Added comments and fixed a bug
Bug was placing slabs between slabs not making a double slab.
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@ -18,8 +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_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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a_Pickups.push_back(cItem(m_BlockType, 1, a_BlockMeta));
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}
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@ -37,39 +36,54 @@ public:
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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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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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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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switch (a_BlockFace)
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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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case BLOCK_FACE_TOP:
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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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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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// 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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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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// 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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a_BlockMeta = Meta & 0x7; break; //Bottom half if on top of non slab block
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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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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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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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@ -78,29 +92,13 @@ public:
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{
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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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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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// 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 the bottom half of the face, place a bottom half of 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_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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// 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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@ -854,19 +854,29 @@ void cClientHandle::HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, c
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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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// Special slab handler coding
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if (
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// If clicked face top: is slab there in the "bottom" position?
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// If clicked face bottom: is the slab there in the "top" position?
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// This prevents a dblslab forming below if you click the top face of a "top" slab.
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(((a_BlockFace == BLOCK_FACE_TOP) && (ClickedBlockMeta == (EquippedBlockDamage & 0x07))) || ((a_BlockFace == BLOCK_FACE_BOTTOM) && (ClickedBlockMeta == (EquippedBlockDamage | 0x08)))) &&
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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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// Is clicked a slab? This is a SLAB handler, not stone or something!
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((ClickedBlock == E_BLOCK_STONE_SLAB) || (ClickedBlock == E_BLOCK_WOODEN_SLAB)) &&
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// Is equipped a some type of slab?
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// This prevents a bug where, well, you get a dblslab by placing TNT or something not a slab.
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((EquippedBlock == E_BLOCK_STONE_SLAB) || (EquippedBlock == E_BLOCK_WOODEN_SLAB)) &&
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// Is equipped slab type same as the slab in the world? After all, we can't combine different slabs!
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((ClickedBlockMeta & 0x07) == (EquippedBlockDamage & 0x07))
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)
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{
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//Don't move the coordinates
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// Coordinates at CLICKED block, don't move them anywhere
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}
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else
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{
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//Check if the block ignores build collision (water, grass etc.):
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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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@ -876,8 +886,9 @@ void cClientHandle::HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, c
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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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//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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// Clicked on side of block, make sure that placement won't be cancelled if there is a slab able to be double slabbed.
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// No need to do combinability (dblslab) checks, client will do that here.
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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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@ -904,7 +915,8 @@ void cClientHandle::HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, c
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}
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}
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}
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// Special slab handler coding end
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BLOCKTYPE BlockType;
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NIBBLETYPE BlockMeta;
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if (!a_ItemHandler.GetPlacementBlockTypeMeta(World, m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta))
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