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cuberite-2a/source/Blocks/BlockBed.cpp

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#include "Globals.h"
#include "BlockBed.h"
void cBlockBedHandler::OnPlacedByPlayer(
cWorld * a_World, cPlayer * a_Player,
int a_BlockX, int a_BlockY, int a_BlockZ, char 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_World->SetBlock(a_BlockX + Direction.x, a_BlockY, a_BlockZ + Direction.z, E_BLOCK_BED, a_BlockMeta | 0x8);
}
}
void cBlockBedHandler::OnDestroyed(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
{
NIBBLETYPE OldMeta = a_World->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_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);
}
}
}
void cBlockBedHandler::OnUse(cWorld *a_World, cPlayer *a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ)
{
if (a_World->GetDimension() != dimOverworld)
{
Vector3i Coords(a_BlockX, a_BlockY, a_BlockZ);
a_World->DoExplosiontAt(5, a_BlockX, a_BlockY, a_BlockZ, true, esBed, &Coords);
}
else
{
if (a_World->GetTimeOfDay() > 13000)
{
NIBBLETYPE Meta = a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
if (Meta & 0x8)
{
// Is pillow
a_World->BroadcastUseBed(*a_Player, a_BlockX, a_BlockY, a_BlockZ);
}
else
{
// Is foot end
Vector3i Direction = MetaDataToDirection( Meta & 0x7 );
if (a_World->GetBlock(a_BlockX + Direction.x, a_BlockY, a_BlockZ + Direction.z) == E_BLOCK_BED) // Must always use pillow location for sleeping
{
a_World->BroadcastUseBed(*a_Player, a_BlockX + Direction.x, a_BlockY, a_BlockZ + Direction.z);
}
}
} else {
a_Player->SendMessage("You can only sleep at night");
}
}
}