// DropSpenser.h // Declares the cDropSpenser class representing a common ancestor to the cDispenserEntity and cDropperEntity // The dropper and dispenser only needs to override the DropSpenseFromSlot() function to provide the specific item behavior #pragma once #include "BlockEntityWithItems.h" class cClientHandle; // tolua_begin class cDropSpenserEntity : public cBlockEntityWithItems { // tolua_end using Super = cBlockEntityWithItems; // tolua_begin public: enum { ContentsHeight = 3, ContentsWidth = 3, } ; // tolua_end cDropSpenserEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos, cWorld * a_World); // cBlockEntity overrides: virtual void CopyFrom(const cBlockEntity & a_Src) override; virtual void OnRemoveFromWorld() override; virtual bool Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override; virtual void SendTo(cClientHandle & a_Client) override; virtual bool UsedBy(cPlayer * a_Player) override; // tolua_begin /** Modifies the block coords to match the dropspenser direction given (where the dropspensed pickups should materialize) */ void AddDropSpenserDir(Vector3i & a_RelCoord, NIBBLETYPE a_Direction); /** Sets the dropspenser to dropspense an item in the next tick */ void Activate(void); // tolua_end protected: bool m_ShouldDropSpense; ///< If true, the dropspenser will dropspense an item in the next tick /** Does the actual work on dropspensing an item. Chooses the slot, calls DropSpenseFromSlot() and handles smoke / sound effects */ void DropSpense(cChunk & a_Chunk); /** Override this function to provide the specific behavior for item dropspensing (drop / shoot / pour / ...) */ virtual void DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum) = 0; /** Helper function, drops one item from the specified slot (like a dropper) */ void DropFromSlot(cChunk & a_Chunk, int a_SlotNum); } ; // tolua_export