1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
|
#pragma once
#include "../Entities/Boat.h"
#include "../LineBlockTracer.h"
class cItemBoatHandler:
public cItemHandler
{
using Super = cItemHandler;
public:
cItemBoatHandler(int a_ItemType):
Super(a_ItemType)
{
}
virtual bool OnItemUse(
cWorld * a_World,
cPlayer * a_Player,
cBlockPluginInterface & a_PluginInterface,
const cItem & a_HeldItem,
const Vector3i a_ClickedBlockPos,
eBlockFace a_ClickedBlockFace
) override
{
// Only allow placing blocks on top of blocks, or when not in range of dest block:
if ((a_ClickedBlockFace != BLOCK_FACE_YM) && (a_ClickedBlockFace != BLOCK_FACE_NONE))
{
return false;
}
// Find the actual placement position by tracing line of sight until non-air block:
class cCallbacks:
public cBlockTracer::cCallbacks
{
public:
Vector3d m_Pos;
bool m_HasFound;
cCallbacks():
m_HasFound(false)
{
}
virtual bool OnNextBlock(Vector3i a_CBBlockPos, BLOCKTYPE a_CBBlockType, NIBBLETYPE a_CBBlockMeta, eBlockFace a_CBEntryFace) override
{
if (a_CBBlockType != E_BLOCK_AIR)
{
m_Pos = a_CBBlockPos;
m_HasFound = true;
return true;
}
return false;
}
} Callbacks;
auto Start = a_Player->GetEyePosition() + a_Player->GetLookVector();
auto End = a_Player->GetEyePosition() + a_Player->GetLookVector() * 5;
cLineBlockTracer::Trace(*a_World, Callbacks, Start, End);
if (!Callbacks.m_HasFound)
{
return false;
}
// Block above must be air to spawn a boat (prevents spawning a boat underwater)
auto PosAbove = Callbacks.m_Pos.Floor().addedY(1);
if (!cChunkDef::IsValidHeight(PosAbove.y))
{
return false;
}
BLOCKTYPE BlockAbove = a_World->GetBlock(PosAbove);
if (BlockAbove != E_BLOCK_AIR)
{
return false;
}
// Spawn block at water level
if (a_World->SpawnBoat(Callbacks.m_Pos + Vector3d(0.5, 1, 0.5), cBoat::ItemToMaterial(a_Player->GetEquippedItem())) == cEntity::INVALID_ID)
{
return false;
}
// Remove boat from players hand
if (!a_Player->IsGameModeCreative())
{
a_Player->GetInventory().RemoveOneEquippedItem();
}
return true;
}
} ;
|