Torches work properly

Also fixed a naming inconsistency concerning quartz stairs.
master
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

@ -21,6 +21,7 @@ bool g_BlockPistonBreakable[256];
bool g_BlockIsSnowable[256];
bool g_BlockRequiresSpecialTool[256];
bool g_BlockIsSolid[256];
bool g_BlockIsTorchPlaceable[256];
@ -523,6 +524,7 @@ public:
memset(g_BlockTransparent, 0x00, sizeof(g_BlockTransparent));
memset(g_BlockOneHitDig, 0x00, sizeof(g_BlockOneHitDig));
memset(g_BlockPistonBreakable, 0x00, sizeof(g_BlockPistonBreakable));
memset(g_BlockIsTorchPlaceable, 0x00, sizeof(g_BlockIsTorchPlaceable));
// Setting bools to true must be done manually, see http://forum.mc-server.org/showthread.php?tid=629&pid=5415#pid5415
for (int i = 0; i < ARRAYCOUNT(g_BlockIsSnowable); i++)
@ -754,66 +756,109 @@ public:
g_BlockRequiresSpecialTool[E_BLOCK_VINES] = true;
// Nonsolid Blocks:
g_BlockIsSolid[E_BLOCK_ACTIVATOR_RAIL] = false;
g_BlockIsSolid[E_BLOCK_AIR] = false;
g_BlockIsSolid[E_BLOCK_BED] = false;
g_BlockIsSolid[E_BLOCK_BIRCH_WOOD_STAIRS] = false;
g_BlockIsSolid[E_BLOCK_BRICK_STAIRS] = false;
g_BlockIsSolid[E_BLOCK_BROWN_MUSHROOM] = false;
g_BlockIsSolid[E_BLOCK_CACTUS] = false;
g_BlockIsSolid[E_BLOCK_CAKE] = false;
g_BlockIsSolid[E_BLOCK_CHEST] = false;
g_BlockIsSolid[E_BLOCK_COBBLESTONE_STAIRS] = false;
g_BlockIsSolid[E_BLOCK_CARROTS] = false;
g_BlockIsSolid[E_BLOCK_COBWEB] = false;
g_BlockIsSolid[E_BLOCK_CROPS] = false;
g_BlockIsSolid[E_BLOCK_ENCHANTMENT_TABLE] = false;
g_BlockIsSolid[E_BLOCK_DETECTOR_RAIL] = false;
g_BlockIsSolid[E_BLOCK_END_PORTAL] = false;
g_BlockIsSolid[E_BLOCK_END_PORTAL_FRAME] = false;
g_BlockIsSolid[E_BLOCK_FARMLAND] = false;
g_BlockIsSolid[E_BLOCK_FENCE] = false;
g_BlockIsSolid[E_BLOCK_FIRE] = false;
g_BlockIsSolid[E_BLOCK_GLASS] = false;
g_BlockIsSolid[E_BLOCK_IRON_DOOR] = false;
g_BlockIsSolid[E_BLOCK_JUNGLE_WOOD_STAIRS] = false;
g_BlockIsSolid[E_BLOCK_LADDER] = false;
g_BlockIsSolid[E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE] = false;
g_BlockIsSolid[E_BLOCK_LAVA] = false;
g_BlockIsSolid[E_BLOCK_LEAVES] = false;
g_BlockIsSolid[E_BLOCK_LEVER] = false;
g_BlockIsSolid[E_BLOCK_LOCKED_CHEST] = false;
g_BlockIsSolid[E_BLOCK_NETHER_BRICK_STAIRS] = false;
g_BlockIsSolid[E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE] = false;
g_BlockIsSolid[E_BLOCK_MELON_STEM] = false;
g_BlockIsSolid[E_BLOCK_NETHER_PORTAL] = false;
g_BlockIsSolid[E_BLOCK_PISTON] = false;
g_BlockIsSolid[E_BLOCK_PISTON_EXTENSION] = false;
g_BlockIsSolid[E_BLOCK_RAIL] = true;
g_BlockIsSolid[E_BLOCK_REDSTONE_REPEATER_OFF] = false;
g_BlockIsSolid[E_BLOCK_REDSTONE_REPEATER_ON] = false;
g_BlockIsSolid[E_BLOCK_PISTON_MOVED_BLOCK] = false;
g_BlockIsSolid[E_BLOCK_POTATOES] = false;
g_BlockIsSolid[E_BLOCK_PUMPKIN_STEM] = false;
g_BlockIsSolid[E_BLOCK_RAIL] = false;
g_BlockIsSolid[E_BLOCK_REDSTONE_TORCH_OFF] = false;
g_BlockIsSolid[E_BLOCK_REDSTONE_TORCH_ON] = false;
g_BlockIsSolid[E_BLOCK_REDSTONE_WIRE] = false;
g_BlockIsSolid[E_BLOCK_RED_MUSHROOM] = false;
g_BlockIsSolid[E_BLOCK_RED_ROSE] = false;
g_BlockIsSolid[E_BLOCK_REEDS] = false;
g_BlockIsSolid[E_BLOCK_SANDSTONE_STAIRS] = false;
g_BlockIsSolid[E_BLOCK_SAPLING] = false;
g_BlockIsSolid[E_BLOCK_SIGN_POST] = false;
g_BlockIsSolid[E_BLOCK_SNOW] = false;
g_BlockIsSolid[E_BLOCK_SPRUCE_WOOD_STAIRS] = false;
g_BlockIsSolid[E_BLOCK_STATIONARY_LAVA] = false;
g_BlockIsSolid[E_BLOCK_STATIONARY_WATER] = false;
g_BlockIsSolid[E_BLOCK_STONE_BRICK_STAIRS] = false;
g_BlockIsSolid[E_BLOCK_STONE_BUTTON] = false;
g_BlockIsSolid[E_BLOCK_STONE_PRESSURE_PLATE] = false;
g_BlockIsSolid[E_BLOCK_STONE_SLAB] = false;
g_BlockIsSolid[E_BLOCK_TALL_GRASS] = false;
