#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) { // 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) { int Dir = 0; switch (a_Dir) { case BLOCK_FACE_ZP: break; // Initialised to zero case BLOCK_FACE_ZM: Dir = 2; break; case BLOCK_FACE_XM: Dir = 1; break; case BLOCK_FACE_XP: Dir = 3; break; default: ASSERT(!"Unhandled block face when trying spawn item frame!"); return false; } cItemFrame * ItemFrame = new cItemFrame(Dir, a_BlockX, a_BlockY, a_BlockZ); ItemFrame->Initialize(a_World); if (!a_Player->IsGameModeCreative()) { a_Player->GetInventory().RemoveOneEquippedItem(); } return true; } return false; } };