Double slabs work *choke choke*
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52d8da6ebe
commit
a671e45cd5
@ -2015,6 +2015,9 @@
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RelativePath="..\source\Blocks\BlockDeadBush.h"
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>
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</File>
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<File
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RelativePath="..\source\Blocks\BlockDoubleSlab.h"
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</File>
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<File
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RelativePath="..\source\blocks\BlockDirt.h"
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>
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36
source/Blocks/BlockDoubleSlab.h
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36
source/Blocks/BlockDoubleSlab.h
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@ -0,0 +1,36 @@
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#pragma once
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#include "BlockHandler.h"
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#include "../Items/ItemHandler.h"
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class cBlockDoubleSlabHandler :
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public cBlockHandler
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{
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public:
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cBlockDoubleSlabHandler(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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char Count = ((m_BlockType == E_BLOCK_DOUBLE_STONE_SLAB) || (m_BlockType == E_BLOCK_DOUBLE_WOODEN_SLAB)) ? 2 : 1;
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a_Pickups.push_back(cItem(m_BlockType, Count, a_BlockMeta));
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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_DOUBLE_WOODEN_SLAB) || (m_BlockType == E_BLOCK_DOUBLE_WOODEN_SLAB)) ? "step.wood" : "step.stone";
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}
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} ;
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@ -17,6 +17,7 @@
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#include "BlockDeadBush.h"
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#include "BlockDirt.h"
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#include "BlockDoor.h"
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#include "BlockDoubleSlab.h"
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#include "BlockDropSpenser.h"
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#include "BlockEnderchest.h"
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#include "BlockEntity.h"
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@ -117,8 +118,8 @@ cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
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case E_BLOCK_DIAMOND_ORE: return new cBlockOreHandler (a_BlockType);
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case E_BLOCK_DIRT: return new cBlockDirtHandler (a_BlockType);
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case E_BLOCK_DISPENSER: return new cBlockDropSpenserHandler (a_BlockType);
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case E_BLOCK_DOUBLE_STONE_SLAB: return new cBlockSlabHandler (a_BlockType);
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case E_BLOCK_DOUBLE_WOODEN_SLAB: return new cBlockSlabHandler (a_BlockType);
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case E_BLOCK_DOUBLE_STONE_SLAB: return new cBlockDoubleSlabHandler (a_BlockType);
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case E_BLOCK_DOUBLE_WOODEN_SLAB: return new cBlockDoubleSlabHandler (a_BlockType);
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case E_BLOCK_DROPPER: return new cBlockDropSpenserHandler (a_BlockType);
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case E_BLOCK_EMERALD_ORE: return new cBlockOreHandler (a_BlockType);
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case E_BLOCK_ENDER_CHEST: return new cBlockEnderchestHandler (a_BlockType);
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@ -6,7 +6,6 @@
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class cBlockSlabHandler :
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public cBlockHandler
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{
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@ -19,7 +18,7 @@ public:
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virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
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{
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char Count = ((m_BlockType == E_BLOCK_DOUBLE_STONE_SLAB) || (m_BlockType == E_BLOCK_DOUBLE_WOODEN_SLAB)) ? 2 : 1;
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char Count = ((m_BlockType == E_BLOCK_STONE_SLAB) || (m_BlockType == E_BLOCK_WOODEN_SLAB)) ? 1 : 1;
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a_Pickups.push_back(cItem(m_BlockType, Count, a_BlockMeta));
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}
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@ -32,22 +31,46 @@ public:
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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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cItemHandler * ItemHandler = cItemHandler::GetItemHandler(DoubleType);
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switch (a_BlockFace)
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{
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case BLOCK_FACE_TOP:
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{
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if (a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ) == E_BLOCK_STONE_SLAB)
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if ((a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_STONE_SLAB) || (a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_WOODEN_SLAB))
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{
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a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_DOUBLE_STONE_SLAB, Meta); //Set it to a slabby block
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a_BlockType = E_BLOCK_AIR; //Stop the server trying to place another slab on top
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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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return false;
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}
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else
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{
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a_BlockMeta = Meta & 0x7; break; //Bottom half if on top of non slab block
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}
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}
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case BLOCK_FACE_BOTTOM: a_BlockMeta = Meta | 0x8; break; //Always top when placing on bottom of something
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case BLOCK_FACE_BOTTOM:
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{
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if ((a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_STONE_SLAB) || (a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_WOODEN_SLAB))
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{
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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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return false;
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}
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else
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{
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a_BlockMeta = Meta | 0x8; break; //Bottom half if on top of non slab block
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}
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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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@ -56,14 +79,29 @@ public:
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if (a_CursorY > 7)
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{
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// Cursor at the top half of the face, place a top half of slab
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a_BlockMeta = Meta | 0x8;
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if ((a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_STONE_SLAB) || (a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_WOODEN_SLAB))
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{
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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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return false;
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}
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else
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{
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a_BlockMeta = Meta | 0x8; break;
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}
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}
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else
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{
