85 lines
1.8 KiB
C++
85 lines
1.8 KiB
C++
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#pragma once
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#include "BlockHandler.h"
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#include "../Entities/Player.h"
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#include "Vector3.h"
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#include "../LineBlockTracer.h"
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class cBlockLilypadHandler :
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public cBlockHandler
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{
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typedef cBlockHandler super;
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public:
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cBlockLilypadHandler(BLOCKTYPE a_BlockType)
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: cBlockHandler(a_BlockType)
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{
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}
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virtual bool GetPlacementBlockTypeMeta(
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cChunkInterface & a_ChunkInterface, cPlayer * a_Player,
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int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
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int a_CursorX, int a_CursorY, int a_CursorZ,
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BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
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) override
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{
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if (a_BlockFace > 0)
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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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cCallbacks(void) :
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m_HasHitFluid(false)
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{
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}
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virtual bool OnNextBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, char a_EntryFace) override
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{
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if (IsBlockWater(a_BlockType) || IsBlockLava(a_BlockType))
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{
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if ((a_BlockMeta != 0) || (a_EntryFace == BLOCK_FACE_NONE)) // The hit block should be a source. The FACE_NONE check is for AddFaceDir below
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{
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return false;
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}
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m_HasHitFluid = true;
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, (eBlockFace)a_EntryFace);
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m_Pos.Set(a_BlockX, a_BlockY, a_BlockZ);
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return true;
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}
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return false;
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}
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Vector3i m_Pos;
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bool m_HasHitFluid;
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} Callbacks;
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cLineBlockTracer Tracer(*a_Player->GetWorld(), 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_HasHitFluid)
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{
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a_Player->GetWorld()->SetBlock(Callbacks.m_Pos.x, Callbacks.m_Pos.y, Callbacks.m_Pos.z, E_BLOCK_LILY_PAD, 0);
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}
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return false;
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}
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};
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