Double slabs work *choke choke*

master
Tiger Wang 2013-08-23 19:38:39 +01:00
parent 52d8da6ebe
commit a671e45cd5
6 changed files with 140 additions and 33 deletions

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@ -2015,6 +2015,9 @@
RelativePath="..\source\Blocks\BlockDeadBush.h" RelativePath="..\source\Blocks\BlockDeadBush.h"
> >
</File> </File>
<File
RelativePath="..\source\Blocks\BlockDoubleSlab.h"
</File>
<File <File
RelativePath="..\source\blocks\BlockDirt.h" RelativePath="..\source\blocks\BlockDirt.h"
> >

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@ -0,0 +1,36 @@
#pragma once
#include "BlockHandler.h"
#include "../Items/ItemHandler.h"
class cBlockDoubleSlabHandler :
public cBlockHandler
{
public:
cBlockDoubleSlabHandler(BLOCKTYPE a_BlockType)
: cBlockHandler(a_BlockType)
{
}
virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
{
char Count = ((m_BlockType == E_BLOCK_DOUBLE_STONE_SLAB) || (m_BlockType == E_BLOCK_DOUBLE_WOODEN_SLAB)) ? 2 : 1;
a_Pickups.push_back(cItem(m_BlockType, Count, a_BlockMeta));
}
virtual const char * GetStepSound(void) override
{
return ((m_BlockType == E_BLOCK_DOUBLE_WOODEN_SLAB) || (m_BlockType == E_BLOCK_DOUBLE_WOODEN_SLAB)) ? "step.wood" : "step.stone";
}
} ;

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@ -17,6 +17,7 @@
#include "BlockDeadBush.h" #include "BlockDeadBush.h"
#include "BlockDirt.h" #include "BlockDirt.h"
#include "BlockDoor.h" #include "BlockDoor.h"
#include "BlockDoubleSlab.h"
#include "BlockDropSpenser.h" #include "BlockDropSpenser.h"
#include "BlockEnderchest.h" #include "BlockEnderchest.h"
#include "BlockEntity.h" #include "BlockEntity.h"
@ -117,8 +118,8 @@ cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
case E_BLOCK_DIAMOND_ORE: return new cBlockOreHandler (a_BlockType); case E_BLOCK_DIAMOND_ORE: return new cBlockOreHandler (a_BlockType);
case E_BLOCK_DIRT: return new cBlockDirtHandler (a_BlockType); case E_BLOCK_DIRT: return new cBlockDirtHandler (a_BlockType);
case E_BLOCK_DISPENSER: return new cBlockDropSpenserHandler (a_BlockType); case E_BLOCK_DISPENSER: return new cBlockDropSpenserHandler (a_BlockType);
case E_BLOCK_DOUBLE_STONE_SLAB: return new cBlockSlabHandler (a_BlockType); case E_BLOCK_DOUBLE_STONE_SLAB: return new cBlockDoubleSlabHandler (a_BlockType);
case E_BLOCK_DOUBLE_WOODEN_SLAB: return new cBlockSlabHandler (a_BlockType); case E_BLOCK_DOUBLE_WOODEN_SLAB: return new cBlockDoubleSlabHandler (a_BlockType);
case E_BLOCK_DROPPER: return new cBlockDropSpenserHandler (a_BlockType); case E_BLOCK_DROPPER: return new cBlockDropSpenserHandler (a_BlockType);
case E_BLOCK_EMERALD_ORE: return new cBlockOreHandler (a_BlockType); case E_BLOCK_EMERALD_ORE: return new cBlockOreHandler (a_BlockType);
case E_BLOCK_ENDER_CHEST: return new cBlockEnderchestHandler (a_BlockType); case E_BLOCK_ENDER_CHEST: return new cBlockEnderchestHandler (a_BlockType);

