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// ItemEmptyMap.h
#pragma once
#include "../Entities/Entity.h"
#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, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_Dir) override
{
UNUSED(a_Item);
UNUSED(a_BlockX);
UNUSED(a_BlockZ);
UNUSED(a_Dir);
// 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 * pow(2, DEFAULT_SCALE);
int CenterX = round(a_Player->GetPosX() / (float) RegionWidth) * RegionWidth;
int CenterZ = round(a_Player->GetPosZ() / (float) RegionWidth) * RegionWidth;
cMap * NewMap = a_World->CreateMap(CenterX, CenterZ, DEFAULT_SCALE);
// Remove empty map from inventory
if (!a_Player->GetInventory().RemoveOneEquippedItem())
{
ASSERT(!"Inventory mismatch");
return true;
}
if (NewMap == NULL)
{
return true;
}
a_Player->GetInventory().AddItem(cItem(E_ITEM_MAP, 1, NewMap->GetID()), true, true);
return true;
}
} ;
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