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// Cursor at the bottom half of the face, place a bottom half of slab:
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a_BlockMeta = Meta & 0x7;
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if ((a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_STONE_SLAB) || (a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_WOODEN_SLAB))
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{
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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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return false;
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}
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else
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{
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a_BlockMeta = Meta & 0x7; break;
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}
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}
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break;
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}
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} // switch (a_BlockFace)
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return true;
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@ -72,7 +110,7 @@ public:
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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_DOUBLE_WOODEN_SLAB)) ? "step.wood" : "step.stone";
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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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@ -846,33 +846,62 @@ void cClientHandle::HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, c
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}
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cWorld * World = m_Player->GetWorld();
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// Check if the block ignores build collision (water, grass etc.):
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BLOCKTYPE ClickedBlock = World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
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cBlockHandler * Handler = cBlockHandler::GetBlockHandler(ClickedBlock);
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if (Handler->DoesIgnoreBuildCollision())
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BLOCKTYPE ClickedBlock;
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NIBBLETYPE ClickedBlockMeta;
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BLOCKTYPE EquippedBlock = (BLOCKTYPE)(m_Player->GetEquippedItem().m_ItemType);
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NIBBLETYPE EquippedBlockDamage = (NIBBLETYPE)(m_Player->GetEquippedItem().m_ItemDamage);
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World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, ClickedBlock, ClickedBlockMeta);
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//Special slab handler coding
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if (
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((a_BlockFace == BLOCK_FACE_TOP) || (a_BlockFace == BLOCK_FACE_BOTTOM)) &&
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((ClickedBlock == E_BLOCK_STONE_SLAB) || (ClickedBlock == E_BLOCK_WOODEN_SLAB)) && //Is clicked a slab?
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((EquippedBlock == E_BLOCK_STONE_SLAB) || (EquippedBlock == E_BLOCK_WOODEN_SLAB)) && //Is equipped a slab?
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((ClickedBlockMeta & 0x07) == (EquippedBlockDamage & 0x07)) //Is clicked same type of slab as item in hand?
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)
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{
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Handler->OnDestroyedByPlayer(World, m_Player, a_BlockX, a_BlockY, a_BlockZ);
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// World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
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//Don't move the coordinates
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}
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else
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{
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
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// Check for Blocks not allowing placement on top
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if ((a_BlockFace == BLOCK_FACE_TOP) && !Handler->DoesAllowBlockOnTop())
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//Check if the block ignores build collision (water, grass etc.):
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cBlockHandler * Handler = cBlockHandler::GetBlockHandler(ClickedBlock);
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if (Handler->DoesIgnoreBuildCollision())
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{
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// Resend the old block
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// Some times the client still places the block O.o
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World->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
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return;
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Handler->OnDestroyedByPlayer(World, m_Player, a_BlockX, a_BlockY, a_BlockZ);
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//World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
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}
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BLOCKTYPE PlaceBlock = World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
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if (!BlockHandler(PlaceBlock)->DoesIgnoreBuildCollision())
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else
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{
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// Tried to place a block *into* another?
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return; // Happens when you place a block aiming at side of block like torch or stem
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
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//On side of block, make sure that placement won't be cancelled if there is a slab there
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//No need to combinability checks, client will do that
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if ((World->GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_STONE_SLAB) || (World->GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_WOODEN_SLAB))
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{
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//Is a slab, don't do checks and proceed to double-slabbing
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}
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else
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{
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// Check for Blocks not allowing placement on top
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if ((a_BlockFace == BLOCK_FACE_TOP) && !Handler->DoesAllowBlockOnTop())
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{
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// Resend the old block
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// Some times the client still places the block O.o
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World->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
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return;
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}
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BLOCKTYPE PlaceBlock = World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
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if (!BlockHandler(PlaceBlock)->DoesIgnoreBuildCollision())
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{
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// Tried to place a block *into* another?
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// Happens when you place a block aiming at side of block like torch or stem
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return;
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}
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}
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}
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}
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@ -312,7 +312,7 @@ private:
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void HandleBlockDigFinished(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, BLOCKTYPE a_OldBlock, NIBBLETYPE a_OldMeta);
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/// Handles the block placing packet when it is a real block placement (not block-using, item-using or eating)
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void HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, cItemHandler & a_ItemHandler);
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public: void HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, cItemHandler & a_ItemHandler);
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// cSocketThreads::cCallback overrides:
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virtual void DataReceived (const char * a_Data, int a_Size) override; // Data is received from the client
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