diff options
Diffstat (limited to '')
-rw-r--r-- | source/Blocks/BlockHandler.h | 115 |
1 files changed, 73 insertions, 42 deletions
diff --git a/source/Blocks/BlockHandler.h b/source/Blocks/BlockHandler.h index 859870c4a..4ac7b2338 100644 --- a/source/Blocks/BlockHandler.h +++ b/source/Blocks/BlockHandler.h @@ -1,11 +1,21 @@ +
#pragma once
+
#include "../Defines.h"
+#include "../Item.h"
+
+
+
+
+// fwd:
class cWorld;
class cPlayer;
+
+
class cBlockHandler
{
public:
@@ -14,68 +24,78 @@ public: // Called when the block gets ticked either by a random tick or by a queued tick
virtual void OnUpdate(cWorld *a_World, int a_X, int a_Y, int a_Z);
- // Will be called by cBlockHandler::PlaceBlock after the player has placed a new block
- virtual void OnPlacedByPlayer(cWorld *a_World, cPlayer * a_Player, int a_X, int a_Y, int a_Z, int a_Dir);
- // Will be called before the player has destroyed a block
- virtual void OnDestroyedByPlayer(cWorld *a_World, cPlayer * a_Player, int a_X, int a_Y, int a_Z);
- // Will be called when a new block was placed. Will be called before OnPlacedByPlayer
- virtual void OnPlaced(cWorld *a_World, int a_X, int a_Y, int a_Z, int a_Dir);
- // Will be called before a block gets destroyed / replaced with air
- virtual void OnDestroyed(cWorld *a_World, int a_X, int a_Y, int a_Z);
- // Will be called when a direct neighbor of this block has been changed (The position is the own position, not the neighbor position)
- virtual void OnNeighborChanged(cWorld *a_World, int a_X, int a_Y, int a_Z);
- // Notifies all neighbors of the give block about a change
- static void NeighborChanged(cWorld *a_World, int a_X, int a_Y, int a_Z);
- // Will be called while the player diggs the block.
- virtual void OnDigging(cWorld *a_World, cPlayer *a_Player, int a_X, int a_Y, int a_Z);
- // Will be called if the user right clicks the block and the block is useable
- virtual void OnUse(cWorld *a_World, cPlayer *a_Player, int a_X, int a_Y, int a_Z);
- // This function handles the real block placement for the give block by a player and also calls the OnPlacedByPlayer function
- virtual void PlaceBlock(cWorld *a_World, cPlayer *a_Player, NIBBLETYPE a_BlockMeta, int a_X, int a_Y, int a_Z, char a_Dir);
-
- // Indicates how much items are dropped DEFAULT: 1
- virtual char GetDropCount();
- // Indicates the id dropped by this block DEFAULT: BlockID
- virtual int GetDropID();
- // Indicates the Drop Meta data based on the block meta DEFAULT: BlockMeta
- virtual NIBBLETYPE GetDropMeta(NIBBLETYPE a_BlockMeta);
- // This function handles the dropping of a block based on the Drop id, drop count and drop meta. This will not destroy the block
- virtual void DropBlock(cWorld *a_World, int a_X, int a_Y, int a_Z);
- /// Returns step sound name of block
- virtual AString GetStepSound();
+ /// Called by cBlockHandler::PlaceBlock after the player has placed a new block
+ virtual void OnPlacedByPlayer(cWorld * a_World, cPlayer * a_Player, int a_X, int a_Y, int a_Z, int a_Dir);
+
+ /// Called before the player has destroyed a block
+ virtual void OnDestroyedByPlayer(cWorld * a_World, cPlayer * a_Player, int a_X, int a_Y, int a_Z);
+
+ /// Called when a new block was placed. Called before OnPlacedByPlayer
+ virtual void OnPlaced(cWorld * a_World, int a_X, int a_Y, int a_Z, int a_Dir);
+
+ /// Called before a block gets destroyed / replaced with air
+ virtual void OnDestroyed(cWorld * a_World, int a_X, int a_Y, int a_Z);
+
+ /// Called when a direct neighbor of this block has been changed (The position is the own position, not the neighbor position)
+ virtual void OnNeighborChanged(cWorld * a_World, int a_X, int a_Y, int a_Z);
+
+ /// Notifies all neighbors of the given block about a change
+ static void NeighborChanged(cWorld * a_World, int a_X, int a_Y, int a_Z);
+
+ /// Called while the player diggs the block.
