#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 { const auto BlockMeta = cBlockBedHandler::YawToMetaData(a_Player.GetYaw()); const auto HeadPosition = a_PlacedBlockPos + cBlockBedHandler::MetaDataToDirection(BlockMeta); // Vanilla only allows beds to be placed into air // Check if there is empty space for the "head" block: if (a_World.GetBlock(HeadPosition) != E_BLOCK_AIR) { return false; } // The "foot", and the "head" block: a_BlocksToPlace.emplace_back(a_PlacedBlockPos, E_BLOCK_BED, BlockMeta); a_BlocksToPlace.emplace_back(HeadPosition, E_BLOCK_BED, BlockMeta | 0x08); return true; } };