Пример #1
0
void SocketStorage::PlaceBlock(char type, Vector3 chunkIndex, Vector3 blockIndex) {
    Chunk *chunk = Loaded[chunkIndex];
    if (chunk == NULL) return; // TODO: this *will* segfault on unloaded chunks!
    
    Vector3 absolute = chunk->GetWorldPos(blockIndex);
    Block *block = chunk->GetBlock(blockIndex);
    chunk->PlaceBlock(type, blockIndex);
    
    if (block->Type != type)
        context->socket->SendBlock(type, chunkIndex, blockIndex);
}
Пример #2
0
void Terrain::PlaceBlock(char type, Vector3 chunkIndex, Vector3 blockIndex) {
    // chunk isn't loaded, don't bother. TODO: doublecheck
    if (!contains(RequestedChunks, chunkIndex)) return;
    
    Chunk *chunk = LoadedChunks[chunkIndex];
    
    Vector3 absolute = chunk->GetWorldPos(blockIndex);
    Block *block = chunk->GetBlock(blockIndex);
    
    if (block->Type > 0 && block->faces != 0) {
        for (std::list<PositionedBlock*>::iterator it = VisibleBlocks.begin(); it != VisibleBlocks.end(); ++it) {
            if ((*it)->pos == absolute) {
                VisibleBlocks.remove(*it);
                break;
            }
        }
    }
    
    Storage->PlaceBlock(type, chunkIndex, blockIndex);
    block = chunk->PlaceBlock(type, blockIndex);
    
    // TODO: handle placing blocks without just counting on a [reliable] glitch!
    
    Block *blk = NULL;
    if (blockIndex.X > 0 && chunk->GetBlock(blockIndex - Vector3(1, 0, 0))->Type > 0) {
        blk = chunk->GetBlock(blockIndex - Vector3(1, 0, 0));
        if (blk->faces == 0) VisibleBlocks.push_back(new PositionedBlock(blk, absolute - Vector3(1, 0, 0), 1));
        blk->faces |= 0x08;
    }
    
    if (blockIndex.Y > 0 && chunk->GetBlock(blockIndex - Vector3(0, 1, 0))->Type > 0) {
        blk = chunk->GetBlock(blockIndex - Vector3(0, 1, 0));
        if (blk->faces == 0) VisibleBlocks.push_back(new PositionedBlock(blk, absolute - Vector3(0, 1, 0), 1));
        blk->faces |= 0x10;
    }
    
    if (blockIndex.Z > 0 && chunk->GetBlock(blockIndex - Vector3(0, 0, 1))->Type > 0) {
        blk = chunk->GetBlock(blockIndex - Vector3(0, 0, 1));
        if (blk->faces == 0) VisibleBlocks.push_back(new PositionedBlock(blk, absolute - Vector3(0, 0, 1), 1));
        blk->faces |= 0x20;
    }
    
    int Upper = chunk->SideLength - 1;
    if (blockIndex.X < Upper && chunk->GetBlock(blockIndex + Vector3(1, 0, 0))->Type > 0) {
        blk = chunk->GetBlock(blockIndex + Vector3(1, 0, 0));
        if (blk->faces == 0) VisibleBlocks.push_back(new PositionedBlock(blk, absolute + Vector3(1, 0, 0), 1));
        blk->faces |= 0x01;
    }
    
    if (blockIndex.Y < Upper && chunk->GetBlock(blockIndex + Vector3(0, 1, 0))->Type > 0) {
        blk = chunk->GetBlock(blockIndex + Vector3(0, 1, 0));
        if (blk->faces == 0) VisibleBlocks.push_back(new PositionedBlock(blk, absolute + Vector3(0, 1, 0), 1));
        blk->faces |= 0x02;
    }
    
    if (blockIndex.Z < Upper && chunk->GetBlock(blockIndex + Vector3(0, 0, 1))->Type > 0) {
        blk = chunk->GetBlock(blockIndex + Vector3(0, 0, 1));
        if (blk->faces == 0) VisibleBlocks.push_back(new PositionedBlock(blk, absolute + Vector3(0, 0, 1), 1));
        blk->faces |= 0x04;
    }
    
    // TODO: do faces calc on new block
    if (type > 0) // && blk->faces != 0)
        VisibleBlocks.push_back(new PositionedBlock(block, absolute, 1));
}