118 lines
3.4 KiB
C++
118 lines
3.4 KiB
C++
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#pragma once
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#include "BlockHandler.h"
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class cBlockSlabHandler :
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public cBlockHandler
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{
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public:
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cBlockSlabHandler(BLOCKTYPE a_BlockType)
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: cBlockHandler(a_BlockType)
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{
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}
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virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
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{
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a_Pickups.push_back(cItem(m_BlockType, 1, a_BlockMeta));
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}
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virtual bool GetPlacementBlockTypeMeta(
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cWorld * a_World, cPlayer * a_Player,
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int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace,
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int a_CursorX, int a_CursorY, int a_CursorZ,
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BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
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) override
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{
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a_BlockType = m_BlockType;
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BLOCKTYPE Type = (BLOCKTYPE)(a_Player->GetEquippedItem().m_ItemType);
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NIBBLETYPE Meta = (NIBBLETYPE)(a_Player->GetEquippedItem().m_ItemDamage & 0x07);
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int DoubleType;
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if (Type == E_BLOCK_STONE_SLAB)
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{
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DoubleType = 43; // Make it a double slab (with old type wood)
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}
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else
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{
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DoubleType = 125; // Make it a wooden double slab (new type)
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}
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// HandlePlaceBlock wants a cItemHandler pointer thing, so let's give it one
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cItemHandler * ItemHandler = cItemHandler::GetItemHandler(DoubleType);
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// Check if the block at the coordinates is a slab. Eligibility for combining etc. were processed in ClientHandle
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BLOCKTYPE IsSlab;
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IsSlab = a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
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if ((IsSlab == E_BLOCK_STONE_SLAB) || (IsSlab == E_BLOCK_WOODEN_SLAB))
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{
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// Special handling for non top/bottom clicks
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if ((a_BlockFace == BLOCK_FACE_TOP) || (a_BlockFace == BLOCK_FACE_BOTTOM))
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{
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// As with previous, call the function in ClientHandle that places a block when the client sends the packet
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// This effectively simulates a client placing a double slab, so it goes through plugins etc. so the slabbing can be cancelled
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a_Player->GetClientHandle()->HandlePlaceBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, *ItemHandler);
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}
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else
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{
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// If player cursor is at top half of block
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if (a_CursorY > 7)
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{
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// Edit the call to use BLOCK_FACE_BOTTOM, otherwise it places incorrectly
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a_Player->GetClientHandle()->HandlePlaceBlock(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_TOP, a_CursorX, a_CursorY, a_CursorZ, *ItemHandler);
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}
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else
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{
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// Edit the call to use BLOCK_FACE_TOP, otherwise it places incorrectly
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a_Player->GetClientHandle()->HandlePlaceBlock(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_BOTTOM, a_CursorX, a_CursorY, a_CursorZ, *ItemHandler);
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}
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}
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return false; // Cancel the event because dblslabs were already placed, nothing else needed
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}
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switch (a_BlockFace)
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{
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// Previous IF condition didn't cancel the event (not a slab at coords), so place slab with correct metas
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case BLOCK_FACE_TOP:
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{
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a_BlockMeta = Meta & 0x7; break; // Bottom half slab block
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}
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case BLOCK_FACE_BOTTOM:
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{
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a_BlockMeta = Meta | 0x8; break; // Top half slab block
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}
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case BLOCK_FACE_EAST:
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case BLOCK_FACE_NORTH:
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case BLOCK_FACE_SOUTH:
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case BLOCK_FACE_WEST:
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{
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if (a_CursorY > 7)
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{
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// Cursor at top half of block, place top slab
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a_BlockMeta = Meta | 0x8; break;
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}
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else
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{
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// Cursor at bottom half of block, place bottom slab
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a_BlockMeta = Meta & 0x7; break;
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}
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}
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} // switch (a_BlockFace)
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return true;
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}
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virtual const char * GetStepSound(void) override
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{
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return ((m_BlockType == E_BLOCK_WOODEN_SLAB) || (m_BlockType == E_BLOCK_STONE_SLAB)) ? "step.wood" : "step.stone";
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}
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} ;
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