#include "Globals.h"
#include "BlockHandler.h"
#include "../Item.h"
#include "../World.h"
#include "BlockSand.h"
#include "BlockGravel.h"
#include "BlockDoor.h"
#include "BlockFire.h"
#include "BlockRedstone.h"
#include "BlockRedstoneTorch.h"
#include "BlockRedstoneRepeater.h"
#include "BlockPiston.h"
#include "BlockWorkbench.h"
#include "BlockEntity.h"
#include "BlockVine.h"
#include "BlockTallGrass.h"
#include "BlockSnow.h"
#include "BlockCloth.h"
#include "BlockSlab.h"
#include "BlockDirt.h"
#include "BlockTorch.h"
#include "BlockWood.h"
#include "BlockLeaves.h"
#include "BlockSapling.h"
#include "BlockFluid.h"
#include "BlockChest.h"
#include "BlockFurnace.h"
#include "BlockDispenser.h"
#include "BlockStairs.h"
#include "BlockLadder.h"
#include "BlockLever.h"
#include "BlockSign.h"
#include "BlockCrops.h"
#include "BlockSugarcane.h"
#include "BlockFlower.h"
#include "BlockMushroom.h"
#include "BlockCactus.h"
#include "BlockStems.h"
#include "BlockGlowstone.h"
#include "BlockStone.h"
#include "BlockMelon.h"
#include "BlockIce.h"
#include "BlockOre.h"
#include "BlockNote.h"
#include "BlockBed.h"
#include "BlockFarmland.h"
#include "BlockMycelium.h"
#include "BlockRail.h"
#include "BlockGlass.h"
#include "BlockEnderchest.h"
bool cBlockHandler::m_HandlerInitialized = false;
cBlockHandler * cBlockHandler::m_BlockHandler[256];
cBlockHandler * cBlockHandler::GetBlockHandler(BLOCKTYPE a_BlockType)
{
if (!m_HandlerInitialized)
{
// We have to initialize
memset(m_BlockHandler, 0, sizeof(m_BlockHandler));
m_HandlerInitialized = true;
}
if (m_BlockHandler[a_BlockType] != NULL)
{
return m_BlockHandler[a_BlockType];
}
return m_BlockHandler[a_BlockType] = CreateBlockHandler(a_BlockType);
}
cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
{
switch(a_BlockType)
{
// Block handlers, alphabetically sorted:
case E_BLOCK_BED: return new cBlockBedHandler (a_BlockType);
case E_BLOCK_BIRCH_WOOD_STAIRS: return new cBlockStairsHandler (a_BlockType);
case E_BLOCK_BRICK_STAIRS: return new cBlockStairsHandler (a_BlockType);
case E_BLOCK_BROWN_MUSHROOM: return new cBlockMushroomHandler (a_BlockType);
case E_BLOCK_CACTUS: return new cBlockCactusHandler (a_BlockType);
case E_BLOCK_CHEST: return new cBlockChestHandler (a_BlockType);
case E_BLOCK_COAL_ORE: return new cBlockOreHandler (a_BlockType);
case E_BLOCK_COBBLESTONE: return new cBlockStoneHandler (a_BlockType);
case E_BLOCK_COBBLESTONE_STAIRS: return new cBlockStairsHandler (a_BlockType);
case E_BLOCK_CROPS: return new cBlockCropsHandler (a_BlockType);
case E_BLOCK_DIAMOND_ORE: return new cBlockOreHandler (a_BlockType);
case E_BLOCK_DIRT: return new cBlockDirtHandler (a_BlockType);
case E_BLOCK_DISPENSER: return new cBlockDispenserHandler (a_BlockType);
case E_BLOCK_DOUBLE_STONE_SLAB: return new cBlockSlabHandler (a_BlockType);
case E_BLOCK_DOUBLE_WOODEN_SLAB: return new cBlockSlabHandler (a_BlockType);
case E_BLOCK_EMERALD_ORE: return new cBlockOreHandler (a_BlockType);
case E_BLOCK_ENDER_CHEST: return new cBlockEnderchestHandler (a_BlockType);
case E_BLOCK_FARMLAND: return new cBlockFarmlandHandler;
case E_BLOCK_FIRE: return new cBlockFireHandler (a_BlockType);
case E_BLOCK_FURNACE: return new cBlockFurnaceHandler (a_BlockType);
case E_BLOCK_GLOWSTONE: return new cBlockGlowstoneHandler (a_BlockType);
case E_BLOCK_GOLD_ORE: return new cBlockOreHandler (a_BlockType);
case E_BLOCK_GLASS: return new cBlockGlassHandler (a_BlockType);
case E_BLOCK_GRASS: return new cBlockDirtHandler (a_BlockType);
case E_BLOCK_GRAVEL: return new cBlockGravelHandler (a_BlockType);
case E_BLOCK_ICE: return new cBlockIceHandler (a_BlockType);
case E_BLOCK_IRON_DOOR: return new cBlockDoorHandler (a_BlockType);
case E_BLOCK_IRON_ORE: return new cBlockOreHandler (a_BlockType);
case E_BLOCK_JUKEBOX: return new cBlockEntityHandler (a_BlockType);
case E_BLOCK_JUNGLE_WOOD_STAIRS: return new cBlockStairsHandler (a_BlockType);
