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// SkullEntity.cpp
// Implements the cSkullEntity class representing a single skull/head in the world
#include "Globals.h"
#include "json/json.h"
#include "SkullEntity.h"
#include "../Entities/Player.h"
cSkullEntity::cSkullEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World) :
super(E_BLOCK_HEAD, a_BlockX, a_BlockY, a_BlockZ, a_World),
m_Owner("")
{
}
void cSkullEntity::UsedBy(cPlayer * a_Player)
{
UNUSED(a_Player);
}
void cSkullEntity::SetSkullType(const eSkullType & a_SkullType)
{
if ((!m_Owner.empty()) && (a_SkullType != SKULL_TYPE_PLAYER))
{
m_Owner = "";
}
m_SkullType = a_SkullType;
}
void cSkullEntity::SetRotation(eSkullRotation a_Rotation)
{
m_Rotation = a_Rotation;
}
void cSkullEntity::SetOwner(const AString & a_Owner)
{
if ((a_Owner.length() > 16) || (m_SkullType != SKULL_TYPE_PLAYER))
{
return;
}
m_Owner = a_Owner;
}
void cSkullEntity::SendTo(cClientHandle & a_Client)
{
a_Client.SendUpdateBlockEntity(*this);
}
bool cSkullEntity::LoadFromJson(const Json::Value & a_Value)
{
m_PosX = a_Value.get("x", 0).asInt();
m_PosY = a_Value.get("y", 0).asInt();
m_PosZ = a_Value.get("z", 0).asInt();
m_SkullType = static_cast<eSkullType>(a_Value.get("SkullType", 0).asInt());
m_Rotation = static_cast<eSkullRotation>(a_Value.get("Rotation", 0).asInt());
m_Owner = a_Value.get("Owner", "").asString();
return true;
}
void cSkullEntity::SaveToJson(Json::Value & a_Value)
{
a_Value["x"] = m_PosX;
a_Value["y"] = m_PosY;
a_Value["z"] = m_PosZ;
a_Value["SkullType"] = m_SkullType;
a_Value["Rotation"] = m_Rotation;
a_Value["Owner"] = m_Owner;
}
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