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@ -6,7 +6,6 @@
class cBlockSlabHandler : class cBlockSlabHandler :
public cBlockHandler public cBlockHandler
{ {
@ -19,7 +18,7 @@ public:
virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
{ {
char Count = ((m_BlockType == E_BLOCK_DOUBLE_STONE_SLAB) || (m_BlockType == E_BLOCK_DOUBLE_WOODEN_SLAB)) ? 2 : 1; 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, Count, a_BlockMeta));
} }
@ -32,22 +31,46 @@ public:
) override ) override
{ {
a_BlockType = m_BlockType; a_BlockType = m_BlockType;
BLOCKTYPE Type = (BLOCKTYPE)(a_Player->GetEquippedItem().m_ItemType);
NIBBLETYPE Meta = (NIBBLETYPE)(a_Player->GetEquippedItem().m_ItemDamage & 0x07); NIBBLETYPE Meta = (NIBBLETYPE)(a_Player->GetEquippedItem().m_ItemDamage & 0x07);
int DoubleType;
if (Type == E_BLOCK_STONE_SLAB)
{
DoubleType = 43; //Make it a double slab (with old type wood)
}
else
{
DoubleType = 125; //Make it a wooden double slab (new type)
}
cItemHandler * ItemHandler = cItemHandler::GetItemHandler(DoubleType);
switch (a_BlockFace) switch (a_BlockFace)
{ {
case BLOCK_FACE_TOP: case BLOCK_FACE_TOP:
{ {
if (a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ) == E_BLOCK_STONE_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_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_DOUBLE_STONE_SLAB, Meta); //Set it to a slabby block a_Player->GetClientHandle()->HandlePlaceBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, *ItemHandler);
a_BlockType = E_BLOCK_AIR; //Stop the server trying to place another slab on top return false;
} }
else else
{ {
a_BlockMeta = Meta & 0x7; break; //Bottom half if on top of non slab block a_BlockMeta = Meta & 0x7; break; //Bottom half if on top of non slab block
} }
} }
case BLOCK_FACE_BOTTOM: a_BlockMeta = Meta | 0x8; break; //Always top when placing on bottom of something 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
}
}
case BLOCK_FACE_EAST: case BLOCK_FACE_EAST:
case BLOCK_FACE_NORTH: case BLOCK_FACE_NORTH:
case BLOCK_FACE_SOUTH: case BLOCK_FACE_SOUTH:
@ -56,14 +79,29 @@ public:
if (a_CursorY > 7) if (a_CursorY > 7)
{ {
// Cursor at the top half of the face, place a top half of slab // Cursor at the top half of the face, place a top half of slab
a_BlockMeta = Meta | 0x8; 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;
}
} }
else else
{ {
// Cursor at the bottom half of the face, place a bottom half of slab: // Cursor at the bottom half of the face, place a bottom half of slab:
a_BlockMeta = Meta & 0x7; 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;
}
} }
break;
} }
} // switch (a_BlockFace) } // switch (a_BlockFace)
return true; return true;
@ -72,7 +110,7 @@ public:
virtual const char * GetStepSound(void) override virtual const char * GetStepSound(void) override
{ {
return ((m_BlockType == E_BLOCK_WOODEN_SLAB) || (m_BlockType == E_BLOCK_DOUBLE_WOODEN_SLAB)) ? "step.wood" : "step.stone"; return ((m_BlockType == E_BLOCK_WOODEN_SLAB) || (m_BlockType == E_BLOCK_STONE_SLAB)) ? "step.wood" : "step.stone";
} }
} ; } ;

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@ -846,33 +846,62 @@ void cClientHandle::HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, c
} }
cWorld * World = m_Player->GetWorld(); cWorld * World = m_Player->GetWorld();
// Check if the block ignores build collision (water, grass etc.): BLOCKTYPE ClickedBlock;
BLOCKTYPE ClickedBlock = World->GetBlock(a_BlockX, a_BlockY, a_BlockZ); NIBBLETYPE ClickedBlockMeta;
cBlockHandler * Handler = cBlockHandler::GetBlockHandler(ClickedBlock); BLOCKTYPE EquippedBlock = (BLOCKTYPE)(m_Player->GetEquippedItem().m_ItemType);
if (Handler->DoesIgnoreBuildCollision()) NIBBLETYPE EquippedBlockDamage = (NIBBLETYPE)(m_Player->GetEquippedItem().m_ItemDamage);
World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, ClickedBlock, ClickedBlockMeta);
//Special slab handler coding
if (
((a_BlockFace == BLOCK_FACE_TOP) || (a_BlockFace == BLOCK_FACE_BOTTOM)) &&
((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?
)
{ {
Handler->OnDestroyedByPlayer(World, m_Player, a_BlockX, a_BlockY, a_BlockZ); //Don't move the coordinates
// World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
} }
else else
{ {
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); //Check if the block ignores build collision (water, grass etc.):
// Check for Blocks not allowing placement on top cBlockHandler * Handler = cBlockHandler::GetBlockHandler(ClickedBlock);
if ((a_BlockFace == BLOCK_FACE_TOP) && !Handler->DoesAllowBlockOnTop()) if (Handler->DoesIgnoreBuildCollision())
{ {
// Resend the old block Handler->OnDestroyedByPlayer(World, m_Player, a_BlockX, a_BlockY, a_BlockZ);
// Some times the client still places the block O.o //World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
World->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
return;
} }
else
BLOCKTYPE PlaceBlock = World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
if (!BlockHandler(PlaceBlock)->DoesIgnoreBuildCollision())
{ {
// Tried to place a block *into* another? AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
return; // Happens when you place a block aiming at side of block like torch or stem //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
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
}
else
{
// Check for Blocks not allowing placement on top
if ((a_BlockFace == BLOCK_FACE_TOP) && !Handler->DoesAllowBlockOnTop())
{
// Resend the old block
// Some times the client still places the block O.o
World->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
return;
}
BLOCKTYPE PlaceBlock = World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
if (!BlockHandler(PlaceBlock)->DoesIgnoreBuildCollision())
{
// Tried to place a block *into* another?
// Happens when you place a block aiming at side of block like torch or stem
return;
}
}
} }
} }

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@ -312,7 +312,7 @@ private:
void HandleBlockDigFinished(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, BLOCKTYPE a_OldBlock, NIBBLETYPE a_OldMeta); void HandleBlockDigFinished(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, BLOCKTYPE a_OldBlock, NIBBLETYPE a_OldMeta);
/// Handles the block placing packet when it is a real block placement (not block-using, item-using or eating) /// Handles the block placing packet when it is a real block placement (not block-using, item-using or eating)
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); 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);
// cSocketThreads::cCallback overrides: // cSocketThreads::cCallback overrides:
virtual void DataReceived (const char * a_Data, int a_Size) override; // Data is received from the client virtual void DataReceived (const char * a_Data, int a_Size) override; // Data is received from the client