g_BlockIsSolid[E_BLOCK_TNT] = false;
g_BlockIsSolid[E_BLOCK_TORCH] = false;
g_BlockIsSolid[E_BLOCK_TRAPDOOR] = false;
g_BlockIsSolid[E_BLOCK_TRIPWIRE] = false;
g_BlockIsSolid[E_BLOCK_VINES] = false;
g_BlockIsSolid[E_BLOCK_WALLSIGN] = false;
g_BlockIsSolid[E_BLOCK_WATER] = false;
g_BlockIsSolid[E_BLOCK_WOODEN_BUTTON] = false;
g_BlockIsSolid[E_BLOCK_WOODEN_DOOR] = false;
g_BlockIsSolid[E_BLOCK_WOODEN_PRESSURE_PLATE] = false;
g_BlockIsSolid[E_BLOCK_WOODEN_SLAB] = false;
g_BlockIsSolid[E_BLOCK_YELLOW_FLOWER] = false;
// Torch placeable
g_BlockIsTorchPlaceable[E_BLOCK_BEDROCK] = true;
g_BlockIsTorchPlaceable[E_BLOCK_BLOCK_OF_COAL] = true;
g_BlockIsTorchPlaceable[E_BLOCK_BLOCK_OF_REDSTONE] = true;
g_BlockIsTorchPlaceable[E_BLOCK_BOOKCASE] = true;
g_BlockIsTorchPlaceable[E_BLOCK_BRICK] = true;
g_BlockIsTorchPlaceable[E_BLOCK_CLAY] = true;
g_BlockIsTorchPlaceable[E_BLOCK_COAL_ORE] = true;
g_BlockIsTorchPlaceable[E_BLOCK_COBBLESTONE] = true;
g_BlockIsTorchPlaceable[E_BLOCK_COMMAND_BLOCK] = true;
g_BlockIsTorchPlaceable[E_BLOCK_CRAFTING_TABLE] = true;
g_BlockIsTorchPlaceable[E_BLOCK_DIAMOND_BLOCK] = true;
g_BlockIsTorchPlaceable[E_BLOCK_DIAMOND_ORE] = true;
g_BlockIsTorchPlaceable[E_BLOCK_DIRT] = true;
g_BlockIsTorchPlaceable[E_BLOCK_DISPENSER] = true;
g_BlockIsTorchPlaceable[E_BLOCK_DOUBLE_STONE_SLAB] = true;
g_BlockIsTorchPlaceable[E_BLOCK_DOUBLE_WOODEN_SLAB] = true;
g_BlockIsTorchPlaceable[E_BLOCK_DROPPER] = true;
g_BlockIsTorchPlaceable[E_BLOCK_EMERALD_BLOCK] = true;
g_BlockIsTorchPlaceable[E_BLOCK_EMERALD_ORE] = true;
g_BlockIsTorchPlaceable[E_BLOCK_END_STONE] = true;
g_BlockIsTorchPlaceable[E_BLOCK_FURNACE] = true;
g_BlockIsTorchPlaceable[E_BLOCK_GLOWSTONE] = true;
g_BlockIsTorchPlaceable[E_BLOCK_GOLD_BLOCK] = true;
g_BlockIsTorchPlaceable[E_BLOCK_GOLD_ORE] = true;
g_BlockIsTorchPlaceable[E_BLOCK_GRASS] = true;
g_BlockIsTorchPlaceable[E_BLOCK_GRAVEL] = true;
g_BlockIsTorchPlaceable[E_BLOCK_HARDENED_CLAY] = true;
g_BlockIsTorchPlaceable[E_BLOCK_HAY_BALE] = true;
g_BlockIsTorchPlaceable[E_BLOCK_HUGE_BROWN_MUSHROOM] = true;
g_BlockIsTorchPlaceable[E_BLOCK_HUGE_RED_MUSHROOM] = true;
g_BlockIsTorchPlaceable[E_BLOCK_IRON_BLOCK] = true;
g_BlockIsTorchPlaceable[E_BLOCK_IRON_ORE] = true;
g_BlockIsTorchPlaceable[E_BLOCK_JACK_O_LANTERN] = true;
g_BlockIsTorchPlaceable[E_BLOCK_JUKEBOX] = true;
g_BlockIsTorchPlaceable[E_BLOCK_LAPIS_BLOCK] = true;
g_BlockIsTorchPlaceable[E_BLOCK_LAPIS_ORE] = true;
g_BlockIsTorchPlaceable[E_BLOCK_LOG] = true;
g_BlockIsTorchPlaceable[E_BLOCK_MELON] = true;
g_BlockIsTorchPlaceable[E_BLOCK_MOSSY_COBBLESTONE] = true;
g_BlockIsTorchPlaceable[E_BLOCK_MYCELIUM] = true;
g_BlockIsTorchPlaceable[E_BLOCK_NETHERRACK] = true;
g_BlockIsTorchPlaceable[E_BLOCK_NETHER_BRICK] = true;
g_BlockIsTorchPlaceable[E_BLOCK_NETHER_QUARTZ_ORE] = true;
g_BlockIsTorchPlaceable[E_BLOCK_NOTE_BLOCK] = true;
g_BlockIsTorchPlaceable[E_BLOCK_OBSIDIAN] = true;
g_BlockIsTorchPlaceable[E_BLOCK_PLANKS] = true;
g_BlockIsTorchPlaceable[E_BLOCK_PUMPKIN] = true;
g_BlockIsTorchPlaceable[E_BLOCK_QUARTZ_BLOCK] = true;
g_BlockIsTorchPlaceable[E_BLOCK_REDSTONE_LAMP_OFF] = true;
g_BlockIsTorchPlaceable[E_BLOCK_REDSTONE_LAMP_ON] = true;
g_BlockIsTorchPlaceable[E_BLOCK_REDSTONE_ORE] = true;
g_BlockIsTorchPlaceable[E_BLOCK_REDSTONE_ORE_GLOWING] = true;
g_BlockIsTorchPlaceable[E_BLOCK_SANDSTONE] = true;
g_BlockIsTorchPlaceable[E_BLOCK_SAND] = true;
g_BlockIsTorchPlaceable[E_BLOCK_SILVERFISH_EGG] = true;
g_BlockIsTorchPlaceable[E_BLOCK_SPONGE] = true;
g_BlockIsTorchPlaceable[E_BLOCK_STAINED_CLAY] = true;
g_BlockIsTorchPlaceable[E_BLOCK_WOOL] = true;
g_BlockIsTorchPlaceable[E_BLOCK_STONE] = true;
}
} BlockPropertiesInitializer;

