1
0

Merge pull request #450 from mc-server/redstonefixes

Multiple fixes
This commit is contained in:
Mattes D 2013-12-19 13:58:49 -08:00
commit 39251bccd3
6 changed files with 94 additions and 26 deletions

View File

@ -20,7 +20,7 @@ public:
virtual bool CanBeAt(int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
{
return ((a_RelY > 0) && g_BlockIsSolid[a_Chunk.GetBlock(a_RelX, a_RelY - 1, a_RelZ)]);
return ((a_RelY > 0) && g_BlockIsTorchPlaceable[a_Chunk.GetBlock(a_RelX, a_RelY - 1, a_RelZ)]);
}

View File

@ -264,9 +264,6 @@ void cClientHandle::Authenticate(void)
// Send experience
m_Player->SendExperience();
// Send gamemode (1.6.1 movementSpeed):
SendGameMode(m_Player->GetGameMode());
m_Player->Initialize(World);
m_State = csAuthenticated;
@ -489,6 +486,9 @@ void cClientHandle::HandleCreativeInventory(short a_SlotNum, const cItem & a_Hel
void cClientHandle::HandlePlayerAbilities(bool a_CanFly, bool a_IsFlying, float FlyingSpeed, float WalkingSpeed)
{
UNUSED(FlyingSpeed); // Ignore the client values for these
UNUSED(WalkingSpeed);
m_Player->SetCanFly(a_CanFly);
m_Player->SetFlying(a_IsFlying);
}
@ -1065,7 +1065,29 @@ void cClientHandle::HandleAnimation(char a_Animation)
// Plugin disagrees, bail out
return;
}
// Because the animation ID sent to servers by clients are different to those sent back, we need this
switch (a_Animation)
{
case 0: // No animation - wiki.vg doesn't say that client has something specific for it, so I suppose it will just become -1
case 1:
case 2:
case 3:
{
a_Animation--; // Offset by -1
break;
}
case 5:
case 6:
case 7:
{
a_Animation -= 2; // Offset by -2
break;
}
default: // Anything else is the same
break;
}
m_Player->GetWorld()->BroadcastEntityAnimation(*m_Player, a_Animation, this);
}

View File

@ -1502,6 +1502,24 @@ bool cPlayer::LoadFromDisk()
//SetExperience(root.get("experience", 0).asInt());
m_GameMode = (eGameMode) root.get("gamemode", eGameMode_NotSet).asInt();
if (m_GameMode == eGameMode_Creative)
{
m_CanFly = true;
}
else if (m_GameMode == eGameMode_NotSet)
{
cWorld * World = cRoot::Get()->GetWorld(GetLoadedWorldName());
if (World == NULL)
{
World = cRoot::Get()->GetDefaultWorld();
}
if (World->GetGameMode() == eGameMode_Creative)
{
m_CanFly = true;
}
}
m_Inventory.LoadFromJson(root["inventory"]);

View File

@ -27,6 +27,11 @@ public:
BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
) override
{
if (!g_BlockIsTorchPlaceable[a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ)]) // Some solid blocks, such as cocoa beans, are not suitable for dust
{
return false;
}
a_BlockType = E_BLOCK_REDSTONE_WIRE;
a_BlockMeta = 0;
return true;

