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cuberite-2a/src/Items/ItemItemFrame.h
Tiger Wang 464ec47eb7 Implemented item frames, a part of #689
+ Implemented Item Frames
* Fixed Pitch and Yaw being wrongly flipped in the protocol (XOFT!)
2014-02-17 23:00:03 +00:00

63 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)
{
return false;
}
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_Dir);
BLOCKTYPE Block = a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_Dir, true);
if (Block == E_BLOCK_AIR)
{
int Dir = 0;
switch (a_Dir)
{
case BLOCK_FACE_SOUTH: break;
case BLOCK_FACE_NORTH: Dir = 2; break;
case BLOCK_FACE_WEST: Dir = 1; break;
case BLOCK_FACE_EAST: Dir = 3; break;
default: return false;
}
cItemFrame * ItemFrame = new cItemFrame(Dir, a_BlockX, a_BlockY, a_BlockZ);
ItemFrame->Initialize(a_World);
if (!a_Player->IsGameModeCreative())
{
a_Player->GetInventory().RemoveOneEquippedItem();
}
return true;
}
return false;
}
};