d92509a6e7
+ Use player position when placing blocks which can face up or down, seems to better correspond to Vanilla behaviour. * Fixes #4651
108 lines
2.2 KiB
C++
108 lines
2.2 KiB
C++
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// BlockBed.h
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#pragma once
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#include "BlockEntity.h"
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#include "ChunkInterface.h"
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#include "Entities/Player.h"
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#include "Mixins.h"
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class cEntity;
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class cWorldInterface;
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class cBlockBedHandler final :
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public cYawRotator<cBlockEntityHandler, 0x03, 0x02, 0x03, 0x00, 0x01>
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{
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using Super = cYawRotator<cBlockEntityHandler, 0x03, 0x02, 0x03, 0x00, 0x01>;
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public:
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using Super::Super;
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static Vector3i MetaDataToDirection(NIBBLETYPE a_MetaData)
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{
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switch (a_MetaData)
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{
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case 0: return Vector3i(0, 0, 1);
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case 1: return Vector3i(-1, 0, 0);
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case 2: return Vector3i(0, 0, -1);
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case 3: return Vector3i(1, 0, 0);
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}
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return Vector3i();
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}
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static void VacateBed(cChunkInterface & a_ChunkInterface, cPlayer & a_Player)
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{
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auto BedPosition = a_Player.GetLastBedPos();
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BLOCKTYPE Type;
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NIBBLETYPE Meta;
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a_ChunkInterface.GetBlockTypeMeta(BedPosition, Type, Meta);
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if (Type != E_BLOCK_BED)
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{
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// Bed was incomplete, just wake:
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a_Player.SetIsInBed(false);
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return;
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}
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if ((Meta & 0x8) == 0)
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{
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// BedPosition is the foot of the bed, adjust to the head:
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BedPosition += MetaDataToDirection(Meta & 0x03);
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a_ChunkInterface.GetBlockTypeMeta(BedPosition, Type, Meta);
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if (Type != E_BLOCK_BED)
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{
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// Bed was incomplete, just wake:
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a_Player.SetIsInBed(false);
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return;
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}
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}
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// Clear the "occupied" bit of the bed's pillow block:
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a_ChunkInterface.SetBlockMeta(BedPosition, Meta & 0x0b);
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// Wake the player:
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a_Player.SetIsInBed(false);
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}
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private:
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// Overrides:
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virtual void 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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const cEntity * a_Digger
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) const override;
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virtual bool OnUse(
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cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer & a_Player,
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const Vector3i a_ClickedBlockPos,
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eBlockFace a_ClickedBlockFace,
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const Vector3i a_CursorPos
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) const override;
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virtual cItems ConvertToPickups(NIBBLETYPE a_BlockMeta, const cItem * a_Tool) const override;
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virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) const override
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{
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UNUSED(a_Meta);
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return 28;
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}
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} ;
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