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-rw-r--r--src/BlockInfo.cpp1
-rw-r--r--src/Blocks/BlockTorch.h121
2 files changed, 52 insertions, 70 deletions
diff --git a/src/BlockInfo.cpp b/src/BlockInfo.cpp
index 14e814084..05a1e13f8 100644
--- a/src/BlockInfo.cpp
+++ b/src/BlockInfo.cpp
@@ -527,6 +527,7 @@ void cBlockInfo::Initialize(cBlockInfoArray & a_Info)
a_Info[E_BLOCK_LAPIS_ORE ].m_FullyOccupiesVoxel = true;
a_Info[E_BLOCK_LOG ].m_FullyOccupiesVoxel = true;
a_Info[E_BLOCK_MELON ].m_FullyOccupiesVoxel = true;
+ a_Info[E_BLOCK_MOB_SPAWNER ].m_FullyOccupiesVoxel = true;
a_Info[E_BLOCK_MOSSY_COBBLESTONE ].m_FullyOccupiesVoxel = true;
a_Info[E_BLOCK_MYCELIUM ].m_FullyOccupiesVoxel = true;
a_Info[E_BLOCK_NETHERRACK ].m_FullyOccupiesVoxel = true;
diff --git a/src/Blocks/BlockTorch.h b/src/Blocks/BlockTorch.h
index dd252f2a4..3070adfd9 100644
--- a/src/Blocks/BlockTorch.h
+++ b/src/Blocks/BlockTorch.h
@@ -24,32 +24,22 @@ public:
BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
) override
{
- // Find proper placement of torch
+ BLOCKTYPE Block;
+ NIBBLETYPE Meta;
+ AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, true); // Set to clicked block
+ a_ChunkInterface.GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, Block, Meta);
- if ((a_BlockFace == BLOCK_FACE_TOP) || (a_BlockFace == BLOCK_FACE_BOTTOM))
+ if (!CanBePlacedOn(Block, Meta, a_BlockFace)) // Try to preserve original direction
{
- a_BlockFace = FindSuitableFace(a_ChunkInterface, a_BlockX, a_BlockY, a_BlockZ); // Top or bottom faces clicked, find a suitable face
+ // Torch couldn't be placed on whatever face was clicked, last ditch resort - find another face
+
+ AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, false); // Reset to torch block
+ a_BlockFace = FindSuitableFace(a_ChunkInterface, a_BlockX, a_BlockY, a_BlockZ); // Set a_BlockFace to a valid direction which will be converted later to a metadata
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
- AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, true); // Set to clicked block
- if (!CanBePlacedOn(a_ChunkInterface.GetBlock(a_BlockX, a_BlockY, a_BlockZ), a_BlockFace))
- {
- AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, false); // Reset to torch block
- // Torch couldn't be placed on whatever face was clicked, last ditch resort - find another face
- a_BlockFace = FindSuitableFace(a_ChunkInterface, a_BlockX, a_BlockY, a_BlockZ);
- if (a_BlockFace == BLOCK_FACE_NONE)
- {
- return false;
- }
- }
- }
a_BlockType = m_BlockType;
a_BlockMeta = DirectionToMetaData(a_BlockFace);
@@ -97,15 +87,40 @@ public:
}
- static bool CanBePlacedOn(BLOCKTYPE a_BlockType, eBlockFace a_BlockFace)
+ static bool CanBePlacedOn(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, eBlockFace a_BlockFace)
{
- if (!cBlockInfo::FullyOccupiesVoxel(a_BlockType))
- {
- return (a_BlockFace == BLOCK_FACE_TOP); // Allow placement only when torch upright (for glass, etc.); exceptions won't even be sent by client, no need to handle
- }
- else
+ switch (a_BlockType)
{
