129 lines
4.9 KiB
C++
129 lines
4.9 KiB
C++
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#pragma once
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#include "../Defines.h"
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#include "../Item.h"
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// fwd:
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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_BlockType);
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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_BlockX, int a_BlockY, int a_BlockZ);
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/// 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_BlockX, int a_BlockY, int a_BlockZ, int a_Dir);
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/// Called before the player has destroyed a block
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virtual void OnDestroyedByPlayer(cWorld * a_World, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ);
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/// Called when a new block was placed. Called before OnPlacedByPlayer
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virtual void OnPlaced(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, int a_Dir);
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/// Called before a block gets destroyed / replaced with air
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virtual void OnDestroyed(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ);
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/// 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_BlockX, int a_BlockY, int a_BlockZ);
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/// Notifies all neighbors of the given block about a change
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static void NeighborChanged(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ);
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/// Called while the player diggs the block.
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virtual void OnDigging(cWorld * a_World, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ);
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/// 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_BlockX, int a_BlockY, int a_BlockZ);
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/// This function handles the real block placement for the give block by a player and also calls OnPlacedByPlayer()
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virtual void PlaceBlock(cWorld * a_World, cPlayer * a_Player, NIBBLETYPE a_BlockMeta, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Dir);
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/// Called when the item is mined to convert it into pickups. Pickups may specify multiple items.
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virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta);
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/// Handles the dropping of a block based on what ConvertToDrops() returns. This will not destroy the block
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virtual void DropBlock(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ);
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/// Returns step sound name of block
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virtual const char * GetStepSound(void);
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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.
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Default: CanBeAt(...)
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NOTE: This call doesn't actually place the block
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*/
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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 DoesAllowBlockOnTop(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.
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For example digging a fire will hit the block below the fire so fire is clicked through
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*/
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virtual bool IsClickedThrough(void);
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/** Checks if the player can build "inside" this block.
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For example blocks placed "on" snow will be placed at the same position. So: Snow ignores Build collision
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*/
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virtual bool DoesIgnoreBuildCollision(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(void);
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/// Does this block drop if it gets destroyed by an unsuitable situation? Default: true
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virtual bool DoesDropOnUnsuitable(void);
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/** Called when one of the neighbors gets set; equivalent to MC block update.
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By default drops if position no more suitable (CanBeAt(), DoesDropOnUnsuitable(), Drop()),
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and wakes up all simulators on the block.
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*/
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virtual void Check(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ);
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/// Get the blockhandler for a specific block id
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static cBlockHandler * GetBlockHandler(BLOCKTYPE a_BlockType);
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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_BlockType;
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// Creates a new blockhandler for the given block type. For internal use only, use ::GetBlockHandler() instead.
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static cBlockHandler *CreateBlockHandler(BLOCKTYPE a_BlockType);
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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_BlockType)
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{
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return cBlockHandler::GetBlockHandler(a_BlockType);
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}
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