// ItemBoat.h
// Declares the various boat ItemHandlers
#pragma once
#include "../Entities/Boat.h"
#include "../LineBlockTracer.h"
class cItemBoatHandler :
public cItemHandler
{
typedef cItemHandler super;
public:
cItemBoatHandler(int a_ItemType) :
super(a_ItemType)
{
}
virtual bool OnItemUse(
cWorld * a_World, cPlayer * a_Player, cBlockPluginInterface & a_PluginInterface, const cItem & a_Item,
int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace
) override
{
if ((a_BlockFace != BLOCK_FACE_YM) && (a_BlockFace != BLOCK_FACE_NONE))
{
return false;
}
class cCallbacks :
public cBlockTracer::cCallbacks
{
public:
Vector3d m_Pos;
bool m_HasFound;
cCallbacks(void) :
m_HasFound(false)
{
}
virtual bool OnNextBlock(int a_CBBlockX, int a_CBBlockY, int a_CBBlockZ, BLOCKTYPE a_CBBlockType, NIBBLETYPE a_CBBlockMeta, eBlockFace a_CBEntryFace) override
{
if (a_CBBlockType != E_BLOCK_AIR)
{
m_Pos.Set(a_CBBlockX, a_CBBlockY, a_CBBlockZ);
m_HasFound = true;
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);
if (!Callbacks.m_HasFound)
{
return false;
}
auto x = Callbacks.m_Pos.x;
auto y = Callbacks.m_Pos.y;
auto z = Callbacks.m_Pos.z;
auto bx = FloorC(x);
auto by = FloorC(y);
auto bz = FloorC(z);
// Verify that block type for spawn point is water
BLOCKTYPE SpawnBlock = a_World->GetBlock(bx, by, bz);
if (!IsBlockWater(SpawnBlock))
{
return false;
}
// Block above must be air to spawn a boat (prevents spawning a boat underwater)
BLOCKTYPE BlockAbove = a_World->GetBlock(bx, by + 1, bz);
if (BlockAbove != E_BLOCK_AIR)
{
return false;
}
// Spawn block at water level
cBoat * Boat = new cBoat(x + 0.5, y + 0.5, z + 0.5, cBoat::ItemToMaterial(a_Player->GetEquippedItem()));
if (!Boat->Initialize(*a_World))
{
delete Boat;
Boat = nullptr;
return false;
}
// Remove boat from players hand
if (!a_Player->IsGameModeCreative())
{
a_Player->GetInventory().RemoveOneEquippedItem();
}
return true;
}
} ;