Esempio n. 1
0
        bool DoDrill(Player p, Vec3S32[] marks, object state, ExtBlock block)
        {
            ushort x = (ushort)marks[0].X, y = (ushort)marks[0].Y, z = (ushort)marks[0].Z;

            block = p.level.GetBlock(x, y, z);
            int dist = (ushort)state, numBlocks = (3 * 3) * dist;

            if (numBlocks > p.group.DrawLimit)
            {
                Player.Message(p, "You tried to drill " + numBlocks + " blocks.");
                Player.Message(p, "You cannot drill more than " + p.group.DrawLimit + ".");
                return(false);
            }

            int dx = 0, dz = 0;

            DirUtils.FourYaw(p.Rot.RotY, out dx, out dz);
            Level lvl = p.level;

            if (dx != 0)
            {
                for (int depth = 0; depth < dist; x += (ushort)dx, depth++)
                {
                    if (x >= lvl.Width)
                    {
                        continue;
                    }

                    for (ushort yy = (ushort)(y - 1); yy <= (ushort)(y + 1); yy++)
                    {
                        for (ushort zz = (ushort)(z - 1); zz <= (ushort)(z + 1); zz++)
                        {
                            DoBlock(p, lvl, block, x, yy, zz);
                        }
                    }
                }
            }
            else
            {
                for (int depth = 0; depth < dist; z += (ushort)dz, depth++)
                {
                    if (z >= lvl.Length)
                    {
                        break;
                    }

                    for (ushort yy = (ushort)(y - 1); yy <= (ushort)(y + 1); yy++)
                    {
                        for (ushort xx = (ushort)(x - 1); xx <= (ushort)(x + 1); xx++)
                        {
                            DoBlock(p, lvl, block, xx, yy, z);
                        }
                    }
                }
            }

            Player.Message(p, "Drilled " + numBlocks + " blocks.");
            return(true);
        }
Esempio n. 2
0
        bool DoDrill(Player p, Vec3S32[] marks, object state, byte type, byte extType)
        {
            ushort x = (ushort)marks[0].X, y = (ushort)marks[0].Y, z = (ushort)marks[0].Z;

            type = p.level.GetTile(x, y, z); extType = 0;
            if (type == Block.custom_block)
            {
                extType = p.level.GetExtTile(x, y, z);
            }
            int dist = (int)state, numBlocks = (3 * 3) * dist;

            if (numBlocks > p.group.maxBlocks)
            {
                Player.Message(p, "You tried to drill " + numBlocks + " blocks.");
                Player.Message(p, "You cannot drill more than " + p.group.maxBlocks + ".");
                return(false);
            }

            int dx = 0, dz = 0;

            DirUtils.FourYaw(p.rot[0], out dx, out dz);
            Level lvl = p.level;

            if (dx != 0)
            {
                for (int depth = 0; depth < dist; x += (ushort)dx, depth++)
                {
                    if (x >= lvl.Width)
                    {
                        continue;
                    }

                    for (ushort yy = (ushort)(y - 1); yy <= (ushort)(y + 1); yy++)
                    {
                        for (ushort zz = (ushort)(z - 1); zz <= (ushort)(z + 1); zz++)
                        {
                            DoBlock(p, lvl, type, extType, x, yy, zz);
                        }
                    }
                }
            }
            else
            {
                for (int depth = 0; depth < dist; z += (ushort)dz, depth++)
                {
                    if (z >= lvl.Length)
                    {
                        break;
                    }

                    for (ushort yy = (ushort)(y - 1); yy <= (ushort)(y + 1); yy++)
                    {
                        for (ushort xx = (ushort)(x - 1); xx <= (ushort)(x + 1); xx++)
                        {
                            DoBlock(p, lvl, type, extType, xx, yy, z);
                        }
                    }
                }
            }

            Player.Message(p, "Drilled " + numBlocks + " blocks.");
            return(true);
        }