// ItemBigFlower.h // Declares the cItemBigFlower class representing the cItemHandler for big flowers #pragma once #include "ItemHandler.h" class cItemBigFlowerHandler: public cItemHandler { typedef cItemHandler super; public: cItemBigFlowerHandler(void): super(E_BLOCK_BIG_FLOWER) { } 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); // Place both blocks atomically: sSetBlockVector blks; blks.emplace_back(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_BIG_FLOWER, a_EquippedItem.m_ItemDamage & 0x07); if (a_BlockY < cChunkDef::Height - 1) { blks.emplace_back(a_BlockX, a_BlockY + 1, a_BlockZ, E_BLOCK_BIG_FLOWER, (a_EquippedItem.m_ItemDamage & 0x07) | 0x08); } return a_Player.PlaceBlocks(blks); } };