487f9a2aa9
Refactored all cBlockHandler and cItemHandler descendants to use Vector3.
98 lines
2.2 KiB
C++
98 lines
2.2 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/BlockSignPost.h"
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#include "../Blocks/BlockWallSign.h"
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#include "../ClientHandle.h"
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class cItemSignHandler:
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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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cItemSignHandler(int a_ItemType):
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Super(a_ItemType)
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{
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}
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virtual bool OnPlayerPlace(
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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_ClickedBlockPos,
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eBlockFace a_ClickedBlockFace,
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const Vector3i a_CursorPos
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) override
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{
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// Check if placing on something ignoring build collision to edit the correct sign later on:
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BLOCKTYPE ClickedBlockType;
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NIBBLETYPE ClickedBlockMeta;
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a_World.GetBlockTypeMeta(a_ClickedBlockPos, ClickedBlockType, ClickedBlockMeta);
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cChunkInterface ChunkInterface(a_World.GetChunkMap());
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bool IsReplacingClickedBlock = BlockHandler(ClickedBlockType)->DoesIgnoreBuildCollision(ChunkInterface, a_ClickedBlockPos, a_Player, ClickedBlockMeta);
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// If the regular placement doesn't work, do no further processing:
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if (!Super::OnPlayerPlace(a_World, a_Player, a_EquippedItem, a_ClickedBlockPos, a_ClickedBlockFace, a_CursorPos))
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{
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return false;
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}
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// Use IsReplacingClickedBlock to make sure we will edit the right sign:
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auto SignPos = IsReplacingClickedBlock ? a_ClickedBlockPos : AddFaceDirection(a_ClickedBlockPos, a_ClickedBlockFace);
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// After successfully placing the sign, open the sign editor for the player:
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a_Player.GetClientHandle()->SendEditSign(SignPos.x, SignPos.y, SignPos.z);
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return true;
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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 GetPlacementBlockTypeMeta(
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cWorld * a_World, cPlayer * a_Player,
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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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BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
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) override
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{
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if (a_ClickedBlockFace == BLOCK_FACE_TOP)
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{
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a_BlockMeta = cBlockSignPostHandler::RotationToMetaData(a_Player->GetYaw());
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a_BlockType = E_BLOCK_SIGN_POST;
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}
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else
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{
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a_BlockMeta = cBlockWallSignHandler::BlockFaceToMetaData(a_ClickedBlockFace);
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a_BlockType = E_BLOCK_WALLSIGN;
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}
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return true;
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}
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} ;
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