#pragma once #include "ItemHandler.h" #include "Entities/ItemFrame.h" #include "../Entities/Player.h" class cItemItemFrameHandler : public cItemHandler { public: cItemItemFrameHandler(int a_ItemType) : cItemHandler(a_ItemType) { } 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 { if ((a_Dir == BLOCK_FACE_NONE) || (a_Dir == BLOCK_FACE_YP) || (a_Dir == BLOCK_FACE_YM)) { // Client sends this if clicked on top or bottom face return false; } AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_Dir); // Make sure block that will be occupied is free BLOCKTYPE Block = a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ); AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_Dir, true); // We want the clicked block, so go back again if (Block == E_BLOCK_AIR) { cItemFrame * ItemFrame = new cItemFrame(a_Dir, a_BlockX, a_BlockY, a_BlockZ); if (!ItemFrame->Initialize(*a_World)) { delete ItemFrame; ItemFrame = nullptr; return false; } if (!a_Player->IsGameModeCreative()) { a_Player->GetInventory().RemoveOneEquippedItem(); } return true; } return false; } };