diff options
-rw-r--r-- | src/Blocks/BlockDoor.h | 25 | ||||
-rw-r--r-- | src/Blocks/BlockOre.h | 5 | ||||
-rw-r--r-- | src/Items/ItemDoor.h | 2 | ||||
-rw-r--r-- | src/Items/ItemSlab.h | 23 |
4 files changed, 49 insertions, 6 deletions
diff --git a/src/Blocks/BlockDoor.h b/src/Blocks/BlockDoor.h index 53f84b553..445383e7c 100644 --- a/src/Blocks/BlockDoor.h +++ b/src/Blocks/BlockDoor.h @@ -6,7 +6,7 @@ #include "Chunk.h" #include "MetaRotator.h" #include "ChunkInterface.h" - +#include "BlockSlab.h" @@ -109,16 +109,31 @@ public: virtual bool CanBeAt(cChunkInterface & a_ChunkInterface, int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override { - return ((a_RelY > 0) && CanBeOn(a_Chunk.GetBlock(a_RelX, a_RelY - 1, a_RelZ))); + return ((a_RelY > 0) && CanBeOn(a_Chunk.GetBlock(a_RelX, a_RelY - 1, a_RelZ), a_Chunk.GetMeta(a_RelX, a_RelY - 1, a_RelZ))); } /** Returns true if door can be placed on the specified block type. */ - static bool CanBeOn(BLOCKTYPE a_BlockType) + static bool CanBeOn(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) { - // Vanilla refuses to place doors on transparent blocks + // Vanilla refuses to place doors on transparent blocks, except top-half slabs and other doors // We need to keep the door compatible with itself, otherwise the top half drops while the bottom half stays - return !cBlockInfo::IsTransparent(a_BlockType) || IsDoorBlockType(a_BlockType); + + // Doors can be placed on upside-down slabs + if (cBlockSlabHandler::IsAnySlabType(a_BlockType) && ((a_BlockMeta & 0x08) != 0)) + { + return true; + } + // Doors can also be placed on other doors + else if (IsDoorBlockType(a_BlockType)) + { + return true; + } + // Doors can not be placed on transparent blocks, but on any other block + else + { + return !cBlockInfo::IsTransparent(a_BlockType); + } } diff --git a/src/Blocks/BlockOre.h b/src/Blocks/BlockOre.h index 08d79f435..7c4ae01f9 100644 --- a/src/Blocks/BlockOre.h +++ b/src/Blocks/BlockOre.h @@ -50,6 +50,11 @@ public: a_Pickups.push_back(cItem(E_ITEM_COAL)); break; } + case E_BLOCK_NETHER_QUARTZ_ORE: + { + a_Pickups.push_back(cItem(E_ITEM_NETHER_QUARTZ)); + break; + } default: { a_Pickups.push_back(cItem(m_BlockType)); diff --git a/src/Items/ItemDoor.h b/src/Items/ItemDoor.h index 524c49a5c..ddd3d4e20 100644 --- a/src/Items/ItemDoor.h +++ b/src/Items/ItemDoor.h @@ -40,7 +40,7 @@ public: } // The door needs a compatible block below it: - if (!cBlockDoorHandler::CanBeOn(a_World.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ))) + if (!cBlockDoorHandler::CanBeOn(a_World.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ), a_World.GetBlockMeta(a_BlockX, a_BlockY - 1, a_BlockZ))) { return false; } diff --git a/src/Items/ItemSlab.h b/src/Items/ItemSlab.h index b0b5ce005..3a78cc016 100644 --- a/src/Items/ItemSlab.h +++ b/src/Items/ItemSlab.h @@ -39,10 +39,15 @@ public: int a_CursorX, int a_CursorY, int a_CursorZ ) override { + // Prepare sound effect + AString PlaceSound = cBlockInfo::GetPlaceSound(m_ItemType); + float Volume = 1.0f, Pitch = 0.8f; + // Special slab handling - placing a slab onto another slab produces a dblslab instead: BLOCKTYPE ClickedBlockType; NIBBLETYPE ClickedBlockMeta; a_World.GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, ClickedBlockType, ClickedBlockMeta); + // If clicked on a half slab directly if ( (ClickedBlockType == m_ItemType) && // Placing the same slab material ((ClickedBlockMeta & 0x07) == a_EquippedItem.m_ItemDamage) // Placing the same slab sub-kind (and existing slab is single) @@ -54,6 +59,7 @@ public: ((ClickedBlockMeta & 0x08) == 0) ) { + a_World.BroadcastSoundEffect(PlaceSound, a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5, Volume, Pitch); return a_Player.PlaceBlock(a_BlockX, a_BlockY, a_BlockZ, m_DoubleSlabBlockType, ClickedBlockMeta & 0x07); } @@ -63,11 +69,28 @@ public: ((ClickedBlockMeta & 0x08) != 0) ) { + a_World.BroadcastSoundEffect(PlaceSound, a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5, Volume, Pitch); return a_Player.PlaceBlock(a_BlockX, a_BlockY, a_BlockZ, m_DoubleSlabBlockType, ClickedBlockMeta & 0x07); } } + // Checking the type of block that should be placed + AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); + BLOCKTYPE PlaceBlockType; + NIBBLETYPE PlaceBlockMeta; + a_World.GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, PlaceBlockType, PlaceBlockMeta); + // If it's a slab combine into a doubleslab (means that clicked on side, top or bottom of a block adjacent to a half slab) + if ( + (PlaceBlockType == m_ItemType) && // Placing the same slab material + ((PlaceBlockMeta & 0x07) == a_EquippedItem.m_ItemDamage) // Placing the same slab sub-kind (and existing slab is single) + ) + { + a_World.BroadcastSoundEffect(PlaceSound, a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5, Volume, Pitch); + return a_Player.PlaceBlock(a_BlockX, a_BlockY, a_BlockZ, m_DoubleSlabBlockType, PlaceBlockMeta & 0x07); + } + // The slabs didn't combine, use the default handler to place the slab: + AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, true); bool res = super::OnPlayerPlace(a_World, a_Player, a_EquippedItem, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ); /* |