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332
Minecraft.World/BedTile.cpp
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332
Minecraft.World/BedTile.cpp
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#include "stdafx.h"
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#include "Dimension.h"
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#include "net.minecraft.h"
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#include "net.minecraft.world.entity.player.h"
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#include "net.minecraft.world.item.h"
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#include "net.minecraft.world.level.h"
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#include "net.minecraft.world.h"
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#include "BedTile.h"
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int BedTile::HEAD_DIRECTION_OFFSETS[4][2] =
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{
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{ 0, 1 }, { -1, 0 }, { 0, -1 }, { 1, 0 }
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};
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BedTile::BedTile(int id) : DirectionalTile(id, Material::cloth, isSolidRender())
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{
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setShape();
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iconEnd = NULL;
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iconSide = NULL;
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iconTop = NULL;
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}
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// 4J Added override
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void BedTile::updateDefaultShape()
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{
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setShape();
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}
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// 4J-PB - Adding a TestUse for tooltip display
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bool BedTile::TestUse(Level *level, int x, int y, int z, shared_ptr<Player> player)
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{
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//if (level->isClientSide) return true;
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int data = level->getData(x, y, z);
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if (!BedTile::isHeadPiece(data))
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{
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// fetch head piece instead
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int direction = getDirection(data);
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x += HEAD_DIRECTION_OFFSETS[direction][0];
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z += HEAD_DIRECTION_OFFSETS[direction][1];
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if (level->getTile(x, y, z) != id)
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{
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return true;
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}
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data = level->getData(x, y, z);
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}
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if (!level->dimension->mayRespawn())
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{
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return false;
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}
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if (BedTile::isOccupied(data))
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{
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return false;
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}
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Player::BedSleepingResult result = player->startSleepInBed(x, y, z, true); // true to just test the start sleep
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if (result == Player::OK)
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{
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return true;
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}
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return false;
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}
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bool BedTile::use(Level *level, int x, int y, int z, shared_ptr<Player> player, int clickedFace, float clickX, float clickY, float clickZ, bool soundOnly/*=false*/) // 4J added soundOnly param
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{
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if( soundOnly) return false;
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if (level->isClientSide) return true;
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int data = level->getData(x, y, z);
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if (!BedTile::isHeadPiece(data))
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{
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// fetch head piece instead
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int direction = getDirection(data);
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x += HEAD_DIRECTION_OFFSETS[direction][0];
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z += HEAD_DIRECTION_OFFSETS[direction][1];
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if (level->getTile(x, y, z) != id)
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{
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return true;
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}
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data = level->getData(x, y, z);
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}
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if (!level->dimension->mayRespawn())
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{
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double xc = x + 0.5;
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double yc = y + 0.5;
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double zc = z + 0.5;
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level->setTile(x, y, z, 0);
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int direction = getDirection(data);
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x += HEAD_DIRECTION_OFFSETS[direction][0];
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z += HEAD_DIRECTION_OFFSETS[direction][1];
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if (level->getTile(x, y, z) == id) {
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level->setTile(x, y, z, 0);
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xc = (xc + x + 0.5) / 2;
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yc = (yc + y + 0.5) / 2;
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zc = (zc + z + 0.5) / 2;
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}
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level->explode(nullptr, x + 0.5f, y + 0.5f, z + 0.5f, 5, true, true);
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return true;
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}
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if (BedTile::isOccupied(data))
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{
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shared_ptr<Player> sleepingPlayer = nullptr;
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AUTO_VAR(itEnd, level->players.end());
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for (AUTO_VAR(it, level->players.begin()); it != itEnd; it++ )
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{
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shared_ptr<Player> p = *it;
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if (p->isSleeping())
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{
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Pos pos = p->bedPosition;
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if (pos.x == x && pos.y == y && pos.z == z)
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{
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sleepingPlayer = p;
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}
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}
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}
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if (sleepingPlayer == NULL)
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{
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BedTile::setOccupied(level, x, y, z, false);
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}
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else
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{
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player->displayClientMessage(IDS_TILE_BED_OCCUPIED );
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return true;
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}
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}
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Player::BedSleepingResult result = player->startSleepInBed(x, y, z);
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if (result == Player::OK)
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{
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BedTile::setOccupied(level, x, y, z, true);
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// 4J-PB added
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// are there multiple players in the same world as us?