case E_BLOCK_LADDER: return new cBlockLadderHandler (a_BlockType);
case E_BLOCK_LEVER: return new cBlockLeverHandler (a_BlockType);
case E_BLOCK_LAPIS_ORE: return new cBlockOreHandler (a_BlockType);
case E_BLOCK_LAVA: return new cBlockFluidHandler (a_BlockType);
case E_BLOCK_LEAVES: return new cBlockLeavesHandler (a_BlockType);
case E_BLOCK_LIT_FURNACE: return new cBlockFurnaceHandler (a_BlockType);
case E_BLOCK_LOG: return new cBlockWoodHandler (a_BlockType);
case E_BLOCK_MELON: return new cBlockMelonHandler (a_BlockType);
case E_BLOCK_MELON_STEM: return new cBlockStemsHandler (a_BlockType);
case E_BLOCK_MYCELIUM: return new cBlockMyceliumHandler (a_BlockType);
case E_BLOCK_NETHER_BRICK_STAIRS: return new cBlockStairsHandler (a_BlockType);
case E_BLOCK_NOTE_BLOCK: return new cBlockNoteHandler (a_BlockType);
case E_BLOCK_PISTON: return new cBlockPistonHandler (a_BlockType);
case E_BLOCK_PLANKS: return new cBlockWoodHandler (a_BlockType);
case E_BLOCK_PUMPKIN_STEM: return new cBlockStemsHandler (a_BlockType);
case E_BLOCK_RAIL: return new cBlockRailHandler (a_BlockType);
case E_BLOCK_POWERED_RAIL: return new cBlockRailHandler (a_BlockType);
case E_BLOCK_DETECTOR_RAIL: return new cBlockRailHandler (a_BlockType);
case E_BLOCK_REDSTONE_ORE: return new cBlockOreHandler (a_BlockType);
case E_BLOCK_REDSTONE_ORE_GLOWING: return new cBlockOreHandler (a_BlockType);
case E_BLOCK_REDSTONE_REPEATER_OFF: return new cBlockRedstoneRepeaterHandler(a_BlockType);
case E_BLOCK_REDSTONE_REPEATER_ON: return new cBlockRedstoneRepeaterHandler(a_BlockType);
case E_BLOCK_REDSTONE_TORCH_OFF: return new cBlockRedstoneTorchHandler (a_BlockType);
case E_BLOCK_REDSTONE_TORCH_ON: return new cBlockRedstoneTorchHandler (a_BlockType);
case E_BLOCK_REDSTONE_WIRE: return new cBlockRedstoneHandler (a_BlockType);
case E_BLOCK_RED_MUSHROOM: return new cBlockMushroomHandler (a_BlockType);
case E_BLOCK_RED_ROSE: return new cBlockFlowerHandler (a_BlockType);
case E_BLOCK_SAND: return new cBlockSandHandler (a_BlockType);
case E_ITEM_SANDSTONE_STAIRS: return new cBlockStairsHandler (a_BlockType);
case E_BLOCK_SAPLING: return new cBlockSaplingHandler (a_BlockType);
case E_BLOCK_SIGN_POST: return new cBlockSignHandler (a_BlockType);
case E_BLOCK_SNOW: return new cBlockSnowHandler (a_BlockType);
case E_BLOCK_SPRUCE_WOOD_STAIRS: return new cBlockStairsHandler (a_BlockType);
case E_BLOCK_STATIONARY_LAVA: return new cBlockFluidHandler (a_BlockType);
case E_BLOCK_STATIONARY_WATER: return new cBlockFluidHandler (a_BlockType);
case E_BLOCK_STICKY_PISTON: return new cBlockPistonHandler (a_BlockType);
case E_BLOCK_STONE: return new cBlockStoneHandler (a_BlockType);
case E_BLOCK_STONE_BRICK_STAIRS: return new cBlockStairsHandler (a_BlockType);
case E_BLOCK_STONE_SLAB: return new cBlockSlabHandler (a_BlockType);
case E_BLOCK_SUGARCANE: return new cBlockSugarcaneHandler (a_BlockType);
case E_BLOCK_TALL_GRASS: return new cBlockTallGrassHandler (a_BlockType);
case E_BLOCK_TORCH: return new cBlockTorchHandler (a_BlockType);
case E_BLOCK_VINES: return new cBlockVineHandler (a_BlockType);
case E_BLOCK_WALLSIGN: return new cBlockSignHandler (a_BlockType);
case E_BLOCK_WATER: return new cBlockFluidHandler (a_BlockType);
case E_BLOCK_WOODEN_DOOR: return new cBlockDoorHandler (a_BlockType);
case E_BLOCK_WOODEN_SLAB: return new cBlockSlabHandler (a_BlockType);
case E_BLOCK_WOODEN_STAIRS: return new cBlockStairsHandler (a_BlockType);
case E_BLOCK_WOOL: return new cBlockClothHandler (a_BlockType);
case E_BLOCK_WORKBENCH: return new cBlockWorkbenchHandler (a_BlockType);
case E_BLOCK_YELLOW_FLOWER: return new cBlockFlowerHandler (a_BlockType);
default: return new cBlockHandler(a_BlockType);
}
}
void cBlockHandler::Deinit()
{
for (int i = 0; i < 256; i++)
{
delete m_BlockHandler[i];
}
memset(m_BlockHandler, 0, sizeof(m_BlockHandler)); // Don't leave any dangling pointers around, just in case
m_HandlerInitialized = false;
