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cuberite-2a/src/Items/ItemBed.h

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#pragma once
#include "ItemHandler.h"
#include "../World.h"
#include "../Blocks/BlockBed.h"
class cItemBedHandler :
public cItemHandler
{
public:
cItemBedHandler(int a_ItemType) :
cItemHandler(a_ItemType)
{
}
virtual bool IsPlaceable(void) override
{
return true;
}
virtual bool OnPlayerPlace(
cWorld & a_World, cPlayer & a_Player, const cItem & a_EquippedItem,
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int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
int a_CursorX, int a_CursorY, int a_CursorZ
) override
{
// Can only be placed on the floor:
if (a_BlockFace != BLOCK_FACE_TOP)
{
return false;
}
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
// The "foot" block:
sSetBlockVector blks;
NIBBLETYPE BlockMeta = cBlockBedHandler::RotationToMetaData(a_Player.GetYaw());
blks.emplace_back(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_BED, BlockMeta);
// Check if there is empty space for the "head" block:
// (Vanilla only allows beds to be placed into air)
Vector3i Direction = cBlockBedHandler::MetaDataToDirection(BlockMeta);
if (a_World.GetBlock(a_BlockX + Direction.x, a_BlockY, a_BlockZ + Direction.z) != E_BLOCK_AIR)
{
return false;
}
blks.emplace_back(a_BlockX + Direction.x, a_BlockY, a_BlockZ + Direction.z, E_BLOCK_BED, BlockMeta | 0x08);
// Place both bed blocks:
return a_Player.PlaceBlocks(blks);
}
} ;