313 lines
8.2 KiB
C++
313 lines
8.2 KiB
C++
#include "Globals.h"
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#include "Block.h"
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#include "../cItem.h"
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#include "../cWorld.h"
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#include "BlockDoor.h"
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#include "BlockFire.h"
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#include "BlockRedstone.h"
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#include "BlockRedstoneTorch.h"
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#include "BlockRedstoneRepeater.h"
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#include "BlockPiston.h"
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#include "BlockWorkbench.h"
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#include "BlockEntity.h"
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#include "BlockVine.h"
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#include "BlockTallGrass.h"
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#include "BlockSnow.h"
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#include "BlockCloth.h"
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#include "BlockSlab.h"
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#include "BlockDirt.h"
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#include "BlockTorch.h"
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#include "BlockWood.h"
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#include "BlockLeaves.h"
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#include "BlockSapling.h"
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#include "BlockFluid.h"
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#include "BlockChest.h"
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#include "BlockFurnace.h"
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#include "BlockDispenser.h"
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#include "BlockStairs.h"
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#include "BlockLadder.h"
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#include "BlockSign.h"
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#include "BlockCrops.h"
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#include "BlockSugarcane.h"
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#include "BlockFlower.h"
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#include "BlockMushroom.h"
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#include "BlockCactus.h"
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#include "BlockStems.h"
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#include "BlockGlowstone.h"
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#include "BlockStone.h"
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#include "BlockMelon.h"
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#include "BlockIce.h"
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#include "BlockOre.h"
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bool cBlockHandler::m_HandlerInitialized = false;
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cBlockHandler *cBlockHandler::m_BlockHandler[256];
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cBlockHandler *cBlockHandler::GetBlockHandler(BLOCKTYPE a_BlockID)
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{
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if(!m_HandlerInitialized)
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{ //We have to initialize
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memset(m_BlockHandler, 0, sizeof(m_BlockHandler));
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m_HandlerInitialized = true;
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}
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if(m_BlockHandler[a_BlockID])
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return m_BlockHandler[a_BlockID];
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return m_BlockHandler[a_BlockID] = CreateBlockHandler(a_BlockID);
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}
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cBlockHandler *cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockID)
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{
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switch(a_BlockID)
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{
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case E_BLOCK_WOODEN_DOOR:
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case E_BLOCK_IRON_DOOR:
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return new cBlockDoorHandler(a_BlockID);
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case E_BLOCK_FIRE:
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return new cBlockFireHandler(a_BlockID);
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case E_BLOCK_REDSTONE_TORCH_ON:
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case E_BLOCK_REDSTONE_TORCH_OFF:
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return new cBlockRedstoneTorchHandler(a_BlockID);
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case E_BLOCK_REDSTONE_WIRE:
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return new cBlockRedstoneHandler(a_BlockID);
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case E_BLOCK_PISTON:
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case E_BLOCK_STICKY_PISTON:
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return new cBlockPistonHandler(a_BlockID);
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case E_BLOCK_REDSTONE_REPEATER_ON:
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case E_BLOCK_REDSTONE_REPEATER_OFF:
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return new cBlockRedstoneRepeaterHandler(a_BlockID);
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case E_BLOCK_WORKBENCH:
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return new cBlockWorkbenchHandler(a_BlockID);
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case E_BLOCK_SNOW:
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return new cBlockSnowHandler(a_BlockID);
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case E_BLOCK_TALL_GRASS:
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return new cBlockTallGrassHandler(a_BlockID);
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case E_BLOCK_VINES:
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return new cBlockVineHandler(a_BlockID);
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case ::E_BLOCK_WOOL:
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return new cBlockClothHandler(a_BlockID);
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case E_BLOCK_WOODEN_SLAB:
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case E_BLOCK_STONE_SLAB:
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case E_BLOCK_DOUBLE_WOODEN_SLAB:
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case E_BLOCK_DOUBLE_STONE_SLAB:
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return new cBlockSlabHandler(a_BlockID);
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case E_BLOCK_LOG:
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case E_BLOCK_PLANKS:
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return new cBlockWoodHandler(a_BlockID);
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case E_BLOCK_TORCH:
