#pragma once #include "ItemHandler.h" #include "../World.h" #include "../Blocks/BlockBed.h" class cItemBedHandler : public cItemHandler { public: cItemBedHandler(int a_ItemType) : cItemHandler(a_ItemType) { } virtual bool IsPlaceable(void) override { return true; } 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 { // Can only be placed on the floor: if (a_BlockFace != BLOCK_FACE_TOP) { return false; } AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); // The "foot" block: sSetBlockVector blks; NIBBLETYPE BlockMeta = cBlockBedHandler::RotationToMetaData(a_Player.GetYaw()); blks.emplace_back(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_BED, BlockMeta); // Check if there is empty space for the "head" block: // (Vanilla only allows beds to be placed into air) Vector3i Direction = cBlockBedHandler::MetaDataToDirection(BlockMeta); if (a_World.GetBlock(a_BlockX + Direction.x, a_BlockY, a_BlockZ + Direction.z) != E_BLOCK_AIR) { return false; } blks.emplace_back(a_BlockX + Direction.x, a_BlockY, a_BlockZ + Direction.z, E_BLOCK_BED, BlockMeta | 0x08); // Place both bed blocks: return a_Player.PlaceBlocks(blks); } } ;