90 lines
4.6 KiB
C++
90 lines
4.6 KiB
C++
#pragma once
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#include "../Defines.h"
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class cWorld;
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class cPlayer;
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class cBlockHandler
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{
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public:
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cBlockHandler(BLOCKTYPE a_BlockID);
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// Called when the block gets ticked either by a random tick or by a queued tick
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virtual void OnUpdate(cWorld *a_World, int a_X, int a_Y, int a_Z);
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// Will be called by cBlockHandler::PlaceBlock after the player has placed a new block
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virtual void OnPlacedByPlayer(cWorld *a_World, cPlayer * a_Player, int a_X, int a_Y, int a_Z, int a_Dir);
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// Will be called before the player has destroyed a block
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virtual void OnDestroyedByPlayer(cWorld *a_World, cPlayer * a_Player, int a_X, int a_Y, int a_Z);
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// Will be called when a new block was placed. Will be called before OnPlacedByPlayer
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virtual void OnPlaced(cWorld *a_World, int a_X, int a_Y, int a_Z, int a_Dir);
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// Will be called before a block gets destroyed / replaced with air
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virtual void OnDestroyed(cWorld *a_World, int a_X, int a_Y, int a_Z);
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// Will be called when a direct neighbor of this block has been changed (The position is the own position, not the neighbor position)
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virtual void OnNeighborChanged(cWorld *a_World, int a_X, int a_Y, int a_Z);
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// Notifies all neighbors of the give block about a change
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static void NeighborChanged(cWorld *a_World, int a_X, int a_Y, int a_Z);
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// Will be called while the player diggs the block.
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virtual void OnDigging(cWorld *a_World, cPlayer *a_Player, int a_X, int a_Y, int a_Z);
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// Will be called if the user right clicks the block and the block is useable
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virtual void OnUse(cWorld *a_World, cPlayer *a_Player, int a_X, int a_Y, int a_Z);
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// This function handles the real block placement for the give block by a player and also calls the OnPlacedByPlayer function
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virtual void 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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// Indicates how much items are dropped DEFAULT: 1
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virtual char GetDropCount();
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// Indicates the id dropped by this block DEFAULT: BlockID
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virtual int GetDropID();
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// Indicates the Drop Meta data based on the block meta DEFAULT: BlockMeta
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virtual NIBBLETYPE GetDropMeta(NIBBLETYPE a_BlockMeta);
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// This function handles the dropping of a block based on the Drop id, drop count and drop meta. This will not destroy the block
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virtual void DropBlock(cWorld *a_World, int a_X, int a_Y, int a_Z);
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/// Returns step sound name of block
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virtual AString GetStepSound();
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// Indicates whether this block needs random ticks DEFAULT: False
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virtual bool NeedsRandomTicks();
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/// Checks if the block can stay at the specified coords in the world
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virtual bool CanBeAt(cWorld *a_World, int a_BlockX, int a_BlockY, int a_BlockZ);
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/// Checks if the block can be placed at this point. Default: CanBeAt(...) NOTE: This call doesn't actually place the block
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virtual bool CanBePlacedAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Dir);
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/// 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
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virtual bool AllowBlockOnTop(void);
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/// Called to check whether this block supports a rclk action. If it returns true, OnUse() is called
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virtual bool IsUseable(void);
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// 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
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virtual bool IsClickedThrough(void);
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// 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
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virtual bool IgnoreBuildCollision(void);
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/// Indicates this block can be placed on the side of other blocks. Default: true
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virtual bool CanBePlacedOnSide();
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/// Does this block drop if it gets destroyed by an unsuitable situation? Default: true
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virtual bool DropOnUnsuitable();
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// Static function to get the blockhandler for an specific block id
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static cBlockHandler * GetBlockHandler(BLOCKTYPE a_BlockID);
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// Deletes all initialised block handlers
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static void Deinit();
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protected:
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BLOCKTYPE m_BlockID;
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// Creates a new blockhandler for the given block id. For internal use only, use GetBlockHandler instead.
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static cBlockHandler *CreateBlockHandler(BLOCKTYPE a_BlockID);
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static cBlockHandler *m_BlockHandler[256];
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static bool m_HandlerInitialized; //used to detect if the blockhandlers are initialized
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};
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// Shortcut to get the blockhandler for a specific block
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inline cBlockHandler *BlockHandler(BLOCKTYPE a_BlockID) { return cBlockHandler::GetBlockHandler(a_BlockID); } |