View File

@ -490,6 +490,7 @@ void cProtocol172::SendPlayerAbilities(void)
if (m_Client->GetPlayer()->IsGameModeCreative())
{
Flags |= 0x01;
Flags |= 0x08; // Godmode, used for creative
}
if (m_Client->GetPlayer()->IsFlying())
{
@ -499,7 +500,6 @@ void cProtocol172::SendPlayerAbilities(void)
{
Flags |= 0x04;
}
// TODO: Other flags (god mode)
Pkt.WriteByte(Flags);
// TODO: Pkt.WriteFloat(m_Client->GetPlayer()->GetMaxFlyingSpeed());
Pkt.WriteFloat(0.05f);
@ -1291,23 +1291,16 @@ void cProtocol172::HandlePacketPlayerAbilities(cByteBuffer & a_ByteBuffer)
HANDLE_READ(a_ByteBuffer, ReadBEFloat, float, FlyingSpeed);
HANDLE_READ(a_ByteBuffer, ReadBEFloat, float, WalkingSpeed);
bool IsFlying, CanFly;
bool IsFlying = false, CanFly = false;
if ((Flags & 2) != 0)
{
IsFlying = true;
}
else
{
IsFlying = false;
}
if ((Flags & 4) != 0)
{
CanFly = true;
}
else
{
CanFly = false;
}
m_Client->HandlePlayerAbilities(CanFly, IsFlying, FlyingSpeed, WalkingSpeed);
}

View File

@ -186,10 +186,34 @@ void cRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, c
}
else
{
++itr;
itr++;
}
}
for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end();)
{
int RelX = itr->a_BlockPos.x - a_ChunkX * cChunkDef::Width;
int RelZ = itr->a_BlockPos.z - a_ChunkZ * cChunkDef::Width;
BLOCKTYPE SourceBlockType;
if (!a_Chunk->UnboundedRelGetBlockType(RelX, itr->a_BlockPos.y, RelZ, SourceBlockType))
{
continue;
}
if ((SourceBlockType != E_BLOCK_REDSTONE_REPEATER_ON) && (SourceBlockType != E_BLOCK_REDSTONE_REPEATER_OFF))
{
itr = m_RepeatersDelayList.erase(itr);
continue;
}
else if (itr->a_ElapsedTicks < itr->a_DelayTicks)
{
itr->a_ElapsedTicks++;
}
itr++;
}
for (cRedstoneSimulatorChunkData::iterator dataitr = ChunkData.begin(), end = ChunkData.end(); dataitr != end;)
{
BLOCKTYPE BlockType = a_Chunk->GetBlock(dataitr->x, dataitr->y, dataitr->z);
@ -564,9 +588,8 @@ void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int
{
NIBBLETYPE a_Meta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
// We do this so that the repeater can continually update block power status (without being affected by it's own block type, which would happen if the block powering code was in an IF statement)
bool IsOn = ((a_MyState == E_BLOCK_REDSTONE_REPEATER_ON) ? true : false);
bool IsSelfPowered = IsRepeaterPowered(a_BlockX, a_BlockY, a_BlockZ, a_Meta & 0x3);
bool IsOn = ((a_MyState == E_BLOCK_REDSTONE_REPEATER_ON) ? true : false); // Cache if repeater is on
bool IsSelfPowered = IsRepeaterPowered(a_BlockX, a_BlockY, a_BlockZ, a_Meta & 0x3); // Cache if repeater is pwoered
if (IsSelfPowered && !IsOn) // Queue a power change if I am receiving power but not on
{
@ -618,21 +641,19 @@ void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int
}
}
m_RepeatersDelayList.erase(itr);
// Removal of the data entry will be handled in SimChunk - we still want to continue trying to power blocks, even if our delay time has reached
// Otherwise, the power state of blocks in front won't update after we have powered on
return;
}
else
{
m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, a_Meta);
m_RepeatersDelayList.erase(itr);
m_RepeatersDelayList.erase(itr); // We can remove off repeaters which don't need further updating
return;
}
}
else
{
itr->a_ElapsedTicks++;
return;
}
// Tick incrementing handled in SimChunk
}
}
@ -1271,6 +1292,15 @@ void cRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, in
{
if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
{
if (ShouldPowerOn == itr->ShouldPowerOn) // We are queued already for the same thing, don't replace entry
{
return;
}
// Already in here (normal to allow repeater to continue on powering and updating blocks in front) - just update info and quit
itr->a_DelayTicks = ((a_Meta & 0xC) >> 0x2) + 1;
itr->a_ElapsedTicks = 0;
itr->ShouldPowerOn = ShouldPowerOn;
return;
}
}