b4aa19f329
Armour durability also no longer changes when it is used to break blocks or attack mobs. Fixes #4119
121 lines
3.8 KiB
C++
121 lines
3.8 KiB
C++
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#pragma once
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#include "ItemHandler.h"
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class cItemSlabHandler:
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public cItemHandler
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{
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typedef cItemHandler super;
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public:
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/** Creates a new handler for the specified slab item type.
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Sets the handler to use the specified doubleslab block type for combining self into doubleslabs. */
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cItemSlabHandler(int a_ItemType, BLOCKTYPE a_DoubleSlabBlockType):
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super(a_ItemType),
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m_DoubleSlabBlockType(a_DoubleSlabBlockType)
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{
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}
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// cItemHandler overrides:
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virtual bool OnPlayerPlace(
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cWorld & a_World, cPlayer & a_Player, const cItem & a_EquippedItem,
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int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
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int a_CursorX, int a_CursorY, int a_CursorZ
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) override
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{
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// Special slab handling - placing a slab onto another slab produces a dblslab instead:
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BLOCKTYPE ClickedBlockType;
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NIBBLETYPE ClickedBlockMeta;
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a_World.GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, ClickedBlockType, ClickedBlockMeta);
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// If clicked on a half slab directly
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if (
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(ClickedBlockType == m_ItemType) && // Placing the same slab material
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((ClickedBlockMeta & 0x07) == a_EquippedItem.m_ItemDamage) // Placing the same slab sub-kind (and existing slab is single)
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)
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{
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// If clicking the top side of a bottom-half slab, combine into a doubleslab:
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if (
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(a_BlockFace == BLOCK_FACE_TOP) &&
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((ClickedBlockMeta & 0x08) == 0)
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)
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{
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if (!a_Player.PlaceBlock(a_BlockX, a_BlockY, a_BlockZ, m_DoubleSlabBlockType, ClickedBlockMeta & 0x07))
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{
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return false;
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}
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if (a_Player.IsGameModeSurvival())
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{
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a_Player.GetInventory().RemoveOneEquippedItem();
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}
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return true;
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}
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// If clicking the bottom side of a top-half slab, combine into a doubleslab:
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if (
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(a_BlockFace == BLOCK_FACE_BOTTOM) &&
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((ClickedBlockMeta & 0x08) != 0)
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)
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{
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if (!a_Player.PlaceBlock(a_BlockX, a_BlockY, a_BlockZ, m_DoubleSlabBlockType, ClickedBlockMeta & 0x07))
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{
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return false;
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}
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if (a_Player.IsGameModeSurvival())
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{
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a_Player.GetInventory().RemoveOneEquippedItem();
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}
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return true;
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}
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}
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// Checking the type of block that should be placed
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
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BLOCKTYPE PlaceBlockType;
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NIBBLETYPE PlaceBlockMeta;
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a_World.GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, PlaceBlockType, PlaceBlockMeta);
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// If it's a slab combine into a doubleslab (means that clicked on side, top or bottom of a block adjacent to a half slab)
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if (
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(PlaceBlockType == m_ItemType) && // Placing the same slab material
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((PlaceBlockMeta & 0x07) == a_EquippedItem.m_ItemDamage) // Placing the same slab sub-kind (and existing slab is single)
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)
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{
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if (!a_Player.PlaceBlock(a_BlockX, a_BlockY, a_BlockZ, m_DoubleSlabBlockType, PlaceBlockMeta & 0x07))
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{
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return false;
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}
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if (a_Player.IsGameModeSurvival())
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{
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a_Player.GetInventory().RemoveOneEquippedItem();
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}
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return true;
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}
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// The slabs didn't combine, use the default handler to place the slab:
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, true);
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bool res = super::OnPlayerPlace(a_World, a_Player, a_EquippedItem, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ);
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/*
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The client has a bug when a slab replaces snow and there's a slab above it.
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The client then combines the slab above, rather than replacing the snow.
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We send the block above the currently placed block back to the client to fix the bug.
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Ref.: https://forum.cuberite.org/thread-434-post-17388.html#pid17388
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*/
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if ((a_BlockFace == BLOCK_FACE_TOP) && (a_BlockY < cChunkDef::Height - 1))
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{
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a_Player.SendBlocksAround(a_BlockX, a_BlockY + 1, a_BlockZ, 1);
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}
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return res;
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}
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protected:
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/** The block type to use when the slab combines into a doubleslab block. */
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BLOCKTYPE m_DoubleSlabBlockType;
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};
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