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return new cBlockTorchHandler(a_BlockID);
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case E_BLOCK_DIRT:
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case E_BLOCK_GRASS:
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return new cBlockDirtHandler(a_BlockID);
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case E_BLOCK_LEAVES:
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return new cBlockLeavesHandler(a_BlockID);
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case E_BLOCK_SAPLING:
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return new cBlockSaplingHandler(a_BlockID);
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case E_BLOCK_WATER:
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case E_BLOCK_STATIONARY_WATER:
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case E_BLOCK_STATIONARY_LAVA:
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case E_BLOCK_LAVA:
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return new cBlockFluidHandler(a_BlockID);
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case E_BLOCK_DISPENSER:
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return new cBlockDispenserHandler(a_BlockID);
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case E_BLOCK_FURNACE:
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case E_BLOCK_LIT_FURNACE:
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return new cBlockFurnaceHandler(a_BlockID);
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case E_BLOCK_CHEST:
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return new cBlockChestHandler(a_BlockID);
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case E_BLOCK_ICE:
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return new cBlockIceHandler(a_BlockID);
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case E_BLOCK_LADDER:
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return new cBlockLadderHandler(a_BlockID);
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case E_BLOCK_COBBLESTONE_STAIRS:
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case E_BLOCK_BRICK_STAIRS:
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case E_BLOCK_STONE_BRICK_STAIRS:
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case E_BLOCK_NETHER_BRICK_STAIRS:
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case E_BLOCK_WOODEN_STAIRS:
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return new cBlockStairsHandler(a_BlockID);
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case E_BLOCK_SIGN_POST:
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case E_BLOCK_WALLSIGN:
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return new cBlockSignHandler(a_BlockID);
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case E_BLOCK_CROPS:
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return new cBlockCropsHandler(a_BlockID);
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case E_BLOCK_SUGARCANE:
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return new cBlockSugarcaneHandler(a_BlockID);
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case E_BLOCK_YELLOW_FLOWER:
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case E_BLOCK_RED_ROSE:
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return new cBlockFlowerHandler(a_BlockID);
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case E_BLOCK_BROWN_MUSHROOM:
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case E_BLOCK_RED_MUSHROOM:
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return new cBlockMushroomHandler(a_BlockID);
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case E_BLOCK_CACTUS:
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return new cBlockCactusHandler(a_BlockID);
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case E_BLOCK_MELON_STEM:
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case E_BLOCK_PUMPKIN_STEM:
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return new cBlockStemsHandler(a_BlockID);
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case E_BLOCK_GLOWSTONE:
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return new cBlockGlowstoneHandler(a_BlockID);
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case E_BLOCK_DIAMOND_ORE:
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case E_BLOCK_GOLD_ORE:
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case E_BLOCK_REDSTONE_ORE:
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case E_BLOCK_REDSTONE_ORE_GLOWING:
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case (char)E_BLOCK_EMERALD_ORE:
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case E_BLOCK_IRON_ORE:
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case E_BLOCK_LAPIS_ORE:
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case E_BLOCK_COAL_ORE:
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return new cBlockOreHandler(a_BlockID);
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case E_BLOCK_STONE:
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case E_BLOCK_COBBLESTONE:
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return new cBlockStoneHandler(a_BlockID);
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case E_BLOCK_MELON:
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return new cBlockMelonHandler(a_BlockID);
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default:
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return new cBlockHandler(a_BlockID);
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break;
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}
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}
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void cBlockHandler::Deinit()
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{
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for(int i = 0; i < 256; i++)
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{
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delete m_BlockHandler[i];
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}
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}
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cBlockHandler::cBlockHandler(BLOCKTYPE a_BlockID)
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{
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m_BlockID = a_BlockID;
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}
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void cBlockHandler::OnUpdate(cWorld *a_World, int a_X, int a_Y, int a_Z)
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{
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}
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void cBlockHandler::OnPlacedByPlayer(cWorld *a_World, cPlayer * a_Player, int a_X, int a_Y, int a_Z, int a_Dir)
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{
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}
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void cBlockHandler::OnDestroyedByPlayer(cWorld *a_World, cPlayer * a_Player, int a_X, int a_Y, int a_Z)
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{
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}
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void cBlockHandler::OnPlaced(cWorld *a_World, int a_X, int a_Y, int a_Z, int a_Dir)
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{
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//Notify the neighbors
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NeighborChanged(a_World, a_X - 1, a_Y, a_Z);
