#pragma once
#include "ItemHandler.h"
#include "Entities/ItemFrame.h"
#include "../Entities/Player.h"
class cItemItemFrameHandler :
public cItemHandler
{
public:
cItemItemFrameHandler(int a_ItemType)
: cItemHandler(a_ItemType)
{
}
virtual bool OnItemUse(cWorld *a_World, cPlayer *a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_Dir) override
{
if ((a_Dir == BLOCK_FACE_NONE) || (a_Dir == BLOCK_FACE_YP) || (a_Dir == BLOCK_FACE_YM))
{
// Client sends this if clicked on top or bottom face
return false;
}
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_Dir); // Make sure block that will be occupied is free
BLOCKTYPE Block = a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_Dir, true); // We want the clicked block, so go back again
if (Block == E_BLOCK_AIR)
{
cItemFrame * ItemFrame = new cItemFrame(a_Dir, a_BlockX, a_BlockY, a_BlockZ);
ItemFrame->Initialize(a_World);
if (!a_Player->IsGameModeCreative())
{
a_Player->GetInventory().RemoveOneEquippedItem();
}
return true;
}
return false;
}
};