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Made buckets work when the player does not 'look' at a block. This fixes #265

This commit is contained in:
STRWarrior 2013-12-17 17:33:48 +01:00
parent ed80ff9fc8
commit d28142ff71

View File

@ -5,6 +5,7 @@
#include "../World.h"
#include "../Simulator/FluidSimulator.h"
#include "../Blocks/BlockHandler.h"
#include "../LineBlockTracer.h"
@ -39,45 +40,34 @@ 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)
{
if (a_BlockFace < 0)
if (a_BlockFace > 0)
{
return false;
}
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
BLOCKTYPE ClickedBlock;
NIBBLETYPE ClickedMeta;
a_World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, ClickedBlock, ClickedMeta);
LOGD("Bucket Clicked BlockType %d, meta %d", ClickedBlock, ClickedMeta);
if (ClickedMeta != 0)
Vector3i BlockPos;
GetBlockFromTrace(a_World, a_Player, BlockPos);
if (a_World->GetBlockMeta(BlockPos.x, BlockPos.y, BlockPos.z) != 0)
{
// Not a source block
return false;
}
if (a_Player->GetGameMode() == gmCreative)
BLOCKTYPE Block = a_World->GetBlock(BlockPos.x, BlockPos.y, BlockPos.z);
ENUM_ITEM_ID NewItem;
if (IsBlockWater(Block))
{
// In creative mode don't modify the inventory, just remove the fluid:
a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
return true;
NewItem = E_ITEM_WATER_BUCKET;
}
ENUM_ITEM_ID NewItem = E_ITEM_EMPTY;
switch (ClickedBlock)
else if (IsBlockLava(Block))
{
case E_BLOCK_WATER:
case E_BLOCK_STATIONARY_WATER:
{
NewItem = E_ITEM_WATER_BUCKET;
break;
}
case E_BLOCK_LAVA:
case E_BLOCK_STATIONARY_LAVA:
{
NewItem = E_ITEM_LAVA_BUCKET;
break;
}
default: return false;
NewItem = E_ITEM_LAVA_BUCKET;
}
else
{
return false;
}
// Remove the bucket from the inventory
@ -89,11 +79,10 @@ public:
}
// Give new bucket, filled with fluid:
cItem Item(NewItem, 1);
a_Player->GetInventory().AddItem(Item, true, true);
a_Player->GetInventory().AddItem(cItem(NewItem), true, true);
// Remove water / lava block
a_Player->GetWorld()->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
a_Player->GetWorld()->SetBlock(BlockPos.x, BlockPos.y, BlockPos.z, E_BLOCK_AIR, 0);
return true;
}
@ -157,4 +146,36 @@ public:
return true;
}
bool GetBlockFromTrace(cWorld * a_World, cPlayer * a_Player, Vector3i & BlockPos)
{
class cCallbacks :
public cBlockTracer::cCallbacks
{
public:
Vector3d Pos;
virtual bool OnNextBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, char a_EntryFace) override
{
if (a_BlockMeta != 0) // Even if it was a water block it would not be a source.
{
return false;
}
if ((IsBlockWater(a_BlockType)) || (IsBlockLava(a_BlockType)))
{
Pos = Vector3d(a_BlockX, a_BlockY, a_BlockZ);
return true;
}
return false;
}
} Callbacks;
cLineBlockTracer Tracer(*a_World, Callbacks);
Vector3d Start(a_Player->GetEyePosition() + a_Player->GetLookVector());
Vector3d End(a_Player->GetEyePosition() + a_Player->GetLookVector() * 5);
Tracer.Trace(Start.x, Start.y, Start.z, End.x, End.y, End.z);
BlockPos.Set((int) Callbacks.Pos.x, (int) Callbacks.Pos.y, (int) Callbacks.Pos.z);
return true;
}
};