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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
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