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#pragma once
#include "ItemHandler.h"
#include "../World.h"
#include "../Blocks/BlockBed.h"
class cItemBedHandler:
public cItemHandler
{
using Super = cItemHandler;
public:
cItemBedHandler(int a_ItemType):
Super(a_ItemType)
{
}
virtual bool IsPlaceable(void) override
{
return true;
}
virtual bool GetBlocksToPlace(
cWorld & a_World,
cPlayer & a_Player,
const cItem & a_EquippedItem,
const Vector3i a_PlacedBlockPos,
eBlockFace a_ClickedBlockFace,
const Vector3i a_CursorPos,
sSetBlockVector & a_BlocksToPlace
) override
{
// Can only be placed on the floor:
if (a_ClickedBlockFace != BLOCK_FACE_TOP)
{
return false;
}
// The "foot" block:
NIBBLETYPE BlockMeta = cBlockBedHandler::YawToMetaData(a_Player.GetYaw());
a_BlocksToPlace.emplace_back(a_PlacedBlockPos, E_BLOCK_BED, BlockMeta);
// Check if there is empty space for the "head" block:
// (Vanilla only allows beds to be placed into air)
auto Direction = cBlockBedHandler::MetaDataToDirection(BlockMeta);
auto HeadPos = a_PlacedBlockPos + Direction;
if (a_World.GetBlock(HeadPos) != E_BLOCK_AIR)
{
return false;
}
a_BlocksToPlace.emplace_back(HeadPos, E_BLOCK_BED, BlockMeta | 0x08);
return true;
}
};
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