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path: root/source/Blocks/BlockHandler.cpp
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#include "Globals.h"
#include "BlockHandler.h"
#include "../Item.h"
#include "../World.h"
#include "BlockSand.h"
#include "BlockGravel.h"
#include "BlockDoor.h"
#include "BlockFire.h"
#include "BlockRedstone.h"
#include "BlockRedstoneTorch.h"
#include "BlockRedstoneRepeater.h"
#include "BlockPiston.h"
#include "BlockWorkbench.h"
#include "BlockEntity.h"
#include "BlockVine.h"
#include "BlockTallGrass.h"
#include "BlockSnow.h"
#include "BlockCloth.h"
#include "BlockSlab.h"
#include "BlockDirt.h"
#include "BlockTorch.h"
#include "BlockWood.h"
#include "BlockLeaves.h"
#include "BlockSapling.h"
#include "BlockFluid.h"
#include "BlockChest.h"
#include "BlockFurnace.h"
#include "BlockDispenser.h"
#include "BlockStairs.h"
#include "BlockLadder.h"
#include "BlockSign.h"
#include "BlockCrops.h"
#include "BlockSugarcane.h"
#include "BlockFlower.h"
#include "BlockMushroom.h"
#include "BlockCactus.h"
#include "BlockStems.h"
#include "BlockGlowstone.h"
#include "BlockStone.h"
#include "BlockMelon.h"
#include "BlockIce.h"
#include "BlockOre.h"
#include "BlockNote.h"
#include "BlockBed.h"





bool cBlockHandler::m_HandlerInitialized = false;
cBlockHandler *cBlockHandler::m_BlockHandler[256];





cBlockHandler *cBlockHandler::GetBlockHandler(BLOCKTYPE a_BlockType)
{
	if (!m_HandlerInitialized)
	{
		//We have to initialize
		memset(m_BlockHandler, 0, sizeof(m_BlockHandler));
		m_HandlerInitialized = true;
	}
	if (m_BlockHandler[a_BlockType] != NULL)
	{
		return m_BlockHandler[a_BlockType];
	}

