#pragma once namespace Json { class Value; }; class cChunk; class cPlayer; class cWorld; // 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; } /// 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); static const char * GetClassStatic(void) // Needed for ManualBindings's ForEach templates { return "cBlockEntity"; } // tolua_begin // 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 /// 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 */) { UNUSED(a_Dt); 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