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-rw-r--r--src/BlockEntities/SkullEntity.cpp110
1 files changed, 110 insertions, 0 deletions
diff --git a/src/BlockEntities/SkullEntity.cpp b/src/BlockEntities/SkullEntity.cpp
new file mode 100644
index 000000000..3f3bc00ed
--- /dev/null
+++ b/src/BlockEntities/SkullEntity.cpp
@@ -0,0 +1,110 @@
+
+// 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, NIBBLETYPE a_BlockMeta, cWorld * a_World) :
+ super(E_BLOCK_HEAD, a_BlockX, a_BlockY, a_BlockZ, a_World),
+ //m_SkullType(static_cast<eSkullType>(a_BlockMeta)),
+ 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;
+}
+
+
+
+