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-rw-r--r--src/ClientHandle.cpp74
-rw-r--r--src/Items/ItemHandler.cpp35
-rw-r--r--src/Items/ItemHandler.h10
3 files changed, 56 insertions, 63 deletions
diff --git a/src/ClientHandle.cpp b/src/ClientHandle.cpp
index 1d9b8e2a6..16c040e49 100644
--- a/src/ClientHandle.cpp
+++ b/src/ClientHandle.cpp
@@ -1437,38 +1437,45 @@ void cClientHandle::FinishDigAnimation()
void cClientHandle::HandleRightClick(int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, bool a_UsedMainHand)
{
- // This function handles three actions:
- // (1) Place a block;
- // (2) "Use" a block: Interactive with the block, like opening a chest/crafting table/furnace;
- // (3) Use the held item targeting a block. E.g. farming.
- //
- // Sneaking player will not use the block if hand is not empty.
- // Frozen player can do nothing.
- // In Game Mode Spectator, player cannot use item or place block, but can interactive with some block depending on cBlockInfo::IsUseableBySpectator(BlockType)
- //
- // If the action failed, we need to send an update of the placed block or inventory to the client.
- //
- // Actions rejected by plugin will not lead to other attempts.
- // E.g., when opening a chest with a dirt in hand, if the plugin rejects opening the chest, the dirt will not be placed.
+ /* This function handles three actions:
+ (1) Place a block;
+ (2) "Use" a block: Interactive with the block, like opening a chest/crafting table/furnace;
+ (3) Use the held item targeting a block. E.g. farming.
+
+ Sneaking player will not use the block if hand is not empty.
+ Frozen player can do nothing.
+ In Game Mode Spectator, player cannot use item or place block, but can interactive with some block depending on cBlockInfo::IsUseableBySpectator(BlockType)
+
+ If the action failed, we need to send an update of the placed block or inventory to the client.
+
+ Actions rejected by plugin will not lead to other attempts.
+ E.g., when opening a chest with a dirt in hand, if the plugin rejects opening the chest, the dirt will not be placed. */
+
+ if ((a_BlockFace == BLOCK_FACE_NONE) || !cChunkDef::IsValidHeight(a_BlockY))
+ {
+ LOGD("Player \"%s\" sent an invalid click - hacked client?", m_Username.c_str());
+ return;
+ }
// TODO: We are still consuming the items in main hand. Remove this override when the off-hand consumption is handled correctly.
a_UsedMainHand = true;
+
+ const Vector3i ClickedPosition(a_BlockX, a_BlockY, a_BlockZ);
+ const Vector3i CursorPosition(a_CursorX, a_CursorY, a_CursorZ);
const cItem & HeldItem = a_UsedMainHand ? m_Player->GetEquippedItem() : m_Player->GetInventory().GetShieldSlot();
- auto & ItemHandler = HeldItem.GetHandler();
- // TODO: This distance should be calculated from the point that the cursor pointing at, instead of the center of the block
- // Distance from the block's center to the player's eye height
- auto ClickedBlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ);
- auto CursorPos = Vector3i(a_CursorX, a_CursorY, a_CursorZ);
- double Dist = (Vector3d(ClickedBlockPos) + Vector3d(0.5, 0.5, 0.5) - m_Player->GetEyePosition()).Length();
- FLOGD("HandleRightClick: {0}, face {1}, Cursor {2}, Hand: {3}, HeldItem: {4}; Dist: {5:.02f}",
- ClickedBlockPos, a_BlockFace, CursorPos, a_UsedMainHand, ItemToFullString(HeldItem), Dist
- );
+ // Distance from the block's center to the player's eye height.
