#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(BLOCKTYPE a_BlockType) : cItemHandler(a_BlockType) { } 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_World) : m_HasHitFluid(false), m_World(a_World) { } virtual bool OnNextBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, char a_EntryFace) override { if (IsBlockWater(a_BlockType)) { if ((a_BlockMeta != 0) || (a_EntryFace == BLOCK_FACE_NONE)) // The hit block should be a source. The FACE_NONE check is clicking whilst submerged { return false; } a_EntryFace = BLOCK_FACE_YP; // Always place pad at top of water block AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, (eBlockFace)a_EntryFace); BLOCKTYPE Block = m_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ); if ( !IsBlockWater(Block) && cBlockInfo::FullyOccupiesVoxel(Block) ) { // Can't place lilypad on air/in another block! return true; } m_HasHitFluid = true; m_Pos.Set(a_BlockX, a_BlockY, a_BlockZ); 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; } };