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cuberite-2a/source/Blocks/BlockCauldron.h
madmaxoft@gmail.com cf87169737 Refactored cInventory to use cItemGrid for the actual Storage
This makes the API more orthogonal and is easier to use in the plugins. Also changes in the inventory are now propagated to the needed places (armor updates to BroadcastEntityEquipment etc.) even when the inventory is changed by a plugin.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1503 0a769ca7-a7f5-676a-18bf-c427514a06d6
2013-05-24 07:30:39 +00:00

60 lines
1.2 KiB
C++

#pragma once
#include "BlockHandler.h"
class cBlockCauldronHandler :
public cBlockHandler
{
public:
cBlockCauldronHandler(BLOCKTYPE a_BlockType)
: cBlockHandler(a_BlockType)
{
}
virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
{
a_Pickups.push_back(cItem(E_ITEM_CAULDRON, 1, 0));
}
void OnUse(cWorld * a_World, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ)
{
char Meta = a_World->GetBlockMeta( a_BlockX, a_BlockY, a_BlockZ );
switch( a_Player->GetEquippedItem().m_ItemType )
{
case E_ITEM_WATER_BUCKET:
{
a_World->SetBlockMeta( a_BlockX, a_BlockY, a_BlockZ, 3 );
a_Player->GetInventory().RemoveOneEquippedItem();
cItem NewItem(E_ITEM_BUCKET, 1);
a_Player->GetInventory().AddItem(NewItem);
break;
}
case E_ITEM_GLASS_BOTTLE:
{
if( Meta > 0 )
{
a_World->SetBlockMeta( a_BlockX, a_BlockY, a_BlockZ, --Meta);
a_Player->GetInventory().RemoveOneEquippedItem();
cItem NewItem(E_ITEM_POTIONS, 1, 0);
a_Player->GetInventory().AddItem(NewItem);
}
break;
}
}
}
virtual bool IsUseable() override
{
return true;
}
} ;