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#pragma once

#include "../ClientHandle.h"
#include "../World.h"





namespace Json
{
	class Value;
};

class cPlayer;
class cPacket;





// tolua_begin
class cBlockEntity
{
protected:
	cBlockEntity(BLOCKTYPE a_BlockType, int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World) :
		m_PosX(a_BlockX),
		m_PosY(a_BlockY),
		m_PosZ(a_BlockZ),
		m_RelX(a_BlockX - cChunkDef::Width * FAST_FLOOR_DIV(a_BlockX, cChunkDef::Width)),
		m_RelZ(a_BlockZ - cChunkDef::Width * FAST_FLOOR_DIV(a_BlockZ, cChunkDef::Width)),
		m_BlockType(a_BlockType),
		m_World(a_World)
	{
	}

public:
	// tolua_end
	
	virtual ~cBlockEntity() {};  // force a virtual destructor in all descendants
	
	virtual void Destroy(void) {};
	
	void SetWorld(cWorld * a_World)
	{
		m_World = a_World;
	}
	
	// tolua_begin
	
	/// Creates a new block entity for the specified block type
	/// If a_World is valid, then the entity is created bound to that world
	/// Returns NULL for unknown block types
	static cBlockEntity * CreateByBlockType(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World = NULL);
	
	// Position, in absolute block coordinates:
	int GetPosX(void) const { return m_PosX; }
	int GetPosY(void) const { return m_PosY; }
	int GetPosZ(void) const { return m_PosZ; }

	BLOCKTYPE GetBlockType(void) const { return m_BlockType; }
	
	cWorld * GetWorld(void) const {return m_World; }
	
	int GetChunkX(void) const { return FAST_FLOOR_DIV(m_PosX, cChunkDef::Width); }
	int GetChunkZ(void) const { return FAST_FLOOR_DIV(m_PosZ, cChunkDef::Width); }
	
	int GetRelX(void) const { return m_RelX; }
	int GetRelZ(void) const { return m_RelZ; }
	
	// tolua_end

	virtual void SaveToJson  (Json::Value & a_Value) = 0;
	
	/// Called when a player uses this entity; should open the UI window
	virtual void UsedBy( cPlayer * a_Player ) = 0;
	
	/** Sends the packet defining the block entity to the client specified.
	To send to all eligible clients, use cWorld::BroadcastBlockEntity()
	*/
	virtual void SendTo(cClientHandle & a_Client) = 0;
	
	/// Ticks the entity; returns true if the chunk should be marked as dirty as a result of this ticking. By default does nothing.
	virtual bool Tick(float a_Dt, cChunk & a_Chunk) { return false; }

protected:
	/// Position in absolute block coordinates
	int m_PosX, m_PosY, m_PosZ;
	
	/// Position relative to the chunk, used to speed up ticking
	int m_RelX, m_RelZ;

	BLOCKTYPE m_BlockType;
	
	cWorld * m_World;
} ;  // tolua_export