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NeighborChanged(a_World, a_X + 1, a_Y, a_Z);
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NeighborChanged(a_World, a_X, a_Y - 1, a_Z);
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NeighborChanged(a_World, a_X, a_Y + 1, a_Z);
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NeighborChanged(a_World, a_X, a_Y, a_Z - 1);
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NeighborChanged(a_World, a_X, a_Y, a_Z + 1);
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}
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void cBlockHandler::OnDestroyed(cWorld *a_World, int a_X, int a_Y, int a_Z)
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{
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//Notify the neighbors
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NeighborChanged(a_World, a_X - 1, a_Y, a_Z);
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NeighborChanged(a_World, a_X + 1, a_Y, a_Z);
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NeighborChanged(a_World, a_X, a_Y - 1, a_Z);
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NeighborChanged(a_World, a_X, a_Y + 1, a_Z);
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NeighborChanged(a_World, a_X, a_Y, a_Z - 1);
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NeighborChanged(a_World, a_X, a_Y, a_Z + 1);
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}
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void cBlockHandler::NeighborChanged(cWorld *a_World, int a_X, int a_Y, int a_Z)
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{
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GetBlockHandler(a_World->GetBlock(a_X, a_Y, a_Z))->OnNeighborChanged(a_World, a_X, a_Y, a_Z);
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}
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void cBlockHandler::OnNeighborChanged(cWorld *a_World, int a_X, int a_Y, int a_Z)
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{
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}
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void cBlockHandler::OnClick(cWorld *a_World, cPlayer *a_Player, int a_X, int a_Y, int a_Z)
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{
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}
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void cBlockHandler::PlaceBlock(cWorld *a_World, cPlayer *a_Player, NIBBLETYPE a_BlockMeta, int a_X, int a_Y, int a_Z, char a_Dir)
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{
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a_World->SetBlock(a_X, a_Y, a_Z, m_BlockID, a_BlockMeta);
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OnPlacedByPlayer(a_World, a_Player, a_X, a_Y, a_Z, a_Dir);
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}
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int cBlockHandler::GetTickRate()
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{
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return 10;
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}
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char cBlockHandler::GetDropCount()
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{
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return 1;
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}
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int cBlockHandler::GetDropID()
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{
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return m_BlockID;
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}
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NIBBLETYPE cBlockHandler::GetDropMeta(NIBBLETYPE a_BlockMeta)
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{
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return a_BlockMeta; //This keeps most textures. The few other blocks have to override this
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}
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void cBlockHandler::DropBlock(cWorld *a_World, int a_X, int a_Y, int a_Z)
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{
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cItems Drops;
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NIBBLETYPE Meta = a_World->GetBlockMeta(a_X, a_Y, a_Z);
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char DropCount = GetDropCount();
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int DropItem = GetDropID();
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if(DropCount > 0 && DropItem != E_ITEM_EMPTY)
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{
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Drops.push_back(cItem((ENUM_ITEM_ID)DropItem, DropCount, GetDropMeta(Meta)));
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a_World->SpawnItemPickups(Drops, a_X, a_Y, a_Z);
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}
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}
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bool cBlockHandler::CanBePlacedAt(cWorld *a_World, int a_X, int a_Y, int a_Z, char a_Dir)
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{
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return CanBeAt(a_World, a_X, a_Y, a_Z);
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}
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bool cBlockHandler::CanBeAt(cWorld *a_World, int a_X, int a_Y, int a_Z)
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{
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return true;
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}
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bool cBlockHandler::IsUseable()
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{
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return false;
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}
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bool cBlockHandler::IsClickedThrough()
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{
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return false;
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}
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bool cBlockHandler::IgnoreBuildCollision()
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{
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return m_BlockID == E_BLOCK_AIR;
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}
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bool cBlockHandler::NeedsRandomTicks()
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{
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return false;
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}
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bool cBlockHandler::AllowBlockOnTop()
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{
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return true;
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}
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bool cBlockHandler::CanBePlacedOnSide()
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{
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return true;
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}
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bool cBlockHandler::DropOnUnsuitable()
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{
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return true;
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} |