diff options
Diffstat (limited to 'source/blocks/BlockTorch.h')
-rw-r--r-- | source/blocks/BlockTorch.h | 34 |
1 files changed, 28 insertions, 6 deletions
diff --git a/source/blocks/BlockTorch.h b/source/blocks/BlockTorch.h index f25680584..dfa503943 100644 --- a/source/blocks/BlockTorch.h +++ b/source/blocks/BlockTorch.h @@ -19,10 +19,14 @@ public: virtual void PlaceBlock(cWorld * a_World, cPlayer * a_Player, NIBBLETYPE a_BlockMeta, int a_X, int a_Y, int a_Z, char a_Dir) override
{
- if (a_Dir == BLOCK_FACE_BOTTOM)
+ if(!TorchCanBePlacedAt(a_World, a_X, a_Y, a_Z, a_Dir))
{
- return;
+ a_Dir = FindSuitableDirection(a_World, a_X, a_Y, a_Z);
+
+ if(a_Dir == BLOCK_FACE_BOTTOM)
+ return;
}
+
a_World->SetBlock(a_X, a_Y, a_Z, m_BlockID, cTorch::DirectionToMetaData(a_Dir));
OnPlacedByPlayer(a_World, a_Player, a_X, a_Y, a_Z, a_Dir);
}
@@ -110,22 +114,40 @@ public: {
// TODO: If placing a torch from below, check all 4 XZ neighbors, place it on that neighbor instead
// How to propagate that change up?
-
+ // Simon: The easiest way is to calculate the position two times, shouldn´t cost much cpu power :)
+
+ if(a_Dir == BLOCK_FACE_BOTTOM)
+ return false;
+
AddDirection( a_X, a_Y, a_Z, a_Dir, true );
+
return CanBePlacedOn(a_World->GetBlock( a_X, a_Y, a_Z ), a_Dir);
}
-
+
+ // Finds a suitable Direction for the Torch. Returns BLOCK_FACE_BOTTOM on failure
+ static char FindSuitableDirection(cWorld * a_World, int a_X, int a_Y, int a_Z)
+ {
+ for(int i = 1; i <= 5; i++)
+ {
+ if(TorchCanBePlacedAt(a_World, a_X, a_Y, a_Z, i))
+ return i;
+ }
+ return BLOCK_FACE_BOTTOM;
+ }
virtual bool CanBePlacedAt(cWorld * a_World, int a_X, int a_Y, int a_Z, char a_Dir) override
{
- return TorchCanBePlacedAt(a_World, a_X, a_Y, a_Z, a_Dir);
+ if(TorchCanBePlacedAt(a_World, a_X, a_Y, a_Z, a_Dir))
+ return true;
+
+ return FindSuitableDirection(a_World, a_X, a_Y, a_Z) != BLOCK_FACE_BOTTOM;
}
virtual bool CanBeAt(cWorld * a_World, int a_X, int a_Y, int a_Z) override
{
char Dir = cTorch::MetaDataToDirection(a_World->GetBlockMeta( a_X, a_Y, a_Z));
- return CanBePlacedAt(a_World, a_X, a_Y, a_Z, Dir);
+ return TorchCanBePlacedAt(a_World, a_X, a_Y, a_Z, Dir);
}
};
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