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#pragma once
#include "ItemHandler.h"
#include "../Entities/Player.h"
#include "Vector3.h"
#include "../LineBlockTracer.h"
#include "BlockInfo.h"
class cItemLilypadHandler :
public cItemHandler
{
typedef cItemHandler super;
public:
cItemLilypadHandler(int a_ItemType):
super(a_ItemType)
{
}
virtual bool IsPlaceable(void) override
{
return false; // Set as not placeable so OnItemUse is called
}
virtual bool OnItemUse(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace) override
{
if (a_BlockFace > BLOCK_FACE_NONE)
{
// Clicked on the side of a submerged block; vanilla allows placement, so should we
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_LILY_PAD, 0);
if (!a_Player->IsGameModeCreative())
{
a_Player->GetInventory().RemoveOneEquippedItem();
}
return true;
}
class cCallbacks :
public cBlockTracer::cCallbacks
{
public:
cCallbacks(cWorld * a_CBWorld) :
m_HasHitFluid(false),
m_World(a_CBWorld)
{
}
virtual bool OnNextBlock(int a_CBBlockX, int a_CBBlockY, int a_CBBlockZ, BLOCKTYPE a_CBBlockType, NIBBLETYPE a_CBBlockMeta, char a_CBEntryFace) override
{
if (IsBlockWater(a_CBBlockType))
{
if ((a_CBBlockMeta != 0) || (a_CBEntryFace == BLOCK_FACE_NONE)) // The hit block should be a source. The FACE_NONE check is clicking whilst submerged
{
return false;
}
AddFaceDirection(a_CBBlockX, a_CBBlockY, a_CBBlockZ, BLOCK_FACE_YP); // Always place pad at top of water block
BLOCKTYPE Block = m_World->GetBlock(a_CBBlockX, a_CBBlockY, a_CBBlockZ);
if (
!IsBlockWater(Block) &&
cBlockInfo::FullyOccupiesVoxel(Block)
)
{
// Can't place lilypad on air/in another block!
return true;
}
m_HasHitFluid = true;
m_Pos.Set(a_CBBlockX, a_CBBlockY, a_CBBlockZ);
return true;
}
return false;
}
Vector3i m_Pos;
bool m_HasHitFluid;
cWorld * m_World;
};
cCallbacks Callbacks(a_World);
cLineBlockTracer Tracer(*a_Player->GetWorld(), 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);
if (Callbacks.m_HasHitFluid)
{
a_World->SetBlock(Callbacks.m_Pos.x, Callbacks.m_Pos.y, Callbacks.m_Pos.z, E_BLOCK_LILY_PAD, 0);
if (!a_Player->IsGameModeCreative())
{
a_Player->GetInventory().RemoveOneEquippedItem();
}
return true;
}
return false;
}
};
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