// ItemEmptyMap.h #pragma once #include "../Entities/Entity.h" #include "../Item.h" class cItemEmptyMapHandler : public cItemHandler { typedef cItemHandler super; static const unsigned int DEFAULT_SCALE = 0; public: cItemEmptyMapHandler() : super(E_ITEM_EMPTY_MAP) { } virtual bool OnItemUse(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_Dir) override { UNUSED(a_Item); UNUSED(a_BlockX); UNUSED(a_BlockZ); UNUSED(a_Dir); // The map center is fixed at the central point of the 8x8 block of chunks you are standing in when you right-click it. const int RegionWidth = cChunkDef::Width * 8 * pow(2, DEFAULT_SCALE); int CenterX = round(a_Player->GetPosX() / (float) RegionWidth) * RegionWidth; int CenterZ = round(a_Player->GetPosZ() / (float) RegionWidth) * RegionWidth; cMap * NewMap = a_World->CreateMap(CenterX, CenterZ, DEFAULT_SCALE); // Remove empty map from inventory if (!a_Player->GetInventory().RemoveOneEquippedItem()) { ASSERT(!"Inventory mismatch"); return true; } if (NewMap == NULL) { return true; } a_Player->GetInventory().AddItem(cItem(E_ITEM_MAP, 1, NewMap->GetID()), true, true); return true; } } ;