#include "Globals.h" #include "BlockBed.h" #include "BroadcastInterface.h" #include "Entities/../World.h" #include "Entities/Player.h" #include "WorldInterface.h" void cBlockBedHandler::OnDestroyed(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, int a_BlockX, int a_BlockY, int a_BlockZ) { NIBBLETYPE OldMeta = a_ChunkInterface.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_ChunkInterface.GetBlock(ThisPos - Direction) == E_BLOCK_BED) { a_ChunkInterface.FastSetBlock(ThisPos - Direction, E_BLOCK_AIR, 0); } } else { // Was foot end if (a_ChunkInterface.GetBlock(ThisPos + Direction) == E_BLOCK_BED) { a_ChunkInterface.FastSetBlock(ThisPos + Direction, E_BLOCK_AIR, 0); } } } 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, cChunkInterface & a_ChunkInterface) : m_Position(a_Position), m_ChunkInterface(a_ChunkInterface) { } virtual bool Item(cPlayer * a_Player) override { cBlockBedHandler::SetBedOccupationState(m_ChunkInterface, a_Player->GetLastBedPos(), false); a_Player->SetIsInBed(false); return false; } private: Vector3i m_Position; cChunkInterface & m_ChunkInterface; }; 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) { Vector3i Coords(a_BlockX, a_BlockY, a_BlockZ); a_WorldInterface.DoExplosionAt(5, a_BlockX, a_BlockY, a_BlockZ, true, esBed, &Coords); } else { if (a_WorldInterface.GetTimeOfDay() > 13000) { NIBBLETYPE Meta = a_ChunkInterface.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ); if ((Meta & 0x4) == 0x4) { a_Player->SendMessageFailure("This bed is occupied"); } else { Vector3i PillowDirection(0, 0, 0); if ((Meta & 0x8) == 0x8) { // Is pillow a_WorldInterface.GetBroadcastManager().BroadcastUseBed(*a_Player, a_BlockX, a_BlockY, a_BlockZ); } else { // Is foot end VERIFY((Meta & 0x4) != 0x4); // 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 + PillowDirection.x, a_BlockY, a_BlockZ + PillowDirection.z); } } a_Player->SetBedPos(Vector3i(a_BlockX, a_BlockY, a_BlockZ)); SetBedOccupationState(a_ChunkInterface, a_Player->GetLastBedPos(), true); a_Player->SetIsInBed(true); a_Player->SendMessageSuccess("Home position set successfully"); a_WorldInterface.ScheduleTask(20, cWorld::cTaskTryAwakeSleepingPlayers(Vector3i(a_BlockX + PillowDirection.x, a_BlockY, a_BlockZ + PillowDirection.z), a_ChunkInterface)); } } else { a_Player->SendMessageFailure("You can only sleep at night"); } } }