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cuberite-2a/source/items/ItemSlab.h
lapayo94@gmail.com 14dce23845 A new Block handling system :o
It was really a lot of work :D
Took me the complete weekend :D

Would really like to here your opinion on this =)
The aim of this is to put all the actions for one block in one place so it is not spread around the source. (ToPickup, Action in cWorld, Action in cChunk, Action here, action there :D)

git-svn-id: http://mc-server.googlecode.com/svn/trunk@671 0a769ca7-a7f5-676a-18bf-c427514a06d6
2012-07-15 20:36:34 +00:00

39 lines
1.0 KiB
C++

#pragma once
#include "Item.h"
#include "../cWorld.h"
class cItemSlabHandler : public cItemHandler
{
public:
cItemSlabHandler(int a_ItemID)
: cItemHandler(a_ItemID)
{
}
virtual bool OnItemUse(cWorld *a_World, cPlayer *a_Player, cItem *a_Item, int a_X, int a_Y, int a_Z, char a_Dir)
{
BLOCKTYPE Block;
NIBBLETYPE Meta;
a_World->GetBlockTypeMeta(a_X, a_Y, a_Z, Block, Meta);
if( (a_Dir == 0 || a_Dir == 1) //Only when clicking on top or on bottom of the block
&& (Block == E_BLOCK_WOODEN_SLAB || Block == E_BLOCK_STONE_SLAB) //It is a slab
&& (Block == a_Item->m_ItemID) //Same slab
&& ((Meta & 0x7) == (a_Item->m_ItemHealth & 0x7))) //Same Texture
{
if(a_Player->GetInventory().RemoveItem(cItem(a_Item->m_ItemID, 1)))
{
a_World->SetBlock(a_X, a_Y, a_Z, Block - 1, Meta); //Block - 1 simple hack to save one if statement
return true;
}
}
return false;
}
virtual char GetBlockMeta(char a_ItemMeta)
{
return a_ItemMeta;
}
};