// 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" #include "RedstonePoweredEntity.h" class cClientHandle; // tolua_begin class cDropSpenserEntity : public cBlockEntityWithItems // tolua_end , public cRedstonePoweredEntity // tolua_begin { typedef cBlockEntityWithItems super; public: enum { ContentsHeight = 3, ContentsWidth = 3, } ; // tolua_end BLOCKENTITY_PROTODEF(cDropSpenserEntity) cDropSpenserEntity(BLOCKTYPE a_BlockType, int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World); virtual ~cDropSpenserEntity(); // cBlockEntity overrides: virtual bool Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override; virtual void SendTo(cClientHandle & a_Client) override; virtual void 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(int & a_BlockX, int & a_BlockY, int & a_BlockZ, NIBBLETYPE a_Direction); /** Sets the dropspenser to dropspense an item in the next tick */ void Activate(void); // tolua_end /** Sets the internal redstone power flag to "on" or "off", depending on the parameter. Calls Activate() if appropriate */ virtual void SetRedstonePower(bool a_IsPowered) override; protected: bool m_ShouldDropSpense; ///< If true, the dropspenser will dropspense an item in the next tick bool m_IsPowered; ///< Set to true when the dropspenser receives redstone power. /** 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