+ const double Dist = (Vector3d(0.5, 0.5, 0.5) + ClickedPosition - m_Player->GetEyePosition()).SqrLength();
// Check the reach distance:
// _X 2014-11-25: I've maxed at 5.26 with a Survival client and 5.78 with a Creative client in my tests
- double MaxDist = m_Player->IsGameModeCreative() ? 5.78 : 5.26;
+ double MaxDist = m_Player->IsGameModeCreative() ? 33.4084 : 27.6676;
bool IsWithinReach = (Dist <= MaxDist);
+
+ FLOGD("HandleRightClick: {0}, face {1}, Cursor {2}, Hand: {3}, HeldItem: {4}; Dist: {5:.02f}",
+ ClickedPosition, a_BlockFace, CursorPosition, a_UsedMainHand, ItemToFullString(HeldItem), Dist
+ );
+
cWorld * World = m_Player->GetWorld();
cPluginManager * PlgMgr = cRoot::Get()->GetPluginManager();
@@ -1479,11 +1486,16 @@ void cClientHandle::HandleRightClick(int a_BlockX, int a_BlockY, int a_BlockZ, e
{
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
- World->GetBlockTypeMeta(ClickedBlockPos, BlockType, BlockMeta);
- const auto & BlockHandler = cBlockHandler::For(BlockType);
- bool Placeable = ItemHandler.IsPlaceable() && !m_Player->IsGameModeAdventure() && !m_Player->IsGameModeSpectator();
- bool BlockUsable = BlockHandler.IsUseable() && (!m_Player->IsGameModeSpectator() || cBlockInfo::IsUseableBySpectator(BlockType));
+ if (!World->GetBlockTypeMeta(ClickedPosition, BlockType, BlockMeta))
+ {
+ return;
+ }
+
+ const auto & ItemHandler = HeldItem.GetHandler();
+ const auto & BlockHandler = cBlockHandler::For(BlockType);
+ const bool Placeable = ItemHandler.IsPlaceable() && !m_Player->IsGameModeAdventure() && !m_Player->IsGameModeSpectator();
+ const bool BlockUsable = BlockHandler.IsUseable() && (!m_Player->IsGameModeSpectator() || cBlockInfo::IsUseableBySpectator(BlockType));
if (BlockUsable && !(m_Player->IsCrouched() && !HeldItem.IsEmpty()))
{
@@ -1491,7 +1503,7 @@ void cClientHandle::HandleRightClick(int a_BlockX, int a_BlockY, int a_BlockZ, e
if (!PlgMgr->CallHookPlayerUsingBlock(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta))
{
// Use a block:
- if (BlockHandler.OnUse(ChunkInterface, *World, *m_Player, ClickedBlockPos, a_BlockFace, CursorPos))
+ if (BlockHandler.OnUse(ChunkInterface, *World, *m_Player, ClickedPosition, a_BlockFace, CursorPosition))
{
PlgMgr->CallHookPlayerUsedBlock(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta);
return; // Block use was successful, we're done.
@@ -1501,7 +1513,7 @@ void cClientHandle::HandleRightClick(int a_BlockX, int a_BlockY, int a_BlockZ, e
if (Placeable)
{
// Place a block:
- ItemHandler.OnPlayerPlace(*m_Player, HeldItem, {a_BlockX, a_BlockY, a_BlockZ}, a_BlockFace, {a_CursorX, a_CursorY, a_CursorZ});
+ ItemHandler.OnPlayerPlace(*m_Player, HeldItem, ClickedPosition, BlockType, BlockMeta, a_BlockFace, CursorPosition);
}
return;
@@ -1518,7 +1530,7 @@ void cClientHandle::HandleRightClick(int a_BlockX, int a_BlockY, int a_BlockZ, e
}
// Place a block:
- ItemHandler.OnPlayerPlace(*m_Player, HeldItem, {a_BlockX, a_BlockY, a_BlockZ}, a_BlockFace, {a_CursorX, a_CursorY, a_CursorZ});
+ ItemHandler.OnPlayerPlace(*m_Player, HeldItem, ClickedPosition, BlockType, BlockMeta, a_BlockFace, CursorPosition);
return;
}
else if (!PlgMgr->CallHookPlayerUsingItem(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ))
@@ -1527,7 +1539,7 @@ void cClientHandle::HandleRightClick(int a_BlockX, int a_BlockY, int a_BlockZ, e
// Use an item in hand with a target block.
cBlockInServerPluginInterface PluginInterface(*World);
- ItemHandler.OnItemUse(World, m_Player, PluginInterface, HeldItem, {a_BlockX, a_BlockY, a_BlockZ}, a_BlockFace);
+ ItemHandler.OnItemUse(World, m_Player, PluginInterface, HeldItem, ClickedPosition, a_BlockFace);
PlgMgr->CallHookPlayerUsedItem(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ);
return;
}
diff --git a/src/Items/ItemHandler.cpp b/src/Items/ItemHandler.cpp
index fa518da20..95ee28bff 100644
--- a/src/Items/ItemHandler.cpp
+++ b/src/Items/ItemHandler.cpp
@@ -1042,30 +1042,15 @@ const cItemHandler & cItemHandler::For(int a_ItemType)
-void cItemHandler::OnPlayerPlace(cPlayer & a_Player, const cItem & a_HeldItem, const Vector3i a_ClickedBlockPosition, const eBlockFace a_ClickedBlockFace, const Vector3i a_CursorPosition) const
+void cItemHandler::OnPlayerPlace(cPlayer & a_Player, const cItem & a_HeldItem, const Vector3i a_ClickedPosition, const BLOCKTYPE a_ClickedBlockType, const NIBBLETYPE a_ClickedBlockMeta, const eBlockFace a_ClickedBlockFace, const Vector3i a_CursorPosition) const
{
