2013-07-29 07:13:03 -04:00
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#pragma once
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#include "ItemHandler.h"
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#include "../World.h"
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#include "../Blocks/BlockBed.h"
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class cItemBedHandler :
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public cItemHandler
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{
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public:
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cItemBedHandler(int a_ItemType) :
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cItemHandler(a_ItemType)
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{
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}
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virtual bool IsPlaceable(void) override
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{
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return true;
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}
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2014-12-24 01:20:17 -05:00
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virtual bool OnPlayerPlace(
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cWorld & a_World, cPlayer & a_Player, const cItem & a_EquippedItem,
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2014-07-17 16:50:58 -04:00
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int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
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2014-12-24 01:20:17 -05:00
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int a_CursorX, int a_CursorY, int a_CursorZ
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2013-07-29 07:13:03 -04:00
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) override
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{
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2014-12-24 01:20:17 -05:00
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// Can only be placed on the floor:
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2013-07-29 07:13:03 -04:00
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if (a_BlockFace != BLOCK_FACE_TOP)
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{
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return false;
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}
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2014-12-24 01:20:17 -05:00
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
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2013-07-29 07:13:03 -04:00
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2014-12-24 01:20:17 -05:00
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// The "foot" block:
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sSetBlockVector blks;
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NIBBLETYPE BlockMeta = cBlockBedHandler::RotationToMetaData(a_Player.GetYaw());
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blks.emplace_back(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_BED, BlockMeta);
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2013-07-29 07:13:03 -04:00
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2014-12-24 01:20:17 -05:00
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// Check if there is empty space for the "head" block:
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// (Vanilla only allows beds to be placed into air)
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Vector3i Direction = cBlockBedHandler::MetaDataToDirection(BlockMeta);
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if (a_World.GetBlock(a_BlockX + Direction.x, a_BlockY, a_BlockZ + Direction.z) != E_BLOCK_AIR)
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2013-07-29 07:13:03 -04:00
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{
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return false;
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}
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2014-12-24 01:20:17 -05:00
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blks.emplace_back(a_BlockX + Direction.x, a_BlockY, a_BlockZ + Direction.z, E_BLOCK_BED, BlockMeta | 0x08);
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2013-07-29 07:13:03 -04:00
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2014-12-24 01:20:17 -05:00
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// Place both bed blocks:
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return a_Player.PlaceBlocks(blks);
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2013-07-29 07:13:03 -04:00
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}
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} ;
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