summaryrefslogtreecommitdiffstats
path: root/source/Blocks/BlockBed.cpp
blob: 4a6d842b7f86c236d95d0fae5fe119b73611e96f (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
#include "Globals.h"
#include "BlockBed.h"





void cBlockBedHandler::PlaceBlock(cWorld *a_World, cPlayer *a_Player, NIBBLETYPE a_BlockMeta, int a_X, int a_Y, int a_Z, 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_X+Direction.x, a_Y, a_Z+Direction.z) != E_BLOCK_AIR)
	{
		return;
	}

	a_World->SetBlock(a_X,               a_Y, a_Z,               E_BLOCK_BED, Meta);
	a_World->SetBlock(a_X + Direction.x, a_Y, a_Z + Direction.z, E_BLOCK_BED, Meta | 0x8);

	OnPlacedByPlayer(a_World, a_Player, a_X, a_Y, a_Z, a_Dir);
}





void cBlockBedHandler::OnDestroyed(cWorld *a_World, int a_X, int a_Y, int a_Z)
{
	NIBBLETYPE OldMeta = a_World->GetBlockMeta(a_X, a_Y, a_Z);

	Vector3i ThisPos( a_X, a_Y, a_Z );
	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_X, int a_Y, int a_Z)
{
	NIBBLETYPE Meta = a_World->GetBlockMeta(a_X, a_Y, a_Z);
	if (Meta & 0x8)
	{
		// Is pillow	
		a_World->BroadcastUseBed( *a_Player, a_X, a_Y, a_Z );
	}
	else
	{
		// Is foot end
		Vector3i Direction = MetaDataToDirection( Meta & 0x7 );
		if (a_World->GetBlock(a_X + Direction.x, a_Y, a_Z + Direction.z) == E_BLOCK_BED) // Must always use pillow location for sleeping
		{
			a_World->BroadcastUseBed( *a_Player, a_X + Direction.x, a_Y, a_Z + Direction.z );
		}

	}
}