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#include "Globals.h"
#include "BlockBed.h"
void cBlockBedHandler::OnPlacedByPlayer(
cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer * a_Player,
int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
int a_CursorX, int a_CursorY, int a_CursorZ,
BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta
)
{
if (a_BlockMeta < 8)
{
Vector3i Direction = MetaDataToDirection(a_BlockMeta);
a_ChunkInterface.SetBlock(a_WorldInterface, a_BlockX + Direction.x, a_BlockY, a_BlockZ + Direction.z, E_BLOCK_BED, a_BlockMeta | 0x8);
}
}
void cBlockBedHandler::OnDestroyed(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, int a_BlockX, int a_BlockY, int a_BlockZ)
{
NIBBLETYPE OldMeta = a_ChunkInterface.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
Vector3i ThisPos( a_BlockX, a_BlockY, a_BlockZ);
Vector3i Direction = MetaDataToDirection( OldMeta & 0x7);
if (OldMeta & 0x8)
{
// Was pillow
if (a_ChunkInterface.GetBlock(ThisPos - Direction) == E_BLOCK_BED)
{
a_ChunkInterface.FastSetBlock(ThisPos - Direction, E_BLOCK_AIR, 0);
}
}
else
{
// Was foot end
if (a_ChunkInterface.GetBlock(ThisPos + Direction) == E_BLOCK_BED)
{
a_ChunkInterface.FastSetBlock(ThisPos + Direction, E_BLOCK_AIR, 0);
}
}
}
class cTimeFastForwardTester :
public cPlayerListCallback
{
virtual bool Item(cPlayer * a_Player) /*override*/
{
if (!a_Player->IsInBed())
{
return true;
}
return false;
}
};
class cPlayerBedStateUnsetter :
public cPlayerListCallback
{
public:
cPlayerBedStateUnsetter(Vector3i a_Position, cWorldInterface & a_WorldInterface) :
m_Position(a_Position), m_WorldInterface(a_WorldInterface)
{
}
virtual bool Item(cPlayer * a_Player) /*override*/
{
a_Player->SetIsInBed(false);
m_WorldInterface.GetBroadcastManager().BroadcastEntityAnimation(*a_Player, 2);
return false;
}
private:
Vector3i m_Position;
cWorldInterface & m_WorldInterface;
};
void cBlockBedHandler::OnUse(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ)
{
if (a_WorldInterface.GetDimension() != dimOverworld)
{
Vector3i Coords(a_BlockX, a_BlockY, a_BlockZ);
a_WorldInterface.DoExplosionAt(5, a_BlockX, a_BlockY, a_BlockZ, true, esBed, &Coords);
}
else
{
if (a_WorldInterface.GetTimeOfDay() > 13000)
{
NIBBLETYPE Meta = a_ChunkInterface.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
if (Meta & 0x4)
{
a_Player->SendMessageFailure("This bed is occupied");
}
else
{
Vector3i PillowDirection(0, 0, 0);
if (Meta & 0x8)
{
// Is pillow
a_WorldInterface.GetBroadcastManager().BroadcastUseBed(*a_Player, a_BlockX, a_BlockY, a_BlockZ);
}
else
{
// Is foot end
VERIFY((Meta & 0x4) != 0x4); // Occupied flag should never be set, else our compilator (intended) is broken
PillowDirection = MetaDataToDirection(Meta & 0x7);
if (a_ChunkInterface.GetBlock(a_BlockX + PillowDirection.x, a_BlockY, a_BlockZ + PillowDirection.z) == E_BLOCK_BED) // Must always use pillow location for sleeping
{
a_WorldInterface.GetBroadcastManager().BroadcastUseBed(*a_Player, a_BlockX + PillowDirection.x, a_BlockY, a_BlockZ + PillowDirection.z);
}
}
a_ChunkInterface.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, Meta | 0x4); // Where 0x4 = occupied bit
a_Player->SetIsInBed(true);
a_Player->SetBedPos(Vector3i(a_BlockX, a_BlockY, a_BlockZ));
a_Player->SendMessageSuccess("Home position set successfully");
cTimeFastForwardTester Tester;
if (a_WorldInterface.ForEachPlayer(Tester))
{
cPlayerBedStateUnsetter Unsetter(Vector3i(a_BlockX + PillowDirection.x, a_BlockY, a_BlockZ + PillowDirection.z), a_WorldInterface);
a_WorldInterface.ForEachPlayer(Unsetter);
a_WorldInterface.SetTimeOfDay(0);
a_ChunkInterface.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, Meta & 0xB); // Where 0xB = 1011, and zero is to make sure 'occupied' bit is always unset
}
}
}
else
{
a_Player->SendMessageFailure("You can only sleep at night");
}
}
}
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