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
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
|
#pragma once
#include "ItemHandler.h"
#include "../World.h"
#include "../Simulator/FluidSimulator.h"
#include "../Blocks/BlockHandler.h"
#include "../LineBlockTracer.h"
#include "../Blocks/ChunkInterface.h"
class cItemBucketHandler :
public cItemHandler
{
public:
cItemBucketHandler(int a_ItemType) :
cItemHandler(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
{
switch (m_ItemType)
{
case E_ITEM_BUCKET: return ScoopUpFluid(a_World, a_Player, a_Item, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
case E_ITEM_LAVA_BUCKET: return PlaceFluid (a_World, a_Player, a_PluginInterface, a_Item, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, E_BLOCK_LAVA);
case E_ITEM_WATER_BUCKET: return PlaceFluid (a_World, a_Player, a_PluginInterface, a_Item, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, E_BLOCK_WATER);
default:
{
ASSERT(!"Unhandled ItemType");
return false;
}
}
}
bool ScoopUpFluid(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace)
{
if (a_BlockFace != BLOCK_FACE_NONE)
{
return false;
}
Vector3i BlockPos;
if (!GetBlockFromTrace(a_World, a_Player, BlockPos))
{
return false; // Nothing in range.
}
if (a_World->GetBlockMeta(BlockPos.x, BlockPos.y, BlockPos.z) != 0)
{
// Not a source block
return false;
}
BLOCKTYPE Block = a_World->GetBlock(BlockPos.x, BlockPos.y, BlockPos.z);
ENUM_ITEM_ID NewItem;
if (IsBlockWater(Block))
{
NewItem = E_ITEM_WATER_BUCKET;
}
else if (IsBlockLava(Block))
{
NewItem = E_ITEM_LAVA_BUCKET;
}
else
{
return false;
}
// Check to see if destination block is too far away
// Reach Distance Multiplayer = 5 Blocks
if ((BlockPos.x - a_Player->GetPosX() > 5) || (BlockPos.z - a_Player->GetPosZ() > 5))
{
return false;
}
// Remove water / lava block (unless plugins disagree)
if (!a_Player->PlaceBlock(BlockPos.x, BlockPos.y, BlockPos.z, E_BLOCK_AIR, 0))
{
return false;
}
// Give new bucket, filled with fluid when the gamemode is not creative:
if (!a_Player->IsGameModeCreative())
{
// Remove the bucket from the inventory
if (!a_Player->GetInventory().RemoveOneEquippedItem())
{
LOG("Clicked with an empty bucket, but cannot remove one from the inventory? WTF?");
ASSERT(!"Inventory bucket mismatch");
return true;
}
if (a_Player->GetInventory().AddItem(cItem(NewItem)) != 1)
{
// The bucket didn't fit, toss it as a pickup:
a_Player->TossPickup(cItem(NewItem));
}
}
return true;
}
bool PlaceFluid(
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, BLOCKTYPE a_FluidBlock
)
{
if (a_BlockFace != BLOCK_FACE_NONE)
{
return false;
}
BLOCKTYPE CurrentBlockType;
NIBBLETYPE CurrentBlockMeta;
eBlockFace EntryFace;
Vector3i BlockPos;
if (!GetPlacementCoordsFromTrace(a_World, a_Player, BlockPos, CurrentBlockType, CurrentBlockMeta, EntryFace))
{
return false;
}
// Check to see if destination block is too far away
// Reach Distance Multiplayer = 5 Blocks
if ((BlockPos.x - a_Player->GetPosX() > 5) || (BlockPos.z - a_Player->GetPosZ() > 5))
{
return false;
}
if (!a_Player->IsGameModeCreative())
{
// Remove fluid bucket, add empty bucket:
if (!a_Player->GetInventory().RemoveOneEquippedItem())
{
LOG("Clicked with a full bucket, but cannot remove one from the inventory? WTF?");
