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This commit is contained in:
daniel0916 2014-07-11 17:58:35 +02:00
parent a8efb62088
commit ca6bcacdb9

View File

@ -41,7 +41,7 @@ public:
bool ScoopUpFluid(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace) bool ScoopUpFluid(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace)
{ {
if (a_BlockFace > 0) if (a_BlockFace != BLOCK_FACE_NONE)
{ {
return false; return false;
} }
@ -95,38 +95,18 @@ public:
bool PlaceFluid(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, BLOCKTYPE a_FluidBlock) bool PlaceFluid(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, BLOCKTYPE a_FluidBlock)
{ {
if (a_BlockFace > 0) if (a_BlockFace != BLOCK_FACE_NONE)
{ {
return false; return false;
} }
BLOCKTYPE CurrentBlock; BLOCKTYPE CurrentBlock;
Vector3i BlockPos; Vector3i BlockPos;
if (!GetPlaceableBlockFromTrace(a_World, a_Player, BlockPos, CurrentBlock)) if (!GetPlacementCoordsFromTrace(a_World, a_Player, BlockPos, CurrentBlock))
{ {
return false; return false;
} }
bool CanWashAway = cFluidSimulator::CanWashAway(CurrentBlock);
if (!CanWashAway)
{
// The block pointed at cannot be washed away, so put fluid on top of it / on its sides
// AddFaceDirection(BlockPos.x, BlockPos.y, BlockPos.z, a_BlockFace);
// CurrentBlock = a_World->GetBlock(BlockPos);
}
if (
!CanWashAway &&
(CurrentBlock != E_BLOCK_AIR) &&
(CurrentBlock != E_BLOCK_WATER) &&
(CurrentBlock != E_BLOCK_STATIONARY_WATER) &&
(CurrentBlock != E_BLOCK_LAVA) &&
(CurrentBlock != E_BLOCK_STATIONARY_LAVA)
)
{
// Cannot place water here
return false;
}
if (a_Player->GetGameMode() != gmCreative) if (a_Player->GetGameMode() != gmCreative)
{ {
// Remove fluid bucket, add empty bucket: // Remove fluid bucket, add empty bucket:
@ -144,6 +124,7 @@ public:
} }
// Wash away anything that was there prior to placing: // Wash away anything that was there prior to placing:
bool CanWashAway = cFluidSimulator::CanWashAway(CurrentBlock);
if (CanWashAway) if (CanWashAway)
{ {
cBlockHandler * Handler = BlockHandler(CurrentBlock); cBlockHandler * Handler = BlockHandler(CurrentBlock);
@ -209,7 +190,7 @@ public:
} }
bool GetPlaceableBlockFromTrace(cWorld * a_World, cPlayer * a_Player, Vector3i & a_BlockPos, BLOCKTYPE & a_BlockType) bool GetPlacementCoordsFromTrace(cWorld * a_World, cPlayer * a_Player, Vector3i & a_BlockPos, BLOCKTYPE & a_BlockType)
{ {
class cCallbacks : class cCallbacks :
public cBlockTracer::cCallbacks public cBlockTracer::cCallbacks
@ -229,6 +210,17 @@ public:
{ {
if (a_BlockType != E_BLOCK_AIR) if (a_BlockType != E_BLOCK_AIR)
{ {
bool CanWashAway = cFluidSimulator::CanWashAway(m_LastBlock);
if (
!CanWashAway &&
(m_LastBlock != E_BLOCK_AIR) &&
!IsBlockWater(m_LastBlock) &&
!IsBlockLava(m_LastBlock)
)
{
return true;
}
m_HasHitLastBlock = true; m_HasHitLastBlock = true;
return true; return true;
} }