#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");
}
}
}