// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
using System;
using OpenTK;
namespace ClassicalSharp.Map {
/// Manages lighting for each block in the world.
public abstract class IWorldLighting : IGameComponent {
protected internal short[] heightmap;
public int Outside, OutsideZSide, OutsideXSide, OutsideYBottom;
protected int width, height, length;
// Equivalent to
// for x = startX; x < startX + 18; x++
// for z = startZ; z < startZ + 18; z++
// CalcHeightAt(x, maxY, z) if height == short.MaxValue
// Except this function is a lot more optimised and minimises cache misses.
public unsafe abstract void LightHint(int startX, int startZ, byte* mapPtr);
/// Returns the y coordinate of the highest block that is fully not in sunlight.
/// *** Does NOT check that the coordinates are inside the map. ***
/// e.g. if cobblestone was at y = 5, this method would return 4.
public abstract int GetLightHeight(int x, int z);
/// Updates the lighting for the block at that position, which may in turn affect other blocks.
public abstract void UpdateLight(int x, int y, int z, byte oldBlock, byte newBlock);
/// Returns whether the block at the given coordinates is fully in sunlight.
/// *** Does NOT check that the coordinates are inside the map. ***
public abstract bool IsLit(int x, int y, int z);
/// Returns the light colour of the block at the given coordinates.
/// *** Does NOT check that the coordinates are inside the map. ***
public abstract int LightCol(int x, int y, int z);
/// Returns the light colour of the block at the given coordinates.
/// *** Does NOT check that the coordinates are inside the map. ***
public abstract int LightCol_ZSide(int x, int y, int z);
public abstract int LightCol_Sprite_Fast(int x, int y, int z);
public abstract int LightCol_YTop_Fast(int x, int y, int z);
public abstract int LightCol_YBottom_Fast(int x, int y, int z);
public abstract int LightCol_XSide_Fast(int x, int y, int z);
public abstract int LightCol_ZSide_Fast(int x, int y, int z);
public virtual void Dispose() { }
public virtual void Reset(Game game) { }
public virtual void OnNewMap(Game game) { }
public virtual void OnNewMapLoaded(Game game) { }
public virtual void Init(Game game) { }
public virtual void Ready(Game game) { }
}
}