// ItemEmptyMap.h #pragma once #include "../Item.h" class cItemEmptyMapHandler : public cItemHandler { typedef cItemHandler super; static const unsigned int DEFAULT_SCALE = 0; public: cItemEmptyMapHandler() : super(E_ITEM_EMPTY_MAP) { } virtual bool OnItemUse( cWorld * a_World, cPlayer * a_Player, cBlockPluginInterface & a_PluginInterface, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace ) override { UNUSED(a_Item); UNUSED(a_BlockX); UNUSED(a_BlockZ); UNUSED(a_BlockFace); // The map center is fixed at the central point of the 8x8 block of chunks you are standing in when you right-click it. const int RegionWidth = cChunkDef::Width * 8; int CenterX = FloorC(a_Player->GetPosX() / RegionWidth) * RegionWidth + (RegionWidth / 2); int CenterZ = FloorC(a_Player->GetPosZ() / RegionWidth) * RegionWidth + (RegionWidth / 2); cMap * NewMap = a_World->GetMapManager().CreateMap(CenterX, CenterZ, DEFAULT_SCALE); // Remove empty map from inventory if (!a_Player->GetInventory().RemoveOneEquippedItem()) { ASSERT(!"Inventory mismatch"); return true; } if (NewMap == nullptr) { return true; } a_Player->GetInventory().AddItem(cItem(E_ITEM_MAP, 1, static_cast(NewMap->GetID() & 0x7fff))); return true; } } ;