347e80bdd8
Note that they just mirror chests now, so no per player inventory.
72 lines
1.3 KiB
C++
72 lines
1.3 KiB
C++
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#pragma once
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#include "BlockEntity.h"
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class cBlockEnderchestHandler :
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public cBlockEntityHandler
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{
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public:
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cBlockEnderchestHandler(BLOCKTYPE a_BlockType)
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: cBlockEntityHandler(a_BlockType)
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{
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}
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virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
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{
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//todo: Drop Ender Chest if using silk touch pickaxe
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a_Pickups.push_back(cItem(E_BLOCK_OBSIDIAN, 8, 0));
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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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int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace,
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int a_CursorX, int a_CursorY, int a_CursorZ,
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BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
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) override
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{
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a_BlockType = m_BlockType;
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a_BlockMeta = RotationToMetaData(a_Player->GetRotation());
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return true;
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}
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virtual const char * GetStepSound(void) override
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{
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return "step.stone";
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}
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static NIBBLETYPE RotationToMetaData(double a_Rotation)
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{
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a_Rotation += 90 + 45; // So its not aligned with axis
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if (a_Rotation > 360.f)
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{
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a_Rotation -= 360.f;
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}
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if ((a_Rotation >= 0.f) && (a_Rotation < 90.f))
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{
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return 0x4;
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}
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else if ((a_Rotation >= 180) && (a_Rotation < 270))
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{
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return 0x5;
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}
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else if ((a_Rotation >= 90) && (a_Rotation < 180))
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{
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return 0x2;
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}
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else
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{
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return 0x3;
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}
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}
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} ;
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