487f9a2aa9
Refactored all cBlockHandler and cItemHandler descendants to use Vector3.
69 lines
1.2 KiB
C++
69 lines
1.2 KiB
C++
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#pragma once
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#include "ItemHandler.h"
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#include "../World.h"
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#include "../Blocks/BlockBed.h"
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class cItemBedHandler:
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public cItemHandler
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{
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using Super = cItemHandler;
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public:
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cItemBedHandler(int a_ItemType):
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Super(a_ItemType)
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{
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}
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virtual bool IsPlaceable(void) override
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{
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return true;
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}
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virtual bool GetBlocksToPlace(
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cWorld & a_World,
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cPlayer & a_Player,
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const cItem & a_EquippedItem,
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const Vector3i a_PlacedBlockPos,
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eBlockFace a_ClickedBlockFace,
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const Vector3i a_CursorPos,
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sSetBlockVector & a_BlocksToPlace
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) override
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{
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// Can only be placed on the floor:
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if (a_ClickedBlockFace != BLOCK_FACE_TOP)
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{
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return false;
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}
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// The "foot" block:
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NIBBLETYPE BlockMeta = cBlockBedHandler::YawToMetaData(a_Player.GetYaw());
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a_BlocksToPlace.emplace_back(a_PlacedBlockPos, E_BLOCK_BED, BlockMeta);
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// Check if there is empty space for the "head" block:
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// (Vanilla only allows beds to be placed into air)
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auto Direction = cBlockBedHandler::MetaDataToDirection(BlockMeta);
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auto HeadPos = a_PlacedBlockPos + Direction;
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if (a_World.GetBlock(HeadPos) != E_BLOCK_AIR)
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{
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return false;
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}
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a_BlocksToPlace.emplace_back(HeadPos, E_BLOCK_BED, BlockMeta | 0x08);
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return true;
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}
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};
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