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#pragma once
#include "ItemHandler.h"
#include "../World.h"
#include "../Entities/Player.h"
class cItemLighterHandler:
public cItemHandler
{
using Super = cItemHandler;
public:
cItemLighterHandler(int a_ItemType):
Super(a_ItemType)
{
}
virtual bool OnItemUse(
cWorld * a_World,
cPlayer * a_Player,
cBlockPluginInterface & a_PluginInterface,
const cItem & a_HeldItem,
const Vector3i a_ClickedBlockPos,
eBlockFace a_ClickedBlockFace
) override
{
if (a_ClickedBlockFace < 0)
{
return false;
}
if (!a_Player->IsGameModeCreative())
{
if (m_ItemType == E_ITEM_FLINT_AND_STEEL)
{
a_Player->UseEquippedItem();
}
else // Fire charge.
{
a_Player->GetInventory().RemoveOneEquippedItem();
}
}
// Activate TNT if we clicked on it while not crouched:
if ((a_World->GetBlock(a_ClickedBlockPos) == E_BLOCK_TNT) && !a_Player->IsCrouched())
{
a_World->DigBlock(a_ClickedBlockPos, a_Player);
a_World->SpawnPrimedTNT(Vector3d(a_ClickedBlockPos) + Vector3d(0.5, 0.5, 0.5)); // 80 ticks to boom
return false;
}
const auto FirePos = AddFaceDirection(a_ClickedBlockPos, a_ClickedBlockFace);
if (!cChunkDef::IsValidHeight(FirePos.y))
{
return false;
}
// Light a fire next to / on top of the block if air:
if (a_World->GetBlock(FirePos) == E_BLOCK_AIR)
{
a_World->PlaceBlock(FirePos, E_BLOCK_FIRE, 0);
// The client plays flint and steel sounds, only need to handle fire charges:
if (m_ItemType == E_ITEM_FIRE_CHARGE)
{
a_World->BroadcastSoundEffect("item.firecharge.use", FirePos, 1.0f, 1.04f);
}
}
return false;
}
} ;
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