summaryrefslogtreecommitdiffstats
path: root/src/Items/ItemBoat.h
diff options
context:
space:
mode:
Diffstat (limited to '')
-rw-r--r--src/Items/ItemBoat.h42
1 files changed, 22 insertions, 20 deletions
diff --git a/src/Items/ItemBoat.h b/src/Items/ItemBoat.h
index 682b68ff2..b6af554c5 100644
--- a/src/Items/ItemBoat.h
+++ b/src/Items/ItemBoat.h
@@ -22,24 +22,32 @@ public:
+
+
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
+ cWorld * a_World,
+ cPlayer * a_Player,
+ cBlockPluginInterface & a_PluginInterface,
+ const cItem & a_HeldItem,
+ const Vector3i a_ClickedBlockPos,
+ eBlockFace a_ClickedBlockFace
) override
{
- if ((a_BlockFace != BLOCK_FACE_YM) && (a_BlockFace != BLOCK_FACE_NONE))
+ // Only allow placing blocks on top of blocks, or when not in range of dest block:
+ if ((a_ClickedBlockFace != BLOCK_FACE_YM) && (a_ClickedBlockFace != BLOCK_FACE_NONE))
{
return false;
}
- class cCallbacks :
+ // Find the actual placement position by tracing line of sight until non-air block:
+ class cCallbacks:
public cBlockTracer::cCallbacks
{
public:
Vector3d m_Pos;
bool m_HasFound;
- cCallbacks(void) :
+ cCallbacks():
m_HasFound(false)
{
}
@@ -55,27 +63,21 @@ public:
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);
-
+ auto Start = a_Player->GetEyePosition() + a_Player->GetLookVector();
+ auto End = a_Player->GetEyePosition() + a_Player->GetLookVector() * 5;
+ cLineBlockTracer::Trace(*a_World, Callbacks, Start, End);
if (!Callbacks.m_HasFound)
{
return false;
}
- auto x = Callbacks.m_Pos.x;
- auto y = Callbacks.m_Pos.y;
- auto z = Callbacks.m_Pos.z;
- auto bx = FloorC(x);
- auto by = FloorC(y);
- auto bz = FloorC(z);
-
// Block above must be air to spawn a boat (prevents spawning a boat underwater)
- BLOCKTYPE BlockAbove = a_World->GetBlock(bx, by + 1, bz);
+ auto PosAbove = Callbacks.m_Pos.Floor().addedY(1);
+ if (!cChunkDef::IsValidHeight(PosAbove.y))
+ {
+ return false;
+ }
+ BLOCKTYPE BlockAbove = a_World->GetBlock(PosAbove);
if (BlockAbove != E_BLOCK_AIR)
{
return false;