#pragma once #include "ItemHandler.h" #include "../World.h" #include "../Blocks/BlockBed.h" class cItemBedHandler: public cItemHandler { using Super = cItemHandler; public: cItemBedHandler(int a_ItemType): Super(a_ItemType) { } virtual bool IsPlaceable(void) override { return true; } virtual bool GetBlocksToPlace( cWorld & a_World, cPlayer & a_Player, const cItem & a_EquippedItem, const Vector3i a_PlacedBlockPos, eBlockFace a_ClickedBlockFace, const Vector3i a_CursorPos, sSetBlockVector & a_BlocksToPlace ) override { // Can only be placed on the floor: if (a_ClickedBlockFace != BLOCK_FACE_TOP) { return false; } // The "foot" block: NIBBLETYPE BlockMeta = cBlockBedHandler::YawToMetaData(a_Player.GetYaw()); a_BlocksToPlace.emplace_back(a_PlacedBlockPos, E_BLOCK_BED, BlockMeta); // Check if there is empty space for the "head" block: // (Vanilla only allows beds to be placed into air) auto Direction = cBlockBedHandler::MetaDataToDirection(BlockMeta); auto HeadPos = a_PlacedBlockPos + Direction; if (a_World.GetBlock(HeadPos) != E_BLOCK_AIR) { return false; } a_BlocksToPlace.emplace_back(HeadPos, E_BLOCK_BED, BlockMeta | 0x08); return true; } };