diff options
Diffstat (limited to 'src/BlockEntities/SkullEntity.cpp')
-rw-r--r-- | src/BlockEntities/SkullEntity.cpp | 110 |
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; +} + + + + |