#pragma once #include "ItemHandler.h" #include "../World.h" #include "../Entities/Player.h" #include "../Entities/Painting.h" class cItemPaintingHandler : public cItemHandler { public: cItemPaintingHandler(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) { // 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) { int Dir = 0; // The client uses different values for painting directions and block faces. Our constants are for the block faces, so we convert them here to painting faces switch (a_Dir) { case BLOCK_FACE_ZP: break; // Initialised to zero case BLOCK_FACE_ZM: Dir = 2; break; case BLOCK_FACE_XM: Dir = 1; break; case BLOCK_FACE_XP: Dir = 3; break; default: ASSERT(!"Unhandled block face when trying spawn painting!"); return false; } static const struct // Define all the possible painting titles { AString Title; } gPaintingTitlesList[] = { { "Kebab" }, { "Aztec" }, { "Alban" }, { "Aztec2" }, { "Bomb" }, { "Plant" }, { "Wasteland" }, { "Wanderer" }, { "Graham" }, { "Pool" }, { "Courbet" }, { "Sunset" }, { "Sea" }, { "Creebet" }, { "Match" }, { "Bust" }, { "Stage" }, { "Void" }, { "SkullAndRoses" }, { "Wither" }, { "Fighters" }, { "Skeleton" }, { "DonkeyKong" }, { "Pointer" }, { "Pigscene" }, { "BurningSkull" } }; cPainting * Painting = new cPainting(gPaintingTitlesList[a_World->GetTickRandomNumber(ARRAYCOUNT(gPaintingTitlesList) - 1)].Title, Dir, a_BlockX, a_BlockY, a_BlockZ); Painting->Initialize(*a_World); if (!a_Player->IsGameModeCreative()) { a_Player->GetInventory().RemoveOneEquippedItem(); } return true; } return false; } };