#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(cChunkInterface * a_ChunkInterface, cWorldInterface * a_WorldInterface, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ) { char Meta = a_ChunkInterface->GetBlockMeta( a_BlockX, a_BlockY, a_BlockZ ); switch( a_Player->GetEquippedItem().m_ItemType ) { case E_ITEM_WATER_BUCKET: { if (Meta < 3) { a_ChunkInterface->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_ChunkInterface->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; } } ;