	return m_BlockHandler[a_BlockType] = CreateBlockHandler(a_BlockType);
}





cBlockHandler *cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
{
	switch(a_BlockType)
	{
		case E_BLOCK_SAND:
			return new cBlockSandHandler(a_BlockType);
		case E_BLOCK_GRAVEL:
			return new cBlockGravelHandler(a_BlockType);
		case E_BLOCK_WOODEN_DOOR:
		case E_BLOCK_IRON_DOOR:
			return new cBlockDoorHandler(a_BlockType);
		case E_BLOCK_FIRE:
			return new cBlockFireHandler(a_BlockType);
		case E_BLOCK_REDSTONE_TORCH_ON:
		case E_BLOCK_REDSTONE_TORCH_OFF:
			return new cBlockRedstoneTorchHandler(a_BlockType);
		case E_BLOCK_REDSTONE_WIRE:	
			return new cBlockRedstoneHandler(a_BlockType);
		case E_BLOCK_PISTON:
		case E_BLOCK_STICKY_PISTON:
			return new cBlockPistonHandler(a_BlockType);
		case E_BLOCK_REDSTONE_REPEATER_ON:
		case E_BLOCK_REDSTONE_REPEATER_OFF:
			return new cBlockRedstoneRepeaterHandler(a_BlockType);
		case E_BLOCK_WORKBENCH:
			return new cBlockWorkbenchHandler(a_BlockType);
		case E_BLOCK_SNOW:
			return new cBlockSnowHandler(a_BlockType);
		case E_BLOCK_TALL_GRASS:
			return new cBlockTallGrassHandler(a_BlockType);
		case E_BLOCK_VINES:
			return new cBlockVineHandler(a_BlockType);
		case ::E_BLOCK_WOOL:
			return new cBlockClothHandler(a_BlockType);
		case E_BLOCK_WOODEN_SLAB:
		case E_BLOCK_STONE_SLAB:
		case E_BLOCK_DOUBLE_WOODEN_SLAB:
		case E_BLOCK_DOUBLE_STONE_SLAB:
			return new cBlockSlabHandler(a_BlockType);
		case E_BLOCK_LOG:
		case E_BLOCK_PLANKS:
			return new cBlockWoodHandler(a_BlockType);
		case E_BLOCK_TORCH:
			return new cBlockTorchHandler(a_BlockType);
		case E_BLOCK_DIRT:
		case E_BLOCK_GRASS:
			return new cBlockDirtHandler(a_BlockType);
		case E_BLOCK_LEAVES:
			return new cBlockLeavesHandler(a_BlockType);
		case E_BLOCK_SAPLING:
			return new cBlockSaplingHandler(a_BlockType);
		case E_BLOCK_WATER:
		case E_BLOCK_STATIONARY_WATER:
		case E_BLOCK_STATIONARY_LAVA:
		case E_BLOCK_LAVA:
			return new cBlockFluidHandler(a_BlockType);
		case E_BLOCK_DISPENSER:
			return new cBlockDispenserHandler(a_BlockType);
		case E_BLOCK_FURNACE:
		case E_BLOCK_LIT_FURNACE:
			return new cBlockFurnaceHandler(a_BlockType);
		case E_BLOCK_CHEST:
			return new cBlockChestHandler(a_BlockType);
		case E_BLOCK_ICE:
			return new cBlockIceHandler(a_BlockType);
		case E_BLOCK_LADDER:
			return new cBlockLadderHandler(a_BlockType);
		case E_BLOCK_COBBLESTONE_STAIRS:
		case E_BLOCK_BRICK_STAIRS:
		case E_BLOCK_STONE_BRICK_STAIRS:
		case E_BLOCK_NETHER_BRICK_STAIRS:
		case E_BLOCK_WOODEN_STAIRS:
		case E_BLOCK_SPRUCE_WOOD_STAIRS:
		case E_BLOCK_BIRCH_WOOD_STAIRS:
		case E_BLOCK_JUNGLE_WOOD_STAIRS:
			return new cBlockStairsHandler(a_BlockType);
		case E_BLOCK_SIGN_POST:
		case E_BLOCK_WALLSIGN:
			return new cBlockSignHandler(a_BlockType);
		case E_BLOCK_CROPS:
			return new cBlockCropsHandler(a_BlockType);
		case E_BLOCK_SUGARCANE:
			return new cBlockSugarcaneHandler(a_BlockType);
		case E_BLOCK_YELLOW_FLOWER:
		case E_BLOCK_RED_ROSE:
			return new cBlockFlowerHandler(a_BlockType);
		case E_BLOCK_BROWN_MUSHROOM:
		case E_BLOCK_RED_MUSHROOM:
			return new cBlockMushroomHandler(a_BlockType);
		case E_BLOCK_CACTUS:
			return new cBlockCactusHandler(a_BlockType);
		case E_BLOCK_MELON_STEM:
		case E_BLOCK_PUMPKIN_STEM:
			return new cBlockStemsHandler(a_BlockType);
		case E_BLOCK_GLOWSTONE:
			return new cBlockGlowstoneHandler(a_BlockType);
		case E_BLOCK_DIAMOND_ORE:
		case E_BLOCK_GOLD_ORE:
		case E_BLOCK_REDSTONE_ORE:
		case E_BLOCK_REDSTONE_ORE_GLOWING:
		case E_BLOCK_EMERALD_ORE:
		case E_BLOCK_IRON_ORE:
		case E_BLOCK_LAPIS_ORE:
		case E_BLOCK_COAL_ORE:
			return new cBlockOreHandler(a_BlockType);
		case E_BLOCK_STONE:
		case E_BLOCK_COBBLESTONE:
			return new cBlockStoneHandler(a_BlockType);
		case E_BLOCK_MELON:
			return new cBlockMelonHandler(a_BlockType);
		case E_BLOCK_NOTE_BLOCK:
			return new cBlockNoteHandler(a_BlockType);
		case E_BLOCK_BED:
			return new cBlockBedHandler(a_BlockType);
		default:		
			return new cBlockHandler(a_BlockType);
			break;
	}
}





void cBlockHandler::Deinit()
{
	for(int i = 0; i < 256; i++)
	{
		delete m_BlockHandler[i];
	}
	m_HandlerInitialized = false;
}





