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@ -97,7 +97,10 @@ public:
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*/
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virtual bool DoesIgnoreBuildCollision(void);
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/// Does this block drop if it gets destroyed by an unsuitable situation? Default: true
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/// <summary>Similar to DoesIgnoreBuildCollision(void), but is used for cases where block meta/player item-in-hand is needed to determine collision (thin snow)</summary>
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virtual bool DoesIgnoreBuildCollision(cPlayer * a_Player, NIBBLETYPE a_Meta) { return DoesIgnoreBuildCollision(); }
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/// <summary>Returns if this block drops if it gets destroyed by an unsuitable situation. Default: true</summary>
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virtual bool DoesDropOnUnsuitable(void);
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/** Called when one of the neighbors gets set; equivalent to MC block update.
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@ -106,26 +109,30 @@ public:
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*/
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virtual void Check(int a_RelX, int a_RelY, int a_RelZ, cChunk & a_Chunk);
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/// Returns the meta for a block after rotating it counter-clockwise from the specified meta. Default: no change
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/// <summary>Rotates a given block meta counter-clockwise. Default: no change</summary>
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/// <returns>Block meta following rotation</returns>
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virtual NIBBLETYPE MetaRotateCCW(NIBBLETYPE a_Meta) { return a_Meta; }
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/// Returns the meta for a block after rotating it clockwise from the specified meta. Default: no change
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/// <summary>Rotates a given block meta clockwise. Default: no change</summary>
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/// <returns>Block meta following rotation</returns>
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virtual NIBBLETYPE MetaRotateCW(NIBBLETYPE a_Meta) { return a_Meta; }
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/// Returns the meta for a block after mirroring it around the XY plane. Default: no change
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/// <summary>Mirros a given block meta around the XY plane. Default: no change</summary>
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/// <returns>Block meta following mirroring</returns>
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virtual NIBBLETYPE MetaMirrorXY(NIBBLETYPE a_Meta) { return a_Meta; }
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/// Returns the meta for a block after mirroring it around the XZ plane. Default: no change
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/// <summary>Mirros a given block meta around the XZ plane. Default: no change</summary>
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/// <returns>Block meta following mirroring</returns>
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virtual NIBBLETYPE MetaMirrorXZ(NIBBLETYPE a_Meta) { return a_Meta; }
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/// Returns the meta for a block after mirroring it around the YZ plane. Default: no change
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/// <summary>Mirros a given block meta around the YZ plane. Default: no change</summary>
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/// <returns>Block meta following mirroring</returns>
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virtual NIBBLETYPE MetaMirrorYZ(NIBBLETYPE a_Meta) { return a_Meta; }
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/// Get the blockhandler for a specific block id
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/// <summary>Get the blockhandler for a specific block id</summary>
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static cBlockHandler * GetBlockHandler(BLOCKTYPE a_BlockType);
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/// Deletes all initialised block handlers
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/// <summary>Deletes all initialised block handlers</summary>
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static void Deinit();
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protected:
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@ -25,21 +25,37 @@ public:
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) override
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{
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a_BlockType = m_BlockType;
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NIBBLETYPE Meta = a_World->GetBlockMeta(Vector3i(a_BlockX, a_BlockY, a_BlockZ));
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if ((Meta < 7) && (Meta != 0)) // Is height at maximum (7) or at mininum (0)? Don't do anything if so
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BLOCKTYPE BlockBeforePlacement;
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NIBBLETYPE MetaBeforePlacement;
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a_World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, BlockBeforePlacement, MetaBeforePlacement);
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if ((BlockBeforePlacement == E_BLOCK_SNOW) && (MetaBeforePlacement < 7))
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{
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Meta++;
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// Only increment if:
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// A snow block was already there (not first time placement) AND
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// Height is smaller than 7, the maximum possible height
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MetaBeforePlacement++;
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}
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a_BlockMeta = Meta;
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a_BlockMeta = MetaBeforePlacement;
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return true;
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}
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virtual bool DoesIgnoreBuildCollision(void) override
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virtual bool DoesIgnoreBuildCollision(cPlayer * a_Player, NIBBLETYPE a_Meta) override
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{
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return true;
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if ((a_Player->GetEquippedItem().m_ItemType == E_BLOCK_SNOW) && (a_Meta < 7))
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{
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return true; // If a player is holding a (thin) snow block and it's size can be increased, return collision ignored
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}
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if (a_Meta == 0)
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{
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return true; // If at normal snowfall height (lowest), we ignore collision
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}
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return false;
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}
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@ -891,14 +891,14 @@ void cClientHandle::HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, c
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else
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{
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// Check if the block ignores build collision (water, grass etc.):
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cBlockHandler * Handler = cBlockHandler::GetBlockHandler(ClickedBlock);
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if (Handler->DoesIgnoreBuildCollision())
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if (
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BlockHandler(ClickedBlock)->DoesIgnoreBuildCollision() ||
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BlockHandler(ClickedBlock)->DoesIgnoreBuildCollision(m_Player, ClickedBlockMeta)
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)
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{
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Handler->OnDestroyedByPlayer(World, m_Player, a_BlockX, a_BlockY, a_BlockZ);
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BlockHandler(ClickedBlock)->OnDestroyedByPlayer(World, m_Player, a_BlockX, a_BlockY, a_BlockZ);
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}
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BLOCKTYPE PlaceBlock = World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
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if (!BlockHandler(PlaceBlock)->DoesIgnoreBuildCollision())
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else
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{
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
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@ -908,7 +908,9 @@ void cClientHandle::HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, c
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return;
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}
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BLOCKTYPE PlaceBlock = World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
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NIBBLETYPE PlaceMeta;
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BLOCKTYPE PlaceBlock;
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World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, PlaceBlock, PlaceMeta);
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// Clicked on side of block, make sure that placement won't be cancelled if there is a slab able to be double slabbed.
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// No need to do combinability (dblslab) checks, client will do that here.
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@ -918,10 +920,13 @@ void cClientHandle::HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, c
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}
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else
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{
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if (!BlockHandler(PlaceBlock)->DoesIgnoreBuildCollision())
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if (
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!BlockHandler(PlaceBlock)->DoesIgnoreBuildCollision() &&
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!BlockHandler(PlaceBlock)->DoesIgnoreBuildCollision(m_Player, PlaceMeta)
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)
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{
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// Tried to place a block *into* another?
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// Happens when you place a block aiming at side of block like torch or stem
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// Happens when you place a block aiming at side of block with a torch on it or stem beside it
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return;
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}
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}
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