#pragma once #include "BlockHandler.h" #include "../World.h" #include "../Sign.h" #include "../Player.h" class cBlockBedHandler : public cBlockHandler { public: cBlockBedHandler(BLOCKTYPE a_BlockID) : cBlockHandler(a_BlockID) { } virtual void PlaceBlock(cWorld *a_World, cPlayer *a_Player, NIBBLETYPE a_BlockMeta, int a_X, int a_Y, int a_Z, char a_Dir) override { if( a_Dir != 1 ) // Can only be placed on the floor return; NIBBLETYPE Meta = RotationToMetaData( a_Player->GetRotation() ); Vector3i Direction = MetaDataToDirection( Meta ); if (a_World->GetBlock(a_X+Direction.x, a_Y, a_Z+Direction.z) != E_BLOCK_AIR) { return; } a_World->SetBlock(a_X, a_Y, a_Z, E_BLOCK_BED, Meta); a_World->SetBlock(a_X + Direction.x, a_Y, a_Z + Direction.z, E_BLOCK_BED, Meta | 0x8); OnPlacedByPlayer(a_World, a_Player, a_X, a_Y, a_Z, a_Dir); } virtual void OnDestroyed(cWorld *a_World, int a_X, int a_Y, int a_Z) override { char OldMeta = a_World->GetBlockMeta(a_X, a_Y, a_Z); Vector3i ThisPos( a_X, a_Y, a_Z ); 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); } } } virtual int GetDropID() override { return E_ITEM_BED; } virtual NIBBLETYPE GetDropMeta(NIBBLETYPE a_BlockMeta) override { return 0; } virtual bool AllowBlockOnTop() override { return false; } static NIBBLETYPE RotationToMetaData( float a_Rotation ) { a_Rotation += 180 + (180/4); // So its not aligned with axis if( a_Rotation > 360.f ) a_Rotation -= 360.f; a_Rotation = (a_Rotation/360) * 4; return ((char)a_Rotation+2) % 4; } static Vector3i MetaDataToDirection( NIBBLETYPE a_MetaData ) { switch( a_MetaData ) { case 0: // south +z return Vector3i(0, 0, 1); case 1: // west -x return Vector3i(-1, 0, 0); case 2: // north -z return Vector3i(0, 0, -1); case 3: // east +x return Vector3i(1, 0, 0); }; return Vector3i(); } };