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#pragma once
#include "../Defines.h"
class cWorld;
class cPlayer;
class cBlockHandler
{
public:
cBlockHandler(BLOCKTYPE a_BlockID);
//Called when the block gets ticked
virtual void OnUpdate(cWorld *a_World, int a_X, int a_Y, int a_Z);
virtual void OnPlacedByPlayer(cWorld *a_World, cPlayer * a_Player, int a_X, int a_Y, int a_Z, int a_Dir);
virtual void OnDestroyedByPlayer(cWorld *a_World, cPlayer * a_Player, int a_X, int a_Y, int a_Z);
virtual void OnPlaced(cWorld *a_World, int a_X, int a_Y, int a_Z, int a_Dir);
virtual void OnDestroyed(cWorld *a_World, int a_X, int a_Y, int a_Z);
virtual void OnNeighborChanged(cWorld *a_World, int a_X, int a_Y, int a_Z);
static void NeighborChanged(cWorld *a_World, int a_X, int a_Y, int a_Z);
virtual void OnClick(cWorld *a_World, cPlayer *a_Player, int a_X, int a_Y, int a_Z);
virtual void PlaceBlock(cWorld *a_World, cPlayer *a_Player, NIBBLETYPE a_BlockMeta, int a_X, int a_Y, int a_Z, char a_Dir);
virtual int GetTickRate();
virtual char GetDropCount();
virtual int GetDropID();
virtual NIBBLETYPE GetDropMeta(NIBBLETYPE a_BlockMeta);
virtual bool NeedsRandomTicks();
virtual void DropBlock(cWorld *a_World, int a_X, int a_Y, int a_Z);
/// Checks if the block can stay at the specified coords in the
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
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);
/// Called to check whether this block supports a rclk action. If it returns true, OnClicked() is called
virtual bool IsUseable(void);
virtual bool IsClickedThrough(void);
virtual bool IgnoreBuildCollision(void);
/// Indicates this block can be placed on the side of other blocks. Default: true
virtual bool CanBePlacedOnSide();
/// Does this block drop if it gets destroyed by an unsuitable situation? Default: true
virtual bool DropOnUnsuitable();
static cBlockHandler * GetBlockHandler(BLOCKTYPE a_BlockID);
static void Deinit();
protected:
BLOCKTYPE m_BlockID;
static cBlockHandler *CreateBlockHandler(BLOCKTYPE a_BlockID);
static cBlockHandler *m_BlockHandler[256];
static bool m_HandlerInitialized; //used to detect if the blockhandlers are initialized
};
inline cBlockHandler *BlockHandler(BLOCKTYPE a_BlockID) { return cBlockHandler::GetBlockHandler(a_BlockID); }
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