_RelX + a_Chunk.GetPosX() * cChunkDef::Width;
int BlockZ = a_RelZ + a_Chunk.GetPosZ() * cChunkDef::Width;
return TorchCanBePlacedAt(a_Chunk.GetWorld(), BlockX, a_RelY, BlockZ, Face);
AddFaceDirection(a_RelX, a_RelY, a_RelZ, Face, true);
BLOCKTYPE BlockInQuestion;
a_Chunk.UnboundedRelGetBlockType(a_RelX, a_RelY, a_RelZ, BlockInQuestion);
if ((BlockInQuestion == E_BLOCK_GLASS) || (BlockInQuestion == E_BLOCK_FENCE) || (BlockInQuestion == E_BLOCK_NETHER_BRICK_FENCE))
{
// Torches can be placed on tops of glass and fences, despite them being 'untorcheable'
// No need to check for upright orientation, it was done when the torch was placed
return true;
}
else if ( !g_BlockIsTorchPlaceable[BlockInQuestion] )
{
return false;
}
else
{
return true;
}
}