cBlockHandler::cBlockHandler(BLOCKTYPE a_BlockType)
{
	m_BlockType = a_BlockType;
}





void cBlockHandler::OnUpdate(cWorld *a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
{
}





void cBlockHandler::OnPlacedByPlayer(cWorld *a_World, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, int a_Dir)
{
}





void cBlockHandler::OnDestroyedByPlayer(cWorld *a_World, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ)
{
}





void cBlockHandler::OnPlaced(cWorld *a_World, int a_BlockX, int a_BlockY, int a_BlockZ, int a_Dir)
{
	//Notify the neighbors
	NeighborChanged(a_World, a_BlockX - 1, a_BlockY, a_BlockZ);
	NeighborChanged(a_World, a_BlockX + 1, a_BlockY, a_BlockZ);
	NeighborChanged(a_World, a_BlockX, a_BlockY - 1, a_BlockZ);
	NeighborChanged(a_World, a_BlockX, a_BlockY + 1, a_BlockZ);
	NeighborChanged(a_World, a_BlockX, a_BlockY, a_BlockZ - 1);
	NeighborChanged(a_World, a_BlockX, a_BlockY, a_BlockZ + 1);
}





void cBlockHandler::OnDestroyed(cWorld *a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
{
	//Notify the neighbors
	NeighborChanged(a_World, a_BlockX - 1, a_BlockY, a_BlockZ);
	NeighborChanged(a_World, a_BlockX + 1, a_BlockY, a_BlockZ);
	NeighborChanged(a_World, a_BlockX, a_BlockY - 1, a_BlockZ);
	NeighborChanged(a_World, a_BlockX, a_BlockY + 1, a_BlockZ);
	NeighborChanged(a_World, a_BlockX, a_BlockY, a_BlockZ - 1);
	NeighborChanged(a_World, a_BlockX, a_BlockY, a_BlockZ + 1);
}





void cBlockHandler::NeighborChanged(cWorld *a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
{
	GetBlockHandler(a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ))->OnNeighborChanged(a_World, a_BlockX, a_BlockY, a_BlockZ);
}





void cBlockHandler::OnNeighborChanged(cWorld *a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
{
}





void cBlockHandler::OnDigging(cWorld *a_World, cPlayer *a_Player, int a_BlockX, int a_BlockY, int a_BlockZ)
{
}





void cBlockHandler::OnUse(cWorld *a_World, cPlayer *a_Player, int a_BlockX, int a_BlockY, int a_BlockZ)
{
}





void cBlockHandler::PlaceBlock(cWorld *a_World, cPlayer *a_Player, NIBBLETYPE a_BlockMeta, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Dir)
{
	a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_BlockType, a_BlockMeta);
	OnPlacedByPlayer(a_World, a_Player, a_BlockX, a_BlockY, a_BlockZ, a_Dir);
}





void cBlockHandler::ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta)
{
	// Setting the meta to a_BlockMeta keeps most textures. The few other blocks have to override this.
	a_Pickups.push_back(cItem(m_BlockType, 1, a_BlockMeta));
}





void cBlockHandler::DropBlock(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
{
	cItems Pickups;
	NIBBLETYPE Meta = a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
	ConvertToPickups(Pickups, Meta);
	if (!Pickups.empty())
	{
		a_World->SpawnItemPickups(Pickups, a_BlockX, a_BlockY, a_BlockZ);
	}
}





const char * cBlockHandler::GetStepSound()
{
	return "step.stone";
}





bool cBlockHandler::CanBePlacedAt(cWorld *a_World, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Dir)
{
	return CanBeAt(a_World, a_BlockX, a_BlockY, a_BlockZ);
}





bool cBlockHandler::CanBeAt(cWorld *a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
{
	return true;
}





bool cBlockHandler::IsUseable()
{
	return false;
}





bool cBlockHandler::IsClickedThrough(void)
{
	return false;
}





bool cBlockHandler::DoesIgnoreBuildCollision(void)
{
	return (m_BlockType == E_BLOCK_AIR);
}





bool cBlockHandler::DoesAllowBlockOnTop(void)
{
	return true;
}





bool cBlockHandler::CanBePlacedOnSide(void)
{
	return true;
}





bool cBlockHandler::DoesDropOnUnsuitable(void)
{
	return true;
}