// 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(a_Value.get("SkullType", 0).asInt()); m_Rotation = static_cast(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; }