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#pragma once
#include "ItemHandler.h"
#include "../World.h"
#include "../Blocks/BlockSignPost.h"
#include "../Blocks/BlockWallSign.h"
#include "../ClientHandle.h"
class cItemSignHandler:
public cItemHandler
{
using Super = cItemHandler;
public:
cItemSignHandler(int a_ItemType):
Super(a_ItemType)
{
}
virtual bool OnPlayerPlace(
cWorld & a_World,
cPlayer & a_Player,
const cItem & a_EquippedItem,
const Vector3i a_ClickedBlockPos,
eBlockFace a_ClickedBlockFace,
const Vector3i a_CursorPos
) override
{
// Check if placing on something ignoring build collision to edit the correct sign later on:
BLOCKTYPE ClickedBlockType;
NIBBLETYPE ClickedBlockMeta;
a_World.GetBlockTypeMeta(a_ClickedBlockPos, ClickedBlockType, ClickedBlockMeta);
cChunkInterface ChunkInterface(a_World.GetChunkMap());
bool IsReplacingClickedBlock = BlockHandler(ClickedBlockType)->DoesIgnoreBuildCollision(ChunkInterface, a_ClickedBlockPos, a_Player, ClickedBlockMeta);
// If the regular placement doesn't work, do no further processing:
if (!Super::OnPlayerPlace(a_World, a_Player, a_EquippedItem, a_ClickedBlockPos, a_ClickedBlockFace, a_CursorPos))
{
return false;
}
// Use IsReplacingClickedBlock to make sure we will edit the right sign:
auto SignPos = IsReplacingClickedBlock ? a_ClickedBlockPos : AddFaceDirection(a_ClickedBlockPos, a_ClickedBlockFace);
// After successfully placing the sign, open the sign editor for the player:
a_Player.GetClientHandle()->SendEditSign(SignPos.x, SignPos.y, SignPos.z);
return true;
}
virtual bool IsPlaceable(void) override
{
return true;
}
virtual bool GetPlacementBlockTypeMeta(
cWorld * a_World, cPlayer * a_Player,
const Vector3i a_PlacedBlockPos,
eBlockFace a_ClickedBlockFace,
const Vector3i a_CursorPos,
BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
) override
{
if (a_ClickedBlockFace == BLOCK_FACE_TOP)
{
a_BlockMeta = cBlockSignPostHandler::RotationToMetaData(a_Player->GetYaw());
a_BlockType = E_BLOCK_SIGN_POST;
}
else
{
a_BlockMeta = cBlockWallSignHandler::BlockFaceToMetaData(a_ClickedBlockFace);
a_BlockType = E_BLOCK_WALLSIGN;
}
return true;
}
} ;
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