- return true;
+ case E_BLOCK_END_PORTAL_FRAME:
+ case E_BLOCK_SOULSAND:
+ {
+ // Exceptional vanilla behaviour
+ return true;
+ }
+ case E_BLOCK_GLASS:
+ case E_BLOCK_STAINED_GLASS:
+ case E_BLOCK_FENCE:
+ case E_BLOCK_NETHER_BRICK_FENCE:
+ case E_BLOCK_COBBLESTONE_WALL:
+ {
+ // Torches can only be placed on top of these blocks
+ return (a_BlockFace == BLOCK_FACE_YP);
+ }
+ case E_BLOCK_STONE_SLAB:
+ case E_BLOCK_WOODEN_SLAB:
+ {
+ // Toches can be placed on the top of these slabs only if the occupy the top half of the voxel
+ return ((a_BlockFace == BLOCK_FACE_YP) && ((a_BlockMeta & 0x08) == 0x08));
+ }
+ default:
+ {
+ if (cBlockInfo::FullyOccupiesVoxel(a_BlockType))
+ {
+ // Torches can be placed on full blocks unless their bottom side is clicked
+ return (a_BlockFace != BLOCK_FACE_YM);
+ }
+ return false;
+ }
}
}
@@ -117,26 +132,12 @@ public:
{
eBlockFace Face = static_cast<eBlockFace>(i);
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, Face, true);
- BLOCKTYPE BlockInQuestion = a_ChunkInterface.GetBlock(a_BlockX, a_BlockY, a_BlockZ);
-
- // If on a block that can only hold a torch if torch is standing on it, return that face
- if (
- (
- (BlockInQuestion == E_BLOCK_GLASS) ||
- (BlockInQuestion == E_BLOCK_FENCE) ||
- (BlockInQuestion == E_BLOCK_NETHER_BRICK_FENCE) ||
- (BlockInQuestion == E_BLOCK_COBBLESTONE_WALL) ||
- (BlockInQuestion == E_BLOCK_STONE_SLAB) ||
- (BlockInQuestion == E_BLOCK_WOODEN_SLAB)
- ) &&
- (Face == BLOCK_FACE_TOP)
- )
- {
- return Face;
- }
- else if (cBlockInfo::FullyOccupiesVoxel(BlockInQuestion) && (i != BLOCK_FACE_BOTTOM))
+ BLOCKTYPE BlockInQuestion;
+ NIBBLETYPE BlockInQuestionMeta;
+ a_ChunkInterface.GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, BlockInQuestion, BlockInQuestionMeta);
+
+ if (CanBePlacedOn(BlockInQuestion, BlockInQuestionMeta, Face))
{
- // Otherwise, if block in that direction is torch placeable and we haven't gotten to it via the bottom face, return that face
return Face;
}
else
@@ -152,36 +153,16 @@ public:
virtual bool CanBeAt(cChunkInterface & a_ChunkInterface, int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
{
eBlockFace Face = MetaDataToDirection(a_Chunk.GetMeta(a_RelX, a_RelY, a_RelZ));
-
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_STAINED_GLASS) ||
- (BlockInQuestion == E_BLOCK_FENCE) ||
- (BlockInQuestion == E_BLOCK_SOULSAND) ||
- (BlockInQuestion == E_BLOCK_MOB_SPAWNER) ||
- (BlockInQuestion == E_BLOCK_END_PORTAL_FRAME) || // Actual vanilla behaviour
- (BlockInQuestion == E_BLOCK_NETHER_BRICK_FENCE) ||
- (BlockInQuestion == E_BLOCK_COBBLESTONE_WALL) ||
- (BlockInQuestion == E_BLOCK_STONE_SLAB) ||
- (BlockInQuestion == E_BLOCK_WOODEN_SLAB)
- )
- {
- // 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 (!cBlockInfo::FullyOccupiesVoxel(BlockInQuestion))
+ NIBBLETYPE BlockInQuestionMeta;
+ if (!a_Chunk.UnboundedRelGetBlock(a_RelX, a_RelY, a_RelZ, BlockInQuestion, BlockInQuestionMeta))
{
return false;
}
- else
- {
- return true;
- }
+
+ return CanBePlacedOn(BlockInQuestion, BlockInQuestionMeta, Face);
}