54 lines
1.3 KiB
C++
54 lines
1.3 KiB
C++
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#pragma once
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#include "ItemHandler.h"
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#include "../World.h"
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class cItemSlabHandler : public cItemHandler
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{
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public:
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cItemSlabHandler(int a_ItemType)
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: cItemHandler(a_ItemType)
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{
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}
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virtual bool OnItemUse(cWorld * a_World, cPlayer * a_Player, cItem * a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Dir) override
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{
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BLOCKTYPE Block;
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NIBBLETYPE Meta;
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a_World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, Block, Meta);
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if (
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((a_Dir == 0) || (a_Dir == 1)) // Only when clicking on top or on bottom of the block
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&& ((Block == E_BLOCK_WOODEN_SLAB) || (Block == E_BLOCK_STONE_SLAB)) // It is a slab
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&& (Block == a_Item->m_ItemType) // Same slab
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&& ((Meta & 0x7) == (a_Item->m_ItemDamage & 0x7))) // Same Texture
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{
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if (a_Player->GetGameMode() == eGameMode_Creative)
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{
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a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, Block - 1, Meta); // Block - 1 simple hack to save one if statement
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return true;
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}
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else
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{
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cItem Item(a_Item->m_ItemType, 1);
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if (a_Player->GetInventory().RemoveItem(Item))
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{
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a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, Block - 1, Meta); // Block - 1 simple hack to save one if statement
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return true;
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}
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}
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}
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return false;
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}
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} ;
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