Added bed entity (#3823)
* 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
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56
src/BlockEntities/BedEntity.cpp
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56
src/BlockEntities/BedEntity.cpp
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// BedEntity.cpp
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "BedEntity.h"
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#include "../World.h"
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#include "../Entities/Player.h"
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#include "../ClientHandle.h"
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#include "../Blocks/BlockBed.h"
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cBedEntity::cBedEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World, short a_Color):
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Super(a_BlockType, a_BlockMeta, a_BlockX, a_BlockY, a_BlockZ, a_World),
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m_Color(a_Color)
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{
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ASSERT(a_BlockType == E_BLOCK_BED);
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}
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void cBedEntity::CopyFrom(const cBlockEntity & a_Src)
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{
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Super::CopyFrom(a_Src);
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auto & src = reinterpret_cast<const cBedEntity &>(a_Src);
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m_Color = src.m_Color;
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}
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void cBedEntity::SendTo(cClientHandle & a_Client)
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{
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a_Client.SendUpdateBlockEntity(*this);
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}
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void cBedEntity::SetColor(short a_Color)
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{
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m_Color = a_Color;
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int posX = m_PosX;
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int posY = m_PosY;
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int posZ = m_PosZ;
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// If the bed entity is send immediately, the client (maybe) still has not the bed.
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// Fix that by delaying the broadcast of the bed entity by a tick:
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m_World->ScheduleTask(1, [posX, posY, posZ](cWorld & a_World)
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{
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a_World.BroadcastBlockEntity(posX, posY, posZ);
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});
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}
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