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path: root/src/Blocks/BlockCauldron.h
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#pragma once

#include "BlockHandler.h"





class cBlockCauldronHandler :
	public cBlockHandler
{
public:
	cBlockCauldronHandler(BLOCKTYPE a_BlockType)
		: cBlockHandler(a_BlockType)
	{
	}

	virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
	{
		a_Pickups.push_back(cItem(E_ITEM_CAULDRON, 1, 0));
	}

	void OnUse(cChunkInterface * a_ChunkInterface, cWorldInterface * a_WorldInterface, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ)
	{
		char Meta = a_ChunkInterface->GetBlockMeta( a_BlockX, a_BlockY, a_BlockZ );
		switch( a_Player->GetEquippedItem().m_ItemType )
		{
			case E_ITEM_WATER_BUCKET:
			{
				if (Meta < 3)
				{
					a_ChunkInterface->SetBlockMeta( a_BlockX, a_BlockY, a_BlockZ, 3 );
					a_Player->GetInventory().RemoveOneEquippedItem();
					cItem NewItem(E_ITEM_BUCKET, 1);
					a_Player->GetInventory().AddItem(NewItem);
				}
				break;
			}
			case E_ITEM_GLASS_BOTTLE:
			{
				if (Meta > 0)
				{
					a_ChunkInterface->SetBlockMeta( a_BlockX, a_BlockY, a_BlockZ, --Meta);
					a_Player->GetInventory().RemoveOneEquippedItem();
					cItem NewItem(E_ITEM_POTIONS, 1, 0);
					a_Player->GetInventory().AddItem(NewItem);
				}
				break;
			}
		}
	}

	virtual bool IsUseable() override
	{
		return true;
	}
} ;