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path: root/src/Items/ItemArmor.h
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#pragma once

#include "ItemHandler.h"
#include "../World.h"





class cItemArmorHandler :
	public cItemHandler
{
public:
	cItemArmorHandler(int a_ItemType) :
		cItemHandler(a_ItemType)
	{
	}

	/** Move the armor to the armor slot of the player's inventory */
	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
	{
		int SlotNum;
		if (ItemCategory::IsHelmet(a_Item.m_ItemType))
		{
			SlotNum = 0;
		}
		else if (ItemCategory::IsChestPlate(a_Item.m_ItemType))
		{
			SlotNum = 1;
		}
		else if (ItemCategory::IsLeggings(a_Item.m_ItemType))
		{
			SlotNum = 2;
		}
		else if (ItemCategory::IsBoots(a_Item.m_ItemType))
		{
			SlotNum = 3;
		}
		else
		{
			LOGWARNING("Used unknown armor: %i", a_Item.m_ItemType);
			return false;
		}
		
		if (!a_Player->GetInventory().GetArmorSlot(SlotNum).IsEmpty())
		{
			return false;
		}
		
		a_Player->GetInventory().SetArmorSlot(SlotNum, a_Item.CopyOne());
		
		cItem Item(a_Item);
		Item.m_ItemCount--;
		if (Item.m_ItemCount <= 0)
		{
			Item.Empty();
		}
		a_Player->GetInventory().SetHotbarSlot(a_Player->GetInventory().GetEquippedSlotNum(), Item);
		return true;
	}

} ;