#pragma once
#include "BlockHandler.h"
#include "../World.h"
#include "../Sign.h"
#include "../Player.h"
class cBlockBedHandler : public cBlockHandler
{
public:
cBlockBedHandler(BLOCKTYPE a_BlockID)
: cBlockHandler(a_BlockID)
{
}
virtual void PlaceBlock(cWorld *a_World, cPlayer *a_Player, NIBBLETYPE a_BlockMeta, int a_X, int a_Y, int a_Z, char a_Dir) override
{
if( a_Dir != 1 ) // Can only be placed on the floor
return;
NIBBLETYPE Meta = RotationToMetaData( a_Player->GetRotation() );
Vector3i Direction = MetaDataToDirection( Meta );
if (a_World->GetBlock(a_X+Direction.x, a_Y, a_Z+Direction.z) != E_BLOCK_AIR)
{
return;
}
a_World->SetBlock(a_X, a_Y, a_Z, E_BLOCK_BED, Meta);
a_World->SetBlock(a_X + Direction.x, a_Y, a_Z + Direction.z, E_BLOCK_BED, Meta | 0x8);
OnPlacedByPlayer(a_World, a_Player, a_X, a_Y, a_Z, a_Dir);
}
virtual void OnDestroyed(cWorld *a_World, int a_X, int a_Y, int a_Z) override
{
char OldMeta = a_World->GetBlockMeta(a_X, a_Y, a_Z);
Vector3i ThisPos( a_X, a_Y, a_Z );
Vector3i Direction = MetaDataToDirection( OldMeta & 0x7 );
if (OldMeta & 0x8)
{
// Was pillow
if (a_World->GetBlock(ThisPos - Direction) == E_BLOCK_BED)
{
a_World->FastSetBlock(ThisPos - Direction, E_BLOCK_AIR, 0);
}
}
else
{
// Was foot end
if (a_World->GetBlock(ThisPos + Direction) == E_BLOCK_BED)
{
a_World->FastSetBlock(ThisPos + Direction, E_BLOCK_AIR, 0);
}
}
}
virtual int GetDropID() override
{
return E_ITEM_BED;
}
virtual NIBBLETYPE GetDropMeta(NIBBLETYPE a_BlockMeta) override
{
return 0;
}
virtual bool AllowBlockOnTop() override
{
return false;
}
static NIBBLETYPE RotationToMetaData( float a_Rotation )
{
a_Rotation += 180 + (180/4); // So its not aligned with axis
if( a_Rotation > 360.f ) a_Rotation -= 360.f;
a_Rotation = (a_Rotation/360) * 4;
return ((char)a_Rotation+2) % 4;
}
static Vector3i MetaDataToDirection( NIBBLETYPE a_MetaData )
{
switch( a_MetaData )
{
case 0: // south +z
return Vector3i(0, 0, 1);
case 1: // west -x
return Vector3i(-1, 0, 0);
case 2: // north -z
return Vector3i(0, 0, -1);
case 3: // east +x
return Vector3i(1, 0, 0);
};
return Vector3i();
}
};