+ virtual void OnDigging(cWorld * a_World, cPlayer * a_Player, int a_X, int a_Y, int a_Z);
- // Indicates whether this block needs random ticks DEFAULT: False
- virtual bool NeedsRandomTicks();
+ /// Called if the user right clicks the block and the block is useable
+ virtual void OnUse(cWorld * a_World, cPlayer * a_Player, int a_X, int a_Y, int a_Z);
+
+ /// This function handles the real block placement for the give block by a player and also calls OnPlacedByPlayer()
+ virtual void PlaceBlock(cWorld * a_World, cPlayer * a_Player, NIBBLETYPE a_BlockMeta, int a_X, int a_Y, int a_Z, char a_Dir);
+
+ /// Called when the item is mined to convert it into pickups. Pickups may specify multiple items.
+ virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta);
+
+ /// Handles the dropping of a block based on what ConvertToDrops() returns. This will not destroy the block
+ virtual void DropBlock(cWorld * a_World, int a_X, int a_Y, int a_Z);
+
+ /// Returns step sound name of block
+ virtual const char * GetStepSound(void);
/// Checks if the block can stay at the specified coords in the world
- virtual bool CanBeAt(cWorld *a_World, int a_BlockX, int a_BlockY, int a_BlockZ);
+ virtual bool CanBeAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ);
- /// Checks if the block can be placed at this point. Default: CanBeAt(...) NOTE: This call doesn't actually place the block
+ /** Checks if the block can be placed at this point.
+ Default: CanBeAt(...)
+ NOTE: This call doesn't actually place the block
+ */
virtual bool CanBePlacedAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Dir);
/// Called when the player tries to place a block on top of this block (Only if he aims directly on this block); return false to disallow
- virtual bool AllowBlockOnTop(void);
+ virtual bool DoesAllowBlockOnTop(void);
/// Called to check whether this block supports a rclk action. If it returns true, OnUse() is called
virtual bool IsUseable(void);
- // Indicates whether the client will click through this block. For example digging a fire will hit the block below the fire so fire is clicked through
+ /** Indicates whether the client will click through this block.
+ For example digging a fire will hit the block below the fire so fire is clicked through
+ */
virtual bool IsClickedThrough(void);
- // Checks if the player can build "inside" this block. For example blocks placed "on" snow will be placed at the same position. So: Snow ignores Build collision
- virtual bool IgnoreBuildCollision(void);
+ /** Checks if the player can build "inside" this block.
+ For example blocks placed "on" snow will be placed at the same position. So: Snow ignores Build collision
+ */
+ virtual bool DoesIgnoreBuildCollision(void);
/// Indicates this block can be placed on the side of other blocks. Default: true
- virtual bool CanBePlacedOnSide();
+ virtual bool CanBePlacedOnSide(void);
/// Does this block drop if it gets destroyed by an unsuitable situation? Default: true
- virtual bool DropOnUnsuitable();
+ virtual bool DoesDropOnUnsuitable(void);
- // Static function to get the blockhandler for an specific block id
+ /// Get the blockhandler for a specific block id
static cBlockHandler * GetBlockHandler(BLOCKTYPE a_BlockID);
- // Deletes all initialised block handlers
+ /// Deletes all initialised block handlers
static void Deinit();
protected:
@@ -86,5 +106,16 @@ protected: static bool m_HandlerInitialized; //used to detect if the blockhandlers are initialized
};
+
+
+
+
// Shortcut to get the blockhandler for a specific block
-inline cBlockHandler *BlockHandler(BLOCKTYPE a_BlockID) { return cBlockHandler::GetBlockHandler(a_BlockID); }
\ No newline at end of file +inline cBlockHandler *BlockHandler(BLOCKTYPE a_BlockID)
+{
+ return cBlockHandler::GetBlockHandler(a_BlockID);
+}
+
+
+
+
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