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if(level->AllPlayersAreSleeping()==false)
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{
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player->displayClientMessage(IDS_TILE_BED_PLAYERSLEEP);
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}
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return true;
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}
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if (result == Player::NOT_POSSIBLE_NOW)
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{
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player->displayClientMessage(IDS_TILE_BED_NO_SLEEP);
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}
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else if (result == Player::NOT_SAFE)
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{
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player->displayClientMessage(IDS_TILE_BED_NOTSAFE);
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}
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return true;
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}
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Icon *BedTile::getTexture(int face, int data)
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{
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if (face == Facing::DOWN)
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{
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return Tile::wood->getTexture(face);
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}
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int direction = getDirection(data);
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int tileFacing = Direction::RELATIVE_DIRECTION_FACING[direction][face];
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int part = isHeadPiece(data) ? PART_HEAD : PART_FOOT;
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if ((part == PART_HEAD && tileFacing == Facing::NORTH) || (part == PART_FOOT && tileFacing == Facing::SOUTH))
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{
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return iconEnd[part];
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}
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if (tileFacing == Facing::EAST || tileFacing == Facing::WEST)
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{
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return iconSide[part];
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}
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return iconTop[part];
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}
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void BedTile::registerIcons(IconRegister *iconRegister)
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{
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iconTop = new Icon *[2];
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iconTop[0] = iconRegister->registerIcon(L"bed_feet_top");
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iconTop[1] = iconRegister->registerIcon(L"bed_head_top");
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iconEnd = new Icon *[2];
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iconEnd[0] = iconRegister->registerIcon(L"bed_feet_end");
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iconEnd[1] = iconRegister->registerIcon(L"bed_head_end");
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iconSide = new Icon *[2];
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iconSide[0] = iconRegister->registerIcon(L"bed_feet_side");
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iconSide[1] = iconRegister->registerIcon(L"bed_head_side");
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}
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int BedTile::getRenderShape()
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{
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return Tile::SHAPE_BED;
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}
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bool BedTile::isCubeShaped()
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{
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return false;
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}
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bool BedTile::isSolidRender(bool isServerLevel)
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{
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return false;
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}
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void BedTile::updateShape(LevelSource *level, int x, int y, int z, int forceData, shared_ptr<TileEntity> forceEntity) // 4J added forceData, forceEntity param
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{
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setShape();
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}
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void BedTile::neighborChanged(Level *level, int x, int y, int z, int type)
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{
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int data = level->getData(x, y, z);
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int direction = getDirection(data);
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if (isHeadPiece(data))
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{
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if (level->getTile(x - HEAD_DIRECTION_OFFSETS[direction][0], y, z - HEAD_DIRECTION_OFFSETS[direction][1]) != id)
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{
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level->setTile(x, y, z, 0);
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}
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} else
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{
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if (level->getTile(x + HEAD_DIRECTION_OFFSETS[direction][0], y, z + HEAD_DIRECTION_OFFSETS[direction][1]) != id)
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{
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level->setTile(x, y, z, 0);
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if (!level->isClientSide)
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{
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Tile::spawnResources(level, x, y, z, data, 0); // 4J - had to add Tile:: here for C++ since this class doesn't have this overloaded method itself
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}
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}
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}
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}
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int BedTile::getResource(int data, Random *random, int playerBonusLevel)
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{
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if (isHeadPiece(data))
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{
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return 0;
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}
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return Item::bed->id;
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}
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void BedTile::setShape()
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{
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Tile::setShape(0, 0, 0, 1, 9 / 16.0f, 1);
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}
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bool BedTile::isHeadPiece(int data)
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{
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return (data & HEAD_PIECE_DATA) != 0;
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}
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bool BedTile::isOccupied(int data)
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{
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return (data & OCCUPIED_DATA) != 0;
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}
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void BedTile::setOccupied(Level *level, int x, int y, int z, bool occupied)
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{
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int data = level->getData(x, y, z);
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if (occupied)
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{
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data = data | OCCUPIED_DATA;
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} else
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{
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data = data & ~OCCUPIED_DATA;
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}
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level->setData(x, y, z, data);
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}
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Pos *BedTile::findStandUpPosition(Level *level, int x, int y, int z, int skipCount)
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{
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int data = level->getData(x, y, z);
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int direction = DirectionalTile::getDirection(data);
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// try to find a clear location near the bed
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for (int step = 0; step <= 1; step++)
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{
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int startX = x - BedTile::HEAD_DIRECTION_OFFSETS[direction][0] * step - 1;
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int startZ = z - BedTile::HEAD_DIRECTION_OFFSETS[direction][1] * step - 1;
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int endX = startX + 2;
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int endZ = startZ + 2;
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for (int standX = startX; standX <= endX; standX++)
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{
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for (int standZ = startZ; standZ <= endZ; standZ++)
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{
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// 4J Stu - Changed to check isSolidBlockingTile rather than isEmpty for the blocks that we wish to place the player
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// This allows the player to spawn in blocks with snow, grass etc
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if (level->isTopSolidBlocking(standX, y - 1, standZ) &&
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!level->isSolidBlockingTile(standX, y, standZ) &&
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!level->isSolidBlockingTile(standX, y + 1, standZ))
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{
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if (skipCount > 0) {
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skipCount--;
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continue;
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}
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return new Pos(standX, y, standZ);
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}
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}
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}
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}
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return NULL;
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}
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void BedTile::spawnResources(Level *level, int x, int y, int z, int data, float odds, int playerBonus)
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{
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if (!isHeadPiece(data))
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{
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Tile::spawnResources(level, x, y, z, data, odds, 0);
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}
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}
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int BedTile::getPistonPushReaction()
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{
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return Material::PUSH_DESTROY;
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}
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int BedTile::cloneTileId(Level *level, int x, int y, int z)
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{
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return Item::bed_Id;
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}
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