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#pragma once
#include "ItemHandler.h"
#include "../World.h"
#include "../Entities/Player.h"
#include "../Entities/Painting.h"
class cItemPaintingHandler:
public cItemHandler
{
using Super = cItemHandler;
public:
cItemPaintingHandler(int a_ItemType):
Super(a_ItemType)
{
}
virtual bool OnItemUse(
cWorld * a_World,
cPlayer * a_Player,
cBlockPluginInterface & a_PluginInterface,
const cItem & a_HeldItem,
const Vector3i a_ClickedBlockPos,
eBlockFace a_ClickedBlockFace
) override
{
// Paintings can't be flatly placed:
if (
(a_ClickedBlockFace == BLOCK_FACE_NONE) ||
(a_ClickedBlockFace == BLOCK_FACE_YM) ||
(a_ClickedBlockFace == BLOCK_FACE_YP)
)
{
return false;
}
// Make sure the support block is a valid block to place a painting on:
if (!cHangingEntity::IsValidSupportBlock(a_World->GetBlock(a_ClickedBlockPos)))
{
return false;
}
// Make sure block that will be occupied is free:
auto PlacePos = AddFaceDirection(a_ClickedBlockPos, a_ClickedBlockFace);
BLOCKTYPE PlaceBlockType = a_World->GetBlock(PlacePos);
if (PlaceBlockType != E_BLOCK_AIR)
{
return false;
}
// Define all the possible painting titles
static const AString gPaintingTitlesList[] =
{
{ "Kebab" },
{ "Aztec" },
{ "Alban" },
{ "Aztec2" },
{ "Bomb" },
{ "Plant" },
{ "Wasteland" },
{ "Wanderer" },
{ "Graham" },
{ "Pool" },
{ "Courbet" },
{ "Sunset" },
{ "Sea" },
{ "Creebet" },
{ "Match" },
{ "Bust" },
{ "Stage" },
{ "Void" },
{ "SkullAndRoses" },
{ "Wither" },
{ "Fighters" },
{ "Skeleton" },
{ "DonkeyKong" },
{ "Pointer" },
{ "Pigscene" },
{ "BurningSkull" }
};
auto PaintingTitle = gPaintingTitlesList[a_World->GetTickRandomNumber(ARRAYCOUNT(gPaintingTitlesList) - 1)];
// A painting, centred so pickups spawn nicely.
auto Painting = std::make_unique<cPainting>(PaintingTitle, a_ClickedBlockFace, Vector3d(0.5, 0.5, 0.5) + PlacePos);
auto PaintingPtr = Painting.get();
if (!PaintingPtr->Initialize(std::move(Painting), *a_World))
{
return false;
}
if (!a_Player->IsGameModeCreative())
{
a_Player->GetInventory().RemoveOneEquippedItem();
}
return true;
}
};
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