// ItemBoat.h // Declares the various boat ItemHandlers #pragma once #include "../Entities/Boat.h" #include "../LineBlockTracer.h" class cItemBoatHandler : public cItemHandler { typedef cItemHandler super; public: cItemBoatHandler(int a_ItemType) : super(a_ItemType) { } 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 ) override { if ((a_BlockFace != BLOCK_FACE_YM) && (a_BlockFace != BLOCK_FACE_NONE)) { return false; } class cCallbacks : public cBlockTracer::cCallbacks { public: Vector3d m_Pos; bool m_HasFound; cCallbacks(void) : m_HasFound(false) { } virtual bool OnNextBlock(int a_CBBlockX, int a_CBBlockY, int a_CBBlockZ, BLOCKTYPE a_CBBlockType, NIBBLETYPE a_CBBlockMeta, char a_CBEntryFace) override { if (a_CBBlockType != E_BLOCK_AIR) { m_Pos.Set(a_CBBlockX, a_CBBlockY, a_CBBlockZ); m_HasFound = true; return true; } 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); if (!Callbacks.m_HasFound) { return false; } double x = Callbacks.m_Pos.x; double y = Callbacks.m_Pos.y; double z = Callbacks.m_Pos.z; // Verify that block type for spawn point is water BLOCKTYPE SpawnBlock = a_World->GetBlock(x, y, z); if (!IsBlockWater(SpawnBlock)) { return false; } // Block above must be air to spawn a boat (prevents spawning a boat underwater) BLOCKTYPE BlockAbove = a_World->GetBlock(x, y + 1, z); if (BlockAbove != E_BLOCK_AIR) { return false; } // Spawn block at water level a_World->SpawnBoat(x + 0.5, y + 0.5, z + 0.5); return true; } } ;