108 lines
2.1 KiB
C++
108 lines
2.1 KiB
C++
// ItemBoat.h
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// Declares the various boat ItemHandlers
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#pragma once
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#include "../Entities/Boat.h"
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#include "../LineBlockTracer.h"
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class cItemBoatHandler :
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public cItemHandler
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{
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typedef cItemHandler super;
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public:
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cItemBoatHandler(int a_ItemType) :
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super(a_ItemType)
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{
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}
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virtual bool OnItemUse(
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cWorld * a_World, cPlayer * a_Player, cBlockPluginInterface & a_PluginInterface, const cItem & a_Item,
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int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace
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) override
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{
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if ((a_BlockFace != BLOCK_FACE_YM) && (a_BlockFace != BLOCK_FACE_NONE))
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{
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return false;
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}
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class cCallbacks :
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public cBlockTracer::cCallbacks
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{
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public:
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Vector3d m_Pos;
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bool m_HasFound;
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cCallbacks(void) :
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m_HasFound(false)
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{
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}
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virtual bool OnNextBlock(int a_CBBlockX, int a_CBBlockY, int a_CBBlockZ, BLOCKTYPE a_CBBlockType, NIBBLETYPE a_CBBlockMeta, char a_CBEntryFace) override
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{
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if (a_CBBlockType != E_BLOCK_AIR)
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{
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m_Pos.Set(a_CBBlockX, a_CBBlockY, a_CBBlockZ);
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m_HasFound = true;
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return true;
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}
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return false;
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}
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} Callbacks;
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cLineBlockTracer Tracer(*a_World, Callbacks);
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Vector3d Start(a_Player->GetEyePosition() + a_Player->GetLookVector());
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Vector3d End(a_Player->GetEyePosition() + a_Player->GetLookVector() * 5);
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Tracer.Trace(Start.x, Start.y, Start.z, End.x, End.y, End.z);
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if (!Callbacks.m_HasFound)
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{
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return false;
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}
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auto x = Callbacks.m_Pos.x;
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auto y = Callbacks.m_Pos.y;
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auto z = Callbacks.m_Pos.z;
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auto bx = FloorC(x);
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auto by = FloorC(y);
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auto bz = FloorC(z);
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// Verify that block type for spawn point is water
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BLOCKTYPE SpawnBlock = a_World->GetBlock(bx, by, bz);
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if (!IsBlockWater(SpawnBlock))
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{
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return false;
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}
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// Block above must be air to spawn a boat (prevents spawning a boat underwater)
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BLOCKTYPE BlockAbove = a_World->GetBlock(bx, by + 1, bz);
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if (BlockAbove != E_BLOCK_AIR)
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{
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return false;
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}
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// Spawn block at water level
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cBoat * Boat = new cBoat(x + 0.5, y + 0.5, z + 0.5);
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Boat->Initialize(*a_World);
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return true;
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}
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} ;
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