89 lines
2.1 KiB
C++
89 lines
2.1 KiB
C++
#include "Globals.h"
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#include "BlockBed.h"
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void cBlockBedHandler::OnPlacedByPlayer(
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cWorld * a_World, cPlayer * a_Player,
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int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace,
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int a_CursorX, int a_CursorY, int a_CursorZ,
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BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta
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)
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{
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if (a_BlockMeta < 8)
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{
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Vector3i Direction = MetaDataToDirection(a_BlockMeta);
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a_World->SetBlock(a_BlockX + Direction.x, a_BlockY, a_BlockZ + Direction.z, E_BLOCK_BED, a_BlockMeta | 0x8);
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}
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}
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void cBlockBedHandler::OnDestroyed(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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NIBBLETYPE OldMeta = a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
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Vector3i ThisPos( a_BlockX, a_BlockY, a_BlockZ );
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Vector3i Direction = MetaDataToDirection( OldMeta & 0x7 );
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if (OldMeta & 0x8)
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{
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// Was pillow
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if (a_World->GetBlock(ThisPos - Direction) == E_BLOCK_BED)
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{
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a_World->FastSetBlock(ThisPos - Direction, E_BLOCK_AIR, 0);
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}
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}
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else
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{
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// Was foot end
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if (a_World->GetBlock(ThisPos + Direction) == E_BLOCK_BED)
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{
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a_World->FastSetBlock(ThisPos + Direction, E_BLOCK_AIR, 0);
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}
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}
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}
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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)
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{
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if (a_World->GetDimension() != dimOverworld)
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{
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Vector3i Coords(a_BlockX, a_BlockY, a_BlockZ);
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a_World->DoExplosionAt(5, a_BlockX, a_BlockY, a_BlockZ, true, esBed, &Coords);
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}
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else
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{
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if (a_World->GetTimeOfDay() > 13000)
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{
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NIBBLETYPE Meta = a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
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if (Meta & 0x8)
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{
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// Is pillow
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a_World->BroadcastUseBed(*a_Player, a_BlockX, a_BlockY, a_BlockZ);
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}
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else
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{
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// Is foot end
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Vector3i Direction = MetaDataToDirection( Meta & 0x7 );
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if (a_World->GetBlock(a_BlockX + Direction.x, a_BlockY, a_BlockZ + Direction.z) == E_BLOCK_BED) // Must always use pillow location for sleeping
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{
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a_World->BroadcastUseBed(*a_Player, a_BlockX + Direction.x, a_BlockY, a_BlockZ + Direction.z);
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}
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}
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} else {
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a_Player->SendMessage("You can only sleep at night");
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}
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}
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}
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