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// BeaconEntity.h
// Declares the cBeaconEntity class representing a single beacon in the world
#pragma once
#include "BlockEntityWithItems.h"
namespace Json
{
class Value;
}
// tolua_begin
class cBeaconEntity :
public cBlockEntityWithItems
{
typedef cBlockEntityWithItems super;
public:
// tolua_end
cBeaconEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World);
bool LoadFromJson(const Json::Value & a_Value);
// cBlockEntity overrides:
virtual void SaveToJson(Json::Value& a_Value) override;
virtual void SendTo(cClientHandle & a_Client) override;
virtual bool Tick(float a_Dt, cChunk & a_Chunk) override;
virtual void UsedBy(cPlayer * a_Player) override;
// tolua_begin
/** Is the beacon active? */
bool IsActive(void) const { return m_IsActive; }
/** Returns the beacon level. (0 - 4) */
char GetBeaconLevel(void) const { return m_BeaconLevel; }
cEntityEffect::eType GetPrimaryPotion(void) const { return m_PrimaryPotion; }
cEntityEffect::eType GetSecondaryPotion(void) const { return m_SecondaryPotion; }
/** Select the primary potion. Returns false when the potion is invalid.*/
bool SelectPrimaryPotion(cEntityEffect::eType a_Potion);
/** Select the secondary potion. Returns false when the potion is invalid. */
bool SelectSecondaryPotion(cEntityEffect::eType a_Potion);
/** Calculate the amount of layers the pyramid below the beacon has. */
char CalculatePyramidLevel(void);
/** Is the beacon blocked by non-transparent blocks that are higher than the beacon? */
bool IsBeaconBlocked(void);
/** Update the beacon. */
void UpdateBeacon(void);
/** Give the near-players the effects. */
void GiveEffects(void);
/** Returns true if the block is a diamond block, a golden block, an iron block or an emerald block. */
static bool IsMineralBlock(BLOCKTYPE a_BlockType);
/** Returns true if the potion can be used. */
static bool IsValidPotion(cEntityEffect::eType a_Potion, char a_BeaconLevel);
// tolua_end
protected:
bool m_IsActive;
char m_BeaconLevel;
cEntityEffect::eType m_PrimaryPotion, m_SecondaryPotion;
} ; // tolua_export
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