ASSERT(!"Inventory bucket mismatch");
return false;
}
cItem Item(E_ITEM_BUCKET, 1);
if (!a_Player->GetInventory().AddItem(Item))
{
return false;
}
}
// Wash away anything that was there prior to placing:
if (cFluidSimulator::CanWashAway(CurrentBlockType))
{
if (a_PluginInterface.CallHookPlayerBreakingBlock(*a_Player, BlockPos.x, BlockPos.y, BlockPos.z, EntryFace, CurrentBlockType, CurrentBlockMeta))
{
// Plugin disagrees with the washing-away
return false;
}
cBlockHandler * Handler = BlockHandler(CurrentBlockType);
if (Handler->DoesDropOnUnsuitable())
{
cChunkInterface ChunkInterface(a_World->GetChunkMap());
Handler->DropBlock(ChunkInterface, *a_World, a_PluginInterface, a_Player, BlockPos.x, BlockPos.y, BlockPos.z);
}
a_PluginInterface.CallHookPlayerBrokenBlock(*a_Player, BlockPos.x, BlockPos.y, BlockPos.z, EntryFace, CurrentBlockType, CurrentBlockMeta);
}
// Place the actual fluid block:
return a_Player->PlaceBlock(BlockPos.x, BlockPos.y, BlockPos.z, a_FluidBlock, 0);
}
bool GetBlockFromTrace(cWorld * a_World, cPlayer * a_Player, Vector3i & a_BlockPos)
{
class cCallbacks :
public cBlockTracer::cCallbacks
{
public:
Vector3i m_Pos;
bool m_HasHitFluid;
cCallbacks(void) :
m_HasHitFluid(false)
{
}
virtual bool OnNextBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, eBlockFace a_EntryFace) override
{
if (IsBlockWater(a_BlockType) || IsBlockLava(a_BlockType))
{
if (a_BlockMeta != 0) // GetBlockFromTrace is called for scooping up fluids; the hit block should be a source
{
return false;
}
m_HasHitFluid = true;
m_Pos.Set(a_BlockX, a_BlockY, a_BlockZ);
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_HasHitFluid)
{
return false;
}
a_BlockPos = Callbacks.m_Pos;
return true;
}
bool GetPlacementCoordsFromTrace(cWorld * a_World, cPlayer * a_Player, Vector3i & a_BlockPos, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta, eBlockFace & a_BlockFace)
{
class cCallbacks :
public cBlockTracer::cCallbacks
{
public:
Vector3i m_Pos;
BLOCKTYPE m_ReplacedBlockType;
NIBBLETYPE m_ReplacedBlockMeta;
eBlockFace m_EntryFace;
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_ReplacedBlockType = a_CBBlockType;
m_ReplacedBlockMeta = a_CBBlockMeta;
m_EntryFace = static_cast<eBlockFace>(a_CBEntryFace);
if (!cFluidSimulator::CanWashAway(a_CBBlockType) && !IsBlockLiquid(a_CBBlockType))
{
AddFaceDirection(a_CBBlockX, a_CBBlockY, a_CBBlockZ, a_CBEntryFace); // Was an unwashawayable block, can't overwrite it!
}
m_Pos.Set(a_CBBlockX, a_CBBlockY, a_CBBlockZ); // (Block could be washed away, replace it)
return true; // Abort tracing
}
return false;
}
} Callbacks;
cLineBlockTracer Tracer(*a_World, Callbacks);
Vector3d Start(a_Player->GetEyePosition());
Vector3d End(a_Player->GetEyePosition() + a_Player->GetLookVector() * 5);
// cLineBlockTracer::Trace() returns true when whole line was traversed. By returning true from the callback when we hit something,
// we ensure that this never happens if liquid could be placed
// Use this to judge whether the position is valid
if (!Tracer.Trace(Start.x, Start.y, Start.z, End.x, End.y, End.z))
{
a_BlockPos = Callbacks.m_Pos;
a_BlockType = Callbacks.m_ReplacedBlockType;
a_BlockMeta = Callbacks.m_ReplacedBlockMeta;
a_BlockFace = Callbacks.m_EntryFace;
return true;
}
return false;
}
};
|