#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) || (a_Dir == BLOCK_FACE_YM) || (a_Dir == BLOCK_FACE_YP)) { // Paintings can't be flatly placed 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); if (Block == E_BLOCK_AIR) { 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, a_Dir, a_BlockX, a_BlockY, a_BlockZ); Painting->Initialize(*a_World); if (!a_Player->IsGameModeCreative()) { a_Player->GetInventory().RemoveOneEquippedItem(); } return true; } return false; } };