74 lines
1.5 KiB
C++
74 lines
1.5 KiB
C++
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#pragma once
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#include "ItemHandler.h"
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#include "../Entities/ItemFrame.h"
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#include "../Entities/Player.h"
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class cItemItemFrameHandler final:
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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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using Super::Super;
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virtual bool OnItemUse(
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cWorld * a_World,
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cPlayer * a_Player,
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cBlockPluginInterface & a_PluginInterface,
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const cItem & a_HeldItem,
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const Vector3i a_ClickedBlockPos,
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eBlockFace a_ClickedBlockFace
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) const override
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{
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// Can only place on a side face:
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if ((a_ClickedBlockFace == BLOCK_FACE_NONE) || (a_ClickedBlockFace == BLOCK_FACE_YP) || (a_ClickedBlockFace == BLOCK_FACE_YM))
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{
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return false;
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}
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// Make sure the support block is a valid block to place an item frame on:
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if (!cHangingEntity::IsValidSupportBlock(a_World->GetBlock(a_ClickedBlockPos)))
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{
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return false;
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}
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// Make sure block that will be occupied by the item frame is free now:
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const auto PlacePos = AddFaceDirection(a_ClickedBlockPos, a_ClickedBlockFace);
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BLOCKTYPE Block = a_World->GetBlock(PlacePos);
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if (Block != E_BLOCK_AIR)
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{
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return false;
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}
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// An item frame, centred so pickups spawn nicely.
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auto ItemFrame = std::make_unique<cItemFrame>(a_ClickedBlockFace, Vector3d(0.5, 0.5, 0.5) + PlacePos);
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auto ItemFramePtr = ItemFrame.get();
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if (!ItemFramePtr->Initialize(std::move(ItemFrame), *a_World))
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{
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return false;
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}
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if (!a_Player->IsGameModeCreative())
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{
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a_Player->GetInventory().RemoveOneEquippedItem();
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}
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return true;
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}
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};
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