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