#pragma once #include "ItemHandler.h" #include "../BlockInfo.h" class cItemBigFlowerHandler final: public cItemHandler { using Super = cItemHandler; public: using Super::Super; virtual bool CommitPlacement(cPlayer & a_Player, const cItem & a_HeldItem, const Vector3i a_PlacePosition, const eBlockFace a_ClickedBlockFace, const Vector3i a_CursorPosition) const override { // Needs at least two free blocks to build in: if (a_PlacePosition.y >= (cChunkDef::Height - 1)) { return false; } const auto & World = *a_Player.GetWorld(); const auto TopPos = a_PlacePosition.addedY(1); BLOCKTYPE TopType; NIBBLETYPE TopMeta; if (!World.GetBlockTypeMeta(TopPos, TopType, TopMeta)) { return false; } if (!cBlockHandler::For(TopType).DoesIgnoreBuildCollision(World, a_HeldItem, TopPos, TopMeta, a_ClickedBlockFace, false)) { return false; } return a_Player.PlaceBlocks( { { a_PlacePosition, E_BLOCK_BIG_FLOWER, static_cast(a_HeldItem.m_ItemDamage & 0x07) }, { TopPos, E_BLOCK_BIG_FLOWER, E_META_BIG_FLOWER_TOP } }); } };