diff options
-rw-r--r-- | source/Blocks/BlockSlab.h | 76 | ||||
-rw-r--r-- | source/ClientHandle.cpp | 30 |
2 files changed, 58 insertions, 48 deletions
diff --git a/source/Blocks/BlockSlab.h b/source/Blocks/BlockSlab.h index 881a85615..6caa3a27a 100644 --- a/source/Blocks/BlockSlab.h +++ b/source/Blocks/BlockSlab.h @@ -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) diff --git a/source/ClientHandle.cpp b/source/ClientHandle.cpp index 8ff93ec1b..199f43014 100644 --- a/source/ClientHandle.cpp +++ b/source/ClientHandle.cpp @@ -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)) |