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Beds now work properly fixes #707

Also fixes FS392

Conflicts:
	src/Blocks/WorldInterface.h
	src/ClientHandle.cpp
This commit is contained in:
Tiger Wang 2014-03-09 00:17:23 +00:00
parent d3c38c40e4
commit b64e9fb7f5
5 changed files with 94 additions and 17 deletions

View File

@ -51,6 +51,49 @@ void cBlockBedHandler::OnDestroyed(cChunkInterface & a_ChunkInterface, cWorldInt
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)
@ -69,6 +112,8 @@ void cBlockBedHandler::OnUse(cChunkInterface & a_ChunkInterface, cWorldInterface
}
else
{
Vector3i PillowDirection(0, 0, 0);
if (Meta & 0x8)
{
// Is pillow
@ -77,16 +122,30 @@ void cBlockBedHandler::OnUse(cChunkInterface & a_ChunkInterface, cWorldInterface
else
{
// Is foot end
Vector3i Direction = MetaDataToDirection( Meta & 0x7 );
if (a_ChunkInterface.GetBlock(a_BlockX + Direction.x, a_BlockY, a_BlockZ + Direction.z) == E_BLOCK_BED) // Must always use pillow location for sleeping
VERIFY((Meta & 0x4) != 1); // 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 + Direction.x, a_BlockY, a_BlockZ + Direction.z);
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 | (1 << 2)));
}
} else {
a_ChunkInterface.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, Meta | 0x4); // Where 0x4 = occupied bit
a_Player->SetIsInBed(true);
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");
}
}

View File

@ -5,6 +5,7 @@ class cBroadcastInterface
{
public:
virtual void BroadcastUseBed(const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ ) = 0;
virtual void BroadcastSoundEffect (const AString & a_SoundName, int a_SrcX, int a_SrcY, int a_SrcZ, float a_Volume, float a_Pitch, const cClientHandle * a_Exclude = NULL) = 0;
virtual void BroadcastUseBed (const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ ) = 0;
virtual void BroadcastSoundEffect(const AString & a_SoundName, int a_SrcX, int a_SrcY, int a_SrcZ, float a_Volume, float a_Pitch, const cClientHandle * a_Exclude = NULL) = 0;
virtual void BroadcastEntityAnimation(const cEntity & a_Entity, char a_Animation, const cClientHandle * a_Exclude = NULL) = 0;
};

View File

@ -27,7 +27,13 @@ public:
/** Spawns a mob of the specified type. Returns the mob's EntityID if recognized and spawned, <0 otherwise */
virtual int SpawnMob(double a_PosX, double a_PosY, double a_PosZ, cMonster::eType a_MonsterType) = 0;
/** Sends the block on those coords to the player */
virtual void SendBlockTo(int a_BlockX, int a_BlockY, int a_BlockZ, cPlayer * a_Player) = 0;
/** Calls the callback for each player in the list; returns true if all players processed, false if the callback aborted by returning true */
virtual bool ForEachPlayer(cItemCallback<cPlayer> & a_Callback) = 0;
virtual void SetTimeOfDay(Int64 a_TimeOfDay) = 0;
};

View File

@ -275,6 +275,9 @@ public:
/// Returns true if the player is currently flying.
bool IsFlying(void) const { return m_IsFlying; }
/** Returns if a player is sleeping in a bed */
bool IsInBed(void) const { return m_bIsInBed; }
/// returns true if the player has thrown out a floater.
bool IsFishing(void) const { return m_IsFishing; }
@ -283,6 +286,9 @@ public:
int GetFloaterID(void) const { return m_FloaterID; }
// tolua_end
/** Sets a player's in-bed state; we can't be sure plugins will keep this value updated, so no exporting */
void SetIsInBed(bool a_Flag) { m_bIsInBed = a_Flag; }
/// Starts eating the currently equipped item. Resets the eating timer and sends the proper animation packet
void StartEating(void);
@ -376,8 +382,8 @@ protected:
GroupList m_ResolvedGroups;
GroupList m_Groups;
std::string m_PlayerName;
std::string m_LoadedWorldName;
AString m_PlayerName;
AString m_LoadedWorldName;
/// Xp Level stuff
enum
@ -465,7 +471,7 @@ protected:
int m_FloaterID;
cTeam* m_Team;
cTeam * m_Team;
@ -488,6 +494,11 @@ protected:
/// Adds food exhaustion based on the difference between Pos and LastPos, sprinting status and swimming (in water block)
void ApplyFoodExhaustionFromMovement();
/** Flag representing whether the player is currently in a bed
Set by a right click on unoccupied bed, unset by a time fast forward or teleport */
bool m_bIsInBed;
} ; // tolua_export

View File

@ -134,7 +134,7 @@ public:
m_WeatherInterval = a_WeatherInterval;
}
void SetTimeOfDay(Int64 a_TimeOfDay)
virtual void SetTimeOfDay(Int64 a_TimeOfDay)
{
m_TimeOfDay = a_TimeOfDay;
m_TimeOfDaySecs = (double)a_TimeOfDay / 20.0;
@ -204,7 +204,7 @@ public:
void BroadcastEntityRelMoveLook (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude = NULL);
void BroadcastEntityStatus (const cEntity & a_Entity, char a_Status, const cClientHandle * a_Exclude = NULL);
void BroadcastEntityVelocity (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
void BroadcastEntityAnimation (const cEntity & a_Entity, char a_Animation, const cClientHandle * a_Exclude = NULL);
virtual void BroadcastEntityAnimation(const cEntity & a_Entity, char a_Animation, const cClientHandle * a_Exclude = NULL);
void BroadcastParticleEffect (const AString & a_ParticleName, float a_SrcX, float a_SrcY, float a_SrcZ, float a_OffsetX, float a_OffsetY, float a_OffsetZ, float a_ParticleData, int a_ParticleAmmount, cClientHandle * a_Exclude = NULL); // tolua_export
void BroadcastPlayerListItem (const cPlayer & a_Player, bool a_IsOnline, const cClientHandle * a_Exclude = NULL);
void BroadcastRemoveEntityEffect (const cEntity & a_Entity, int a_EffectID, const cClientHandle * a_Exclude = NULL);
@ -217,7 +217,7 @@ public:
void BroadcastTeleportEntity (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
void BroadcastThunderbolt (int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude = NULL);
void BroadcastTimeUpdate (const cClientHandle * a_Exclude = NULL);
virtual void BroadcastUseBed (const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ );
virtual void BroadcastUseBed (const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ );
void BroadcastWeather (eWeather a_Weather, const cClientHandle * a_Exclude = NULL);
virtual cBroadcastInterface & GetBroadcastManager()
@ -274,7 +274,7 @@ public:
void RemovePlayer( cPlayer* a_Player );
/** Calls the callback for each player in the list; returns true if all players processed, false if the callback aborted by returning true */
bool ForEachPlayer(cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS <<
virtual bool ForEachPlayer(cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS <<
/** Calls the callback for the player of the given name; returns true if the player was found and the callback called, false if player not found. Callback return ignored */
bool DoWithPlayer(const AString & a_PlayerName, cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS <<