192 lines
5.0 KiB
C++
192 lines
5.0 KiB
C++
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// BlockBed.cpp
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#include "Globals.h"
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#include "BlockBed.h"
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#include "BroadcastInterface.h"
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#include "../Entities/Player.h"
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#include "../World.h"
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#include "../BoundingBox.h"
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#include "../Mobs/Monster.h"
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#include "../BlockEntities/BedEntity.h"
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void cBlockBedHandler::OnBroken(
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cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface,
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const Vector3i a_BlockPos,
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BLOCKTYPE a_OldBlockType, NIBBLETYPE a_OldBlockMeta
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)
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{
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auto Direction = MetaDataToDirection(a_OldBlockMeta & 0x03);
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if ((a_OldBlockMeta & 0x08) != 0)
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{
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// Was pillow
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Vector3i FootPos(a_BlockPos - Direction);
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if (a_ChunkInterface.GetBlock(FootPos) == E_BLOCK_BED)
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{
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// First replace the bed with air
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a_ChunkInterface.FastSetBlock(FootPos, E_BLOCK_AIR, 0);
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// Then destroy the bed entity
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a_ChunkInterface.SetBlock(FootPos, 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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Vector3i PillowPos(a_BlockPos + Direction);
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if (a_ChunkInterface.GetBlock(PillowPos) == E_BLOCK_BED)
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{
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// First replace the bed with air
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a_ChunkInterface.FastSetBlock(PillowPos, E_BLOCK_AIR, 0);
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// Then destroy the bed entity
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a_ChunkInterface.SetBlock(PillowPos, E_BLOCK_AIR, 0);
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}
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}
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}
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bool cBlockBedHandler::OnUse(
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cChunkInterface & a_ChunkInterface,
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cWorldInterface & a_WorldInterface,
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cPlayer & a_Player,
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const Vector3i a_BlockPos,
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eBlockFace a_BlockFace,
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const Vector3i a_CursorPos
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)
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{
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// Sleeping in bed only allowed in Overworld, beds explode elsewhere:
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if (a_WorldInterface.GetDimension() != dimOverworld)
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{
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auto PosCopy = a_BlockPos;
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a_WorldInterface.DoExplosionAt(5, a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, true, esBed, &PosCopy);
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return true;
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}
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// Sleeping is allowed only during night and thunderstorms:
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if (
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!(((a_WorldInterface.GetTimeOfDay() > 12541) && (a_WorldInterface.GetTimeOfDay() < 23458)) ||
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(a_Player.GetWorld()->GetWeather() == wThunderstorm))
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) // Source: https://minecraft.gamepedia.com/Bed#Sleeping
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{
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a_Player.SendAboveActionBarMessage("You can only sleep at night and during thunderstorms");
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// Try to set home position anyway:
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SetBedPos(a_Player, a_BlockPos);
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return true;
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}
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// Check if the bed is occupied:
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auto Meta = a_ChunkInterface.GetBlockMeta(a_BlockPos);
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if ((Meta & 0x04) == 0x04)
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{
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a_Player.SendMessageFailure("This bed is occupied");
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return true;
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}
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// Cannot sleep if there are hostile mobs nearby:
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auto FindMobs = [](cEntity & a_Entity)
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{
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return (
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(a_Entity.GetEntityType() == cEntity::etMonster) &&
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(static_cast<cMonster&>(a_Entity).GetMobFamily() == cMonster::mfHostile)
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);
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};
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if (!a_Player.GetWorld()->ForEachEntityInBox(cBoundingBox(a_Player.GetPosition() - Vector3i(0, 5, 0), 8, 10), FindMobs))
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{
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a_Player.SendAboveActionBarMessage("You may not rest now, there are monsters nearby");
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return true;
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}
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// Broadcast the "Use bed" for the pillow block:
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if ((Meta & 0x8) == 0x8)
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{
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// Is pillow
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a_WorldInterface.GetBroadcastManager().BroadcastUseBed(a_Player, a_BlockPos);
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}
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else
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{
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// Is foot end
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VERIFY((Meta & 0x04) != 0x04); // Occupied flag should never be set, else our compilator (intended) is broken
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auto PillowPos = a_BlockPos + MetaDataToDirection(Meta & 0x03);
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if (a_ChunkInterface.GetBlock(PillowPos) == E_BLOCK_BED) // Must always use pillow location for sleeping
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{
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a_WorldInterface.GetBroadcastManager().BroadcastUseBed(a_Player, PillowPos);
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}
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}
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// Occupy the bed:
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SetBedPos(a_Player, a_BlockPos);
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SetBedOccupationState(a_ChunkInterface, a_Player.GetLastBedPos(), true);
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a_Player.SetIsInBed(true);
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// Fast-forward the time if all players in the world are in their beds:
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auto TimeFastForwardTester = [](cPlayer & a_OtherPlayer)
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{
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return !a_OtherPlayer.IsInBed();
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};
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if (a_WorldInterface.ForEachPlayer(TimeFastForwardTester))
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{
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a_WorldInterface.ForEachPlayer([&](cPlayer & a_OtherPlayer)
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{
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cBlockBedHandler::SetBedOccupationState(a_ChunkInterface, a_OtherPlayer.GetLastBedPos(), false);
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a_OtherPlayer.SetIsInBed(false);
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return false;
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}
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);
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a_WorldInterface.SetTimeOfDay(0);
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a_ChunkInterface.SetBlockMeta(a_BlockPos, Meta & 0x0b); // Clear the "occupied" bit of the bed's block
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}
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return true;
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}
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void cBlockBedHandler::OnPlacedByPlayer(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer & a_Player, const sSetBlock & a_BlockChange)
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{
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a_Player.GetWorld()->DoWithBedAt(a_BlockChange.GetX(), a_BlockChange.GetY(), a_BlockChange.GetZ(), [&](cBedEntity & a_Bed)
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{
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a_Bed.SetColor(a_Player.GetEquippedItem().m_ItemDamage);
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return true;
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}
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);
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}
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cItems cBlockBedHandler::ConvertToPickups(NIBBLETYPE a_BlockMeta, cBlockEntity * a_BlockEntity, const cEntity * a_Digger, const cItem * a_Tool)
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{
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short color = E_META_WOOL_RED;
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if (a_BlockEntity != nullptr)
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{
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color = reinterpret_cast<cBedEntity *>(a_BlockEntity)->GetColor();
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}
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return cItem(E_ITEM_BED, 1, color);
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}
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void cBlockBedHandler::SetBedPos(cPlayer & a_Player, const Vector3i a_BedPosition)
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{
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if (a_Player.GetLastBedPos() != a_BedPosition)
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{
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a_Player.SetBedPos(a_BedPosition);
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a_Player.SendMessageSuccess("Home position set successfully");
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}
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}
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