}
cBlockHandler::cBlockHandler(BLOCKTYPE a_BlockType)
{
m_BlockType = a_BlockType;
}
void cBlockHandler::OnUpdate(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
{
}
void cBlockHandler::OnPlacedByPlayer(cWorld *a_World, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, int a_Dir)
{
}
void cBlockHandler::OnDestroyedByPlayer(cWorld *a_World, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ)
{
}
void cBlockHandler::OnPlaced(cWorld *a_World, int a_BlockX, int a_BlockY, int a_BlockZ, int a_Dir)
{
//Notify the neighbors
NeighborChanged(a_World, a_BlockX - 1, a_BlockY, a_BlockZ);
NeighborChanged(a_World, a_BlockX + 1, a_BlockY, a_BlockZ);
NeighborChanged(a_World, a_BlockX, a_BlockY - 1, a_BlockZ);
NeighborChanged(a_World, a_BlockX, a_BlockY + 1, a_BlockZ);
NeighborChanged(a_World, a_BlockX, a_BlockY, a_BlockZ - 1);
NeighborChanged(a_World, a_BlockX, a_BlockY, a_BlockZ + 1);
}
void cBlockHandler::OnDestroyed(cWorld *a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
{
//Notify the neighbors
NeighborChanged(a_World, a_BlockX - 1, a_BlockY, a_BlockZ);
NeighborChanged(a_World, a_BlockX + 1, a_BlockY, a_BlockZ);
NeighborChanged(a_World, a_BlockX, a_BlockY - 1, a_BlockZ);
NeighborChanged(a_World, a_BlockX, a_BlockY + 1, a_BlockZ);
NeighborChanged(a_World, a_BlockX, a_BlockY, a_BlockZ - 1);
NeighborChanged(a_World, a_BlockX, a_BlockY, a_BlockZ + 1);
}
void cBlockHandler::NeighborChanged(cWorld *a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
{
GetBlockHandler(a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ))->OnNeighborChanged(a_World, a_BlockX, a_BlockY, a_BlockZ);
}
void cBlockHandler::OnNeighborChanged(cWorld *a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
{
}
void cBlockHandler::OnDigging(cWorld *a_World, cPlayer *a_Player, int a_BlockX, int a_BlockY, int a_BlockZ)
{
}
void cBlockHandler::OnUse(cWorld *a_World, cPlayer *a_Player, int a_BlockX, int a_BlockY, int a_BlockZ)
{
}
void cBlockHandler::PlaceBlock(cWorld *a_World, cPlayer *a_Player, NIBBLETYPE a_BlockMeta, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Dir)
{
a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_BlockType, a_BlockMeta);
OnPlacedByPlayer(a_World, a_Player, a_BlockX, a_BlockY, a_BlockZ, a_Dir);
}
void cBlockHandler::ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta)
{
// Setting the meta to a_BlockMeta keeps most textures. The few other blocks have to override this.
a_Pickups.push_back(cItem(m_BlockType, 1, a_BlockMeta));
}
void cBlockHandler::DropBlock(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
{
cItems Pickups;
NIBBLETYPE Meta = a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
ConvertToPickups(Pickups, Meta);
if (!Pickups.empty())
{
a_World->SpawnItemPickups(Pickups, a_BlockX, a_BlockY, a_BlockZ);
}
}
const char * cBlockHandler::GetStepSound()
{
return "step.stone";
}
bool cBlockHandler::CanBePlacedAt(cWorld *a_World, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Dir)
{
return CanBeAt(a_World, a_BlockX, a_BlockY, a_BlockZ);
}
bool cBlockHandler::CanBeAt(cWorld *a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
{
return true;
}
bool cBlockHandler::IsUseable()
{
return false;
}
bool cBlockHandler::IsClickedThrough(void)
{
return false;
}
bool cBlockHandler::DoesIgnoreBuildCollision(void)
{
return (m_BlockType == E_BLOCK_AIR);
}
bool cBlockHandler::DoesAllowBlockOnTop(void)
{
return true;
}
bool cBlockHandler::CanBePlacedOnSide(void)
{
return true;
}
bool cBlockHandler::DoesDropOnUnsuitable(void)
{
return true;
}
void cBlockHandler::Check(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
{
if (!CanBeAt(a_World, a_BlockX, a_BlockY, a_BlockZ))
{
if (DoesDropOnUnsuitable())
{
DropBlock(a_World, a_BlockX, a_BlockY, a_BlockZ);
}
a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
}
else
{
// Wake up the simulators:
a_World->GetSimulatorManager()->WakeUp(a_BlockX, a_BlockY, a_BlockZ);
}
}