- if (a_ClickedBlockFace == BLOCK_FACE_NONE)
- {
- // Clicked in the air, no placement possible
- return;
- }
-
- if (!cChunkDef::IsValidHeight(a_ClickedBlockPosition.y))
- {
- // The clicked block is outside the world, ignore this call altogether (GH #128):
- return;
- }
-
const auto & World = *a_Player.GetWorld();
- BLOCKTYPE ClickedBlockType;
- NIBBLETYPE ClickedBlockMeta;
- World.GetBlockTypeMeta(a_ClickedBlockPosition, ClickedBlockType, ClickedBlockMeta);
// Check if the block ignores build collision (water, grass etc.):
- if (cBlockHandler::For(ClickedBlockType).DoesIgnoreBuildCollision(World, a_HeldItem, a_ClickedBlockPosition, ClickedBlockMeta, a_ClickedBlockFace, true))
+ if (cBlockHandler::For(a_ClickedBlockType).DoesIgnoreBuildCollision(World, a_HeldItem, a_ClickedPosition, a_ClickedBlockMeta, a_ClickedBlockFace, true))
{
// Try to place the block at the clicked position:
- if (!CommitPlacement(a_Player, a_HeldItem, a_ClickedBlockPosition, a_ClickedBlockFace, a_CursorPosition))
+ if (!CommitPlacement(a_Player, a_HeldItem, a_ClickedPosition, a_ClickedBlockFace, a_CursorPosition))
{
// The placement failed, the blocks have already been re-sent, re-send inventory:
a_Player.GetInventory().SendEquippedSlot();
@@ -1074,21 +1059,19 @@ void cItemHandler::OnPlayerPlace(cPlayer & a_Player, const cItem & a_HeldItem, c
}
else
{
- const auto PlacedPosition = AddFaceDirection(a_ClickedBlockPosition, a_ClickedBlockFace);
+ BLOCKTYPE PlaceBlock;
+ NIBBLETYPE PlaceMeta;
+ const auto PlacePosition = AddFaceDirection(a_ClickedPosition, a_ClickedBlockFace);
- if (!cChunkDef::IsValidHeight(PlacedPosition.y))
+ if (!cChunkDef::IsValidHeight(PlacePosition.y) || !World.GetBlockTypeMeta(PlacePosition, PlaceBlock, PlaceMeta))
{
// The block is being placed outside the world, ignore this packet altogether (GH #128):
return;
}
- NIBBLETYPE PlaceMeta;
- BLOCKTYPE PlaceBlock;
- World.GetBlockTypeMeta(PlacedPosition, PlaceBlock, PlaceMeta);
-
// 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 (!cBlockHandler::For(PlaceBlock).DoesIgnoreBuildCollision(World, a_HeldItem, PlacedPosition, PlaceMeta, a_ClickedBlockFace, false))
+ if (!cBlockHandler::For(PlaceBlock).DoesIgnoreBuildCollision(World, a_HeldItem, PlacePosition, PlaceMeta, a_ClickedBlockFace, false))
{
// Tried to place a block into another?
// Happens when you place a block aiming at side of block with a torch on it or stem beside it.
@@ -1098,7 +1081,7 @@ void cItemHandler::OnPlayerPlace(cPlayer & a_Player, const cItem & a_HeldItem, c
}
// Try to place the block:
- if (!CommitPlacement(a_Player, a_HeldItem, PlacedPosition, a_ClickedBlockFace, a_CursorPosition))
+ if (!CommitPlacement(a_Player, a_HeldItem, PlacePosition, a_ClickedBlockFace, a_CursorPosition))
{
// The placement failed, the blocks have already been re-sent, re-send inventory:
a_Player.GetInventory().SendEquippedSlot();
diff --git a/src/Items/ItemHandler.h b/src/Items/ItemHandler.h
index da573df9a..8b8c8d2d3 100644
--- a/src/Items/ItemHandler.h
+++ b/src/Items/ItemHandler.h
@@ -40,13 +40,11 @@ public:
/** Called when the player tries to place the item (right mouse button, IsPlaceable() == true).
- a_ClickedBlockPos is the (neighbor) block that has been clicked to place this item.
- a_ClickedBlockFace is the face of the neighbor that has been clicked to place this item.
- a_CursorPos is the position of the player's cursor within a_ClickedBlockFace.
- The default handler uses GetBlocksToPlace() and places the returned blocks.
- Override if the item needs advanced processing, such as spawning a mob based on the blocks being placed.
+ a_ClickedPosition is the block that has been clicked to place this item.
+ a_ClickedBlockFace is the face has been clicked to place this item.
+ a_CursorPosition is the position of the player's cursor within a_ClickedBlockFace.
If the block placement is refused inside this call, it will automatically revert the client-side changes. */
- void OnPlayerPlace(cPlayer & a_Player, const cItem & a_HeldItem, Vector3i a_ClickedBlockPosition, eBlockFace a_ClickedBlockFace, Vector3i a_CursorPosition) const;
+ void OnPlayerPlace(cPlayer & a_Player, const cItem & a_HeldItem, Vector3i a_ClickedPosition, BLOCKTYPE a_ClickedBlockType, NIBBLETYPE a_ClickedBlockMeta, eBlockFace a_ClickedBlockFace, Vector3i a_CursorPosition) const;
/** Called when the player tries to use the item (right mouse button).
Descendants can return false to abort the usage (default behavior). */