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cuberite-2a/src/Items/ItemItemFrame.h
madmaxoft 2423fbf2ef Normalized comments.
This was mostly done automatically and then visually inspected for obvious errors.
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2014-07-17 22:15:34 +02:00

59 lines
1.2 KiB
C++

#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 = NULL;
return false;
}
if (!a_Player->IsGameModeCreative())
{
a_Player->GetInventory().RemoveOneEquippedItem();
}
return true;
}
return false;
}
};