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cuberite-2a/src/Items/ItemPainting.h

99 lines
2.2 KiB
C++

#pragma once
#include "ItemHandler.h"
#include "../World.h"
#include "../Entities/Player.h"
#include "../Entities/Painting.h"
class cItemPaintingHandler :
public cItemHandler
{
public:
cItemPaintingHandler(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)
{
// 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)
{
int Dir = 0;
// The client uses different values for painting directions and block faces. Our constants are for the block faces, so we convert them here to painting faces
switch (a_Dir)
{
case BLOCK_FACE_ZP: break; // Initialised to zero
case BLOCK_FACE_ZM: Dir = 2; break;
case BLOCK_FACE_XM: Dir = 1; break;
case BLOCK_FACE_XP: Dir = 3; break;
default: ASSERT(!"Unhandled block face when trying spawn painting!"); return false;
}
static const struct // Define all the possible painting titles
{
AString Title;
} gPaintingTitlesList[] =
{
{ "Kebab" },
{ "Aztec" },
{ "Alban" },
{ "Aztec2" },
{ "Bomb" },
{ "Plant" },
{ "Wasteland" },
{ "Wanderer" },
{ "Graham" },
{ "Pool" },
{ "Courbet" },
{ "Sunset" },
{ "Sea" },
{ "Creebet" },
{ "Match" },
{ "Bust" },
{ "Stage" },
{ "Void" },
{ "SkullAndRoses" },
{ "Wither" },
{ "Fighters" },
{ "Skeleton" },
{ "DonkeyKong" },
{ "Pointer" },
{ "Pigscene" },
{ "BurningSkull" }
};
cPainting * Painting = new cPainting(gPaintingTitlesList[a_World->GetTickRandomNumber(ARRAYCOUNT(gPaintingTitlesList) - 1)].Title, Dir, a_BlockX, a_BlockY, a_BlockZ);
Painting->Initialize(*a_World);
if (!a_Player->IsGameModeCreative())
{
a_Player->GetInventory().RemoveOneEquippedItem();
}
return true;
}
return false;
}
};