885d828712
* Added bed entity * Export cBedEntity to lua * Set color of bed through item damage value * Added bed entity to APIDoc * NBT: Added loading and saving * Crafting recipes for the colored beds
57 lines
1.2 KiB
C++
57 lines
1.2 KiB
C++
|
|
// BedEntity.cpp
|
|
|
|
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
|
|
|
|
#include "BedEntity.h"
|
|
#include "../World.h"
|
|
#include "../Entities/Player.h"
|
|
#include "../ClientHandle.h"
|
|
#include "../Blocks/BlockBed.h"
|
|
|
|
cBedEntity::cBedEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World, short a_Color):
|
|
Super(a_BlockType, a_BlockMeta, a_BlockX, a_BlockY, a_BlockZ, a_World),
|
|
m_Color(a_Color)
|
|
{
|
|
ASSERT(a_BlockType == E_BLOCK_BED);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cBedEntity::CopyFrom(const cBlockEntity & a_Src)
|
|
{
|
|
Super::CopyFrom(a_Src);
|
|
auto & src = reinterpret_cast<const cBedEntity &>(a_Src);
|
|
m_Color = src.m_Color;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cBedEntity::SendTo(cClientHandle & a_Client)
|
|
{
|
|
a_Client.SendUpdateBlockEntity(*this);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cBedEntity::SetColor(short a_Color)
|
|
{
|
|
m_Color = a_Color;
|
|
int posX = m_PosX;
|
|
int posY = m_PosY;
|
|
int posZ = m_PosZ;
|
|
|
|
// If the bed entity is send immediately, the client (maybe) still has not the bed.
|
|
// Fix that by delaying the broadcast of the bed entity by a tick:
|
|
m_World->ScheduleTask(1, [posX, posY, posZ](cWorld & a_World)
|
|
{
|
|
a_World.BroadcastBlockEntity(posX, posY, posZ);
|
|
});
|
|
}
|