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-rw-r--r--src/Items/ItemLilypad.h110
1 files changed, 110 insertions, 0 deletions
diff --git a/src/Items/ItemLilypad.h b/src/Items/ItemLilypad.h
new file mode 100644
index 000000000..8fc1d8543
--- /dev/null
+++ b/src/Items/ItemLilypad.h
@@ -0,0 +1,110 @@
+#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;
+ }
+};
+
+
+
+