#pragma once
#include "ItemHandler.h"
#include "../World.h"
#include "../Blocks/BlockSignPost.h"
#include "../Blocks/BlockWallSign.h"
#include "../ClientHandle.h"
class cItemSignHandler:
public cItemHandler
{
using Super = cItemHandler;
public:
cItemSignHandler(int a_ItemType):
Super(a_ItemType)
{
}
virtual bool OnPlayerPlace(
cWorld & a_World, cPlayer & a_Player, const cItem & a_EquippedItem,
int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
int a_CursorX, int a_CursorY, int a_CursorZ
) override
{
// Check if placing on something ignoring build collision to edit the correct sign later on:
BLOCKTYPE ClickedBlock;
NIBBLETYPE ClickedBlockMeta;
a_World.GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, ClickedBlock, ClickedBlockMeta);
cChunkInterface ChunkInterface(a_World.GetChunkMap());
bool isReplacingClickedBlock = BlockHandler(ClickedBlock)->DoesIgnoreBuildCollision(ChunkInterface, { a_BlockX, a_BlockY, a_BlockZ }, a_Player, ClickedBlockMeta);
// If the regular placement doesn't work, do no further processing:
if (!Super::OnPlayerPlace(a_World, a_Player, a_EquippedItem, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ))
{
return false;
}
// Use isReplacingClickedBlock to make sure we will edit the right sign:
if (!isReplacingClickedBlock)
{
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
}
// After successfully placing the sign, open the sign editor for the player:
a_Player.GetClientHandle()->SendEditSign(a_BlockX, a_BlockY, a_BlockZ);
return true;
}
virtual bool IsPlaceable(void) override
{
return true;
}
virtual bool GetPlacementBlockTypeMeta(
cWorld * a_World, cPlayer * a_Player,
int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
int a_CursorX, int a_CursorY, int a_CursorZ,
BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
) override
{
if (a_BlockFace == BLOCK_FACE_TOP)
{
a_BlockMeta = cBlockSignPostHandler::RotationToMetaData(a_Player->GetYaw());
a_BlockType = E_BLOCK_SIGN_POST;
}
else
{
a_BlockMeta = cBlockWallSignHandler::DirectionToMetaData(a_BlockFace);
a_BlockType = E_BLOCK_WALLSIGN;
}
return true;
}
} ;