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cuberite-2a/source/Blocks/BlockBed.cpp
madmaxoft@gmail.com ea2ed2c918 Moved blockticking into blockhandler classes.
Also slightly refactored the variable / argument names (BlockID is deprecated, use BlockType instead)

git-svn-id: http://mc-server.googlecode.com/svn/trunk@921 0a769ca7-a7f5-676a-18bf-c427514a06d6
2012-10-03 08:52:11 +00:00

84 lines
2.1 KiB
C++

#include "Globals.h"
#include "BlockBed.h"
void cBlockBedHandler::PlaceBlock(cWorld * a_World, cPlayer * a_Player, NIBBLETYPE a_BlockMeta, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Dir)
{
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_BlockX + Direction.x, a_BlockY, a_BlockZ + Direction.z) != E_BLOCK_AIR)
{
return;
}
a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_BED, Meta);
a_World->SetBlock(a_BlockX + Direction.x, a_BlockY, a_BlockZ + Direction.z, E_BLOCK_BED, Meta | 0x8);
OnPlacedByPlayer(a_World, a_Player, a_BlockX, a_BlockY, a_BlockZ, a_Dir);
}
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)
{
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 );
}
}
}