From 3889b2cac26410650d7ec6f296e0bb19c3debb4b Mon Sep 17 00:00:00 2001 From: Mattes D Date: Sun, 21 Jun 2015 19:49:22 +0200 Subject: Refactored block placement workflow. Multi-blocks can now use the default OnPlayerPlaced() callback in cItemHandler. --- src/Items/ItemBed.h | 15 ++++++--------- 1 file changed, 6 insertions(+), 9 deletions(-) (limited to 'src/Items/ItemBed.h') diff --git a/src/Items/ItemBed.h b/src/Items/ItemBed.h index 77d51d744..15b924a08 100644 --- a/src/Items/ItemBed.h +++ b/src/Items/ItemBed.h @@ -25,10 +25,11 @@ public: } - virtual bool OnPlayerPlace( + virtual bool GetBlocksToPlace( cWorld & a_World, cPlayer & a_Player, const cItem & a_EquippedItem, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, - int a_CursorX, int a_CursorY, int a_CursorZ + int a_CursorX, int a_CursorY, int a_CursorZ, + sSetBlockVector & a_BlocksToPlace ) override { // Can only be placed on the floor: @@ -36,12 +37,10 @@ public: { return false; } - AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); // The "foot" block: - sSetBlockVector blks; NIBBLETYPE BlockMeta = cBlockBedHandler::RotationToMetaData(a_Player.GetYaw()); - blks.emplace_back(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_BED, BlockMeta); + a_BlocksToPlace.emplace_back(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_BED, BlockMeta); // Check if there is empty space for the "head" block: // (Vanilla only allows beds to be placed into air) @@ -50,10 +49,8 @@ public: { return false; } - blks.emplace_back(a_BlockX + Direction.x, a_BlockY, a_BlockZ + Direction.z, E_BLOCK_BED, BlockMeta | 0x08); - - // Place both bed blocks: - return a_Player.PlaceBlocks(blks); + a_BlocksToPlace.emplace_back(a_BlockX + Direction.x, a_BlockY, a_BlockZ + Direction.z, E_BLOCK_BED, BlockMeta | 0x08); + return true; } } ; -- cgit v1.2.3