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#pragma once
#include "ItemHandler.h"
#include "../Entities/ItemFrame.h"
#include "../Entities/Player.h"
class cItemItemFrameHandler final:
public cItemHandler
{
using Super = cItemHandler;
public:
using Super::Super;
virtual bool OnItemUse(
cWorld * a_World,
cPlayer * a_Player,
cBlockPluginInterface & a_PluginInterface,
const cItem & a_HeldItem,
const Vector3i a_ClickedBlockPos,
eBlockFace a_ClickedBlockFace
) const override
{
// Can only place on a side face:
if ((a_ClickedBlockFace == BLOCK_FACE_NONE) || (a_ClickedBlockFace == BLOCK_FACE_YP) || (a_ClickedBlockFace == BLOCK_FACE_YM))
{
return false;
}
// Make sure the support block is a valid block to place an item frame on:
if (!cHangingEntity::IsValidSupportBlock(a_World->GetBlock(a_ClickedBlockPos)))
{
return false;
}
// Make sure block that will be occupied by the item frame is free now:
const auto PlacePos = AddFaceDirection(a_ClickedBlockPos, a_ClickedBlockFace);
BLOCKTYPE Block = a_World->GetBlock(PlacePos);
if (Block != E_BLOCK_AIR)
{
return false;
}
// An item frame, centred so pickups spawn nicely.
auto ItemFrame = std::make_unique<cItemFrame>(a_ClickedBlockFace, Vector3d(0.5, 0.5, 0.5) + PlacePos);
auto ItemFramePtr = ItemFrame.get();
if (!ItemFramePtr->Initialize(std::move(ItemFrame), *a_World))
{
return false;
}
if (!a_Player->IsGameModeCreative())
{
a_Player->GetInventory().RemoveOneEquippedItem();
}
return true;
}
};
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