80 lines
1.6 KiB
C++
80 lines
1.6 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 "../Entities/Player.h"
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class cItemLighterHandler 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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if (a_ClickedBlockFace < 0)
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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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if (m_ItemType == E_ITEM_FLINT_AND_STEEL)
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{
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a_Player->UseEquippedItem();
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}
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else // Fire charge.
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{
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a_Player->GetInventory().RemoveOneEquippedItem();
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}
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}
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// Activate TNT if we clicked on it while not crouched:
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if ((a_World->GetBlock(a_ClickedBlockPos) == E_BLOCK_TNT) && !a_Player->IsCrouched())
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{
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a_World->DigBlock(a_ClickedBlockPos, a_Player);
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a_World->SpawnPrimedTNT(Vector3d(a_ClickedBlockPos) + Vector3d(0.5, 0.5, 0.5)); // 80 ticks to boom
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return false;
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}
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const auto FirePos = AddFaceDirection(a_ClickedBlockPos, a_ClickedBlockFace);
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if (!cChunkDef::IsValidHeight(FirePos.y))
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{
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return false;
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}
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// Light a fire next to / on top of the block if air:
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if (a_World->GetBlock(FirePos) == E_BLOCK_AIR)
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{
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a_World->PlaceBlock(FirePos, E_BLOCK_FIRE, 0);
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// The client plays flint and steel sounds, only need to handle fire charges:
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if (m_ItemType == E_ITEM_FIRE_CHARGE)
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{
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a_World->BroadcastSoundEffect("item.firecharge.use", FirePos, 1.0f, 1.04f);
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}
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}
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return false;
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}
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} ;
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