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