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@ -165,7 +165,7 @@ enum ENUM_BLOCK_ID
E_BLOCK_NETHER_QUARTZ_ORE = 153,
E_BLOCK_HOPPER = 154,
E_BLOCK_QUARTZ_BLOCK = 155,
E_BLOCK_QUARTZ_STAIR = 156,
E_BLOCK_QUARTZ_STAIRS = 156,
E_BLOCK_ACTIVATOR_RAIL = 157,
E_BLOCK_DROPPER = 158,
@ -770,7 +770,7 @@ extern bool g_BlockPistonBreakable[256];
extern bool g_BlockIsSnowable[256];
extern bool g_BlockRequiresSpecialTool[256];
extern bool g_BlockIsSolid[256];
extern bool g_BlockIsTorchPlaceable[256];

View File

@ -154,7 +154,7 @@ cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
case E_BLOCK_PISTON_EXTENSION: return new cBlockPistonHeadHandler ();
case E_BLOCK_PLANKS: return new cBlockWoodHandler (a_BlockType);
case E_BLOCK_PUMPKIN_STEM: return new cBlockStemsHandler (a_BlockType);
case E_BLOCK_QUARTZ_STAIR: return new cBlockStairsHandler (a_BlockType);
case E_BLOCK_QUARTZ_STAIRS: return new cBlockStairsHandler (a_BlockType);
case E_BLOCK_RAIL: return new cBlockRailHandler (a_BlockType);
case E_BLOCK_POTATOES: return new cBlockCropsHandler (a_BlockType);
case E_BLOCK_POWERED_RAIL: return new cBlockRailHandler (a_BlockType);

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;
}
}