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Added comments and fixed a bug

Bug was placing slabs between slabs not making a double slab.
This commit is contained in:
Tiger Wang 2013-08-24 18:46:19 +01:00
parent 8bb2cab993
commit d1cc6d9a9c
2 changed files with 58 additions and 48 deletions

View File

@ -18,8 +18,7 @@ public:
virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
{
char Count = ((m_BlockType == E_BLOCK_STONE_SLAB) || (m_BlockType == E_BLOCK_WOODEN_SLAB)) ? 1 : 1;
a_Pickups.push_back(cItem(m_BlockType, Count, a_BlockMeta));
a_Pickups.push_back(cItem(m_BlockType, 1, a_BlockMeta));
}
@ -37,39 +36,54 @@ public:
int DoubleType;
if (Type == E_BLOCK_STONE_SLAB)
{
DoubleType = 43; //Make it a double slab (with old type wood)
DoubleType = 43; // Make it a double slab (with old type wood)
}
else
{
DoubleType = 125; //Make it a wooden double slab (new type)
DoubleType = 125; // Make it a wooden double slab (new type)
}
// HandlePlaceBlock wants a cItemHandler pointer thing, so let's give it one
cItemHandler * ItemHandler = cItemHandler::GetItemHandler(DoubleType);
switch (a_BlockFace)
// Check if the block at the coordinates is a slab. Eligibility for combining etc. were processed in ClientHandle
BLOCKTYPE IsSlab;
IsSlab = a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
if ((IsSlab == E_BLOCK_STONE_SLAB) || (IsSlab == E_BLOCK_WOODEN_SLAB))
{
case BLOCK_FACE_TOP:
// Special handling for non top/bottom clicks
if ((a_BlockFace == BLOCK_FACE_TOP) || (a_BlockFace == BLOCK_FACE_BOTTOM))
{
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))
// As with previous, call the function in ClientHandle that places a block when the client sends the packet
// This effectively simulates a client placing a double slab, so it goes through plugins etc. so the slabbing can be cancelled
a_Player->GetClientHandle()->HandlePlaceBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, *ItemHandler);
}
else
{
// If player cursor is at top half of block
if (a_CursorY > 7)
{
a_Player->GetClientHandle()->HandlePlaceBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, *ItemHandler);
return false;
// Edit the call to use BLOCK_FACE_BOTTOM, otherwise it places incorrectly
a_Player->GetClientHandle()->HandlePlaceBlock(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_TOP, a_CursorX, a_CursorY, a_CursorZ, *ItemHandler);
}
else
{
a_BlockMeta = Meta & 0x7; break; //Bottom half if on top of non slab block
// Edit the call to use BLOCK_FACE_TOP, otherwise it places incorrectly
a_Player->GetClientHandle()->HandlePlaceBlock(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_BOTTOM, a_CursorX, a_CursorY, a_CursorZ, *ItemHandler);
}
}
return false; // Cancel the event because dblslabs were already placed, nothing else needed
}
switch (a_BlockFace)
{
// Previous IF condition didn't cancel the event (not a slab at coords), so place slab with correct metas
case BLOCK_FACE_TOP:
{
a_BlockMeta = Meta & 0x7; break; // Bottom half slab block
}
case BLOCK_FACE_BOTTOM:
{
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))
{
a_Player->GetClientHandle()->HandlePlaceBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, *ItemHandler);
return false;
}
else
{
a_BlockMeta = Meta | 0x8; break; //Bottom half if on top of non slab block
}
a_BlockMeta = Meta | 0x8; break; // Top half slab block
}
case BLOCK_FACE_EAST:
case BLOCK_FACE_NORTH:
@ -78,29 +92,13 @@ public:
{
if (a_CursorY > 7)
{
// Cursor at the top half of the face, place a top half of slab
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))
{
a_Player->GetClientHandle()->HandlePlaceBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, *ItemHandler);
return false;
}
else
{
a_BlockMeta = Meta | 0x8; break;
}
// Cursor at top half of block, place top slab
a_BlockMeta = Meta | 0x8; break;
}
else
{
// Cursor at the bottom half of the face, place a bottom half of slab:
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))
{
a_Player->GetClientHandle()->HandlePlaceBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, *ItemHandler);
return false;
}
else
{
a_BlockMeta = Meta & 0x7; break;
}
// Cursor at bottom half of block, place bottom slab
a_BlockMeta = Meta & 0x7; break;
}
}
} // switch (a_BlockFace)

View File

@ -854,19 +854,29 @@ void cClientHandle::HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, c
World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, ClickedBlock, ClickedBlockMeta);
//Special slab handler coding
// Special slab handler coding
if (
// If clicked face top: is slab there in the "bottom" position?
// If clicked face bottom: is the slab there in the "top" position?
// This prevents a dblslab forming below if you click the top face of a "top" slab.
(((a_BlockFace == BLOCK_FACE_TOP) && (ClickedBlockMeta == (EquippedBlockDamage & 0x07))) || ((a_BlockFace == BLOCK_FACE_BOTTOM) && (ClickedBlockMeta == (EquippedBlockDamage | 0x08)))) &&
((ClickedBlock == E_BLOCK_STONE_SLAB) || (ClickedBlock == E_BLOCK_WOODEN_SLAB)) && //Is clicked a slab?
((EquippedBlock == E_BLOCK_STONE_SLAB) || (EquippedBlock == E_BLOCK_WOODEN_SLAB)) && //Is equipped a slab?
((ClickedBlockMeta & 0x07) == (EquippedBlockDamage & 0x07)) //Is clicked same type of slab as item in hand?
// Is clicked a slab? This is a SLAB handler, not stone or something!
((ClickedBlock == E_BLOCK_STONE_SLAB) || (ClickedBlock == E_BLOCK_WOODEN_SLAB)) &&
// Is equipped a some type of slab?
// This prevents a bug where, well, you get a dblslab by placing TNT or something not a slab.
((EquippedBlock == E_BLOCK_STONE_SLAB) || (EquippedBlock == E_BLOCK_WOODEN_SLAB)) &&
// Is equipped slab type same as the slab in the world? After all, we can't combine different slabs!
((ClickedBlockMeta & 0x07) == (EquippedBlockDamage & 0x07))
)
{
//Don't move the coordinates
// Coordinates at CLICKED block, don't move them anywhere
}
else
{
//Check if the block ignores build collision (water, grass etc.):
// Check if the block ignores build collision (water, grass etc.):
cBlockHandler * Handler = cBlockHandler::GetBlockHandler(ClickedBlock);
if (Handler->DoesIgnoreBuildCollision())
{
@ -876,8 +886,9 @@ void cClientHandle::HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, c
else
{
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
//On side of block, make sure that placement won't be cancelled if there is a slab there
//No need to combinability checks, client will do that
// Clicked on side of block, make sure that placement won't be cancelled if there is a slab able to be double slabbed.
// No need to do combinability (dblslab) checks, client will do that here.
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))
{
//Is a slab, don't do checks and proceed to double-slabbing
@ -904,7 +915,8 @@ void cClientHandle::HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, c
}
}
}
// Special slab handler coding end
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
if (!a_ItemHandler.GetPlacementBlockTypeMeta(World, m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta))