#include "Globals.h"
#include "Block.h"
#include "../cItem.h"
#include "../cWorld.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"
bool cBlockHandler::m_HandlerInitialized = false;
cBlockHandler *cBlockHandler::m_BlockHandler[256];
cBlockHandler *cBlockHandler::GetBlockHandler(char a_BlockID)
{
if(!m_HandlerInitialized)
{ //We have to initialize
memset(m_BlockHandler, 0, sizeof(m_BlockHandler));
m_HandlerInitialized = true;
}
if(m_BlockHandler[a_BlockID])
return m_BlockHandler[a_BlockID];
return m_BlockHandler[a_BlockID] = CreateBlockHandler(a_BlockID);
}
cBlockHandler *cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockID)
{
switch(a_BlockID)
{
case E_BLOCK_WOODEN_DOOR:
case E_BLOCK_IRON_DOOR:
return new cBlockDoorHandler(a_BlockID);
case E_BLOCK_FIRE:
return new cBlockFireHandler(a_BlockID);
case E_BLOCK_REDSTONE_TORCH_ON:
case E_BLOCK_REDSTONE_TORCH_OFF:
return new cBlockRedstoneTorchHandler(a_BlockID);
case E_BLOCK_REDSTONE_WIRE:
return new cBlockRedstoneHandler(a_BlockID);
case E_BLOCK_PISTON:
case E_BLOCK_STICKY_PISTON:
return new cBlockPistonHandler(a_BlockID);
case E_BLOCK_REDSTONE_REPEATER_ON:
case E_BLOCK_REDSTONE_REPEATER_OFF:
return new cBlockRedstoneRepeaterHandler(a_BlockID);
case E_BLOCK_WORKBENCH:
return new cBlockWorkbenchHandler(a_BlockID);
case E_BLOCK_SNOW:
return new cBlockSnowHandler(a_BlockID);
case E_BLOCK_TALL_GRASS:
return new cBlockTallGrassHandler(a_BlockID);
case E_BLOCK_VINES:
return new cBlockVineHandler(a_BlockID);
case ::E_BLOCK_WOOL:
return new cBlockClothHandler(a_BlockID);
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_BlockID);
case E_BLOCK_LOG:
case E_BLOCK_PLANKS:
return new cBlockWoodHandler(a_BlockID);
case E_BLOCK_TORCH:
return new cBlockTorchHandler(a_BlockID);
case E_BLOCK_DIRT:
case E_BLOCK_GRASS:
return new cBlockDirtHandler(a_BlockID);
case E_BLOCK_LEAVES:
return new cBlockLeavesHandler(a_BlockID);
case E_BLOCK_SAPLING:
return new cBlockSaplingHandler(a_BlockID);
case E_BLOCK_WATER:
case E_BLOCK_STATIONARY_WATER:
case E_BLOCK_STATIONARY_LAVA:
case E_BLOCK_LAVA:
return new cBlockFluidHandler(a_BlockID);
case E_BLOCK_DISPENSER:
return new cBlockDispenserHandler(a_BlockID);
case E_BLOCK_FURNACE:
case E_BLOCK_LIT_FURNACE:
return new cBlockFurnaceHandler(a_BlockID);
case E_BLOCK_CHEST:
return new cBlockChestHandler(a_BlockID);
case E_BLOCK_ICE:
return new cBlockIceHandler(a_BlockID);
case E_BLOCK_LADDER:
return new cBlockLadderHandler(a_BlockID);
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:
return new cBlockStairsHandler(a_BlockID);
case E_BLOCK_SIGN_POST:
case E_BLOCK_WALLSIGN:
return new cBlockSignHandler(a_BlockID);
case E_BLOCK_CROPS:
return new cBlockCropsHandler(a_BlockID);
case E_BLOCK_SUGARCANE:
return new cBlockSugarcaneHandler(a_BlockID);
case E_BLOCK_YELLOW_FLOWER:
case E_BLOCK_RED_ROSE:
return new cBlockFlowerHandler(a_BlockID);
case E_BLOCK_BROWN_MUSHROOM:
case E_BLOCK_RED_MUSHROOM:
return new cBlockMushroomHandler(a_BlockID);
case E_BLOCK_CACTUS:
return new cBlockCactusHandler(a_BlockID);
case E_BLOCK_MELON_STEM:
case E_BLOCK_PUMPKIN_STEM:
return new cBlockStemsHandler(a_BlockID);
case E_BLOCK_GLOWSTONE:
return new cBlockGlowstoneHandler(a_BlockID);
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_BlockID);
case E_BLOCK_STONE:
case E_BLOCK_COBBLESTONE:
return new cBlockStoneHandler(a_BlockID);
case E_BLOCK_MELON:
return new cBlockMelonHandler(a_BlockID);
default:
return new cBlockHandler(a_BlockID);
break;
}
}
void cBlockHandler::Deinit()
{
for(int i = 0; i < 256; i++)
{
delete m_BlockHandler[i];
}
}
cBlockHandler::cBlockHandler(BLOCKTYPE a_BlockID)
{
m_BlockID = a_BlockID;
}
void cBlockHandler::OnUpdate(cWorld *a_World, int a_X, int a_Y, int a_Z)
{
}
void cBlockHandler::OnPlacedByPlayer(cWorld *a_World, cPlayer * a_Player, int a_X, int a_Y, int a_Z, int a_Dir)
{
}
void cBlockHandler::OnDestroyedByPlayer(cWorld *a_World, cPlayer * a_Player, int a_X, int a_Y, int a_Z)
{
}
void cBlockHandler::OnPlaced(cWorld *a_World, int a_X, int a_Y, int a_Z, int a_Dir)
{
//Notify the neighbors
NeighborChanged(a_World, a_X - 1, a_Y, a_Z);
NeighborChanged(a_World, a_X + 1, a_Y, a_Z);
NeighborChanged(a_World, a_X, a_Y - 1, a_Z);
NeighborChanged(a_World, a_X, a_Y + 1, a_Z);
NeighborChanged(a_World, a_X, a_Y, a_Z - 1);
NeighborChanged(a_World, a_X, a_Y, a_Z + 1);
}
void cBlockHandler::OnDestroyed(cWorld *a_World, int a_X, int a_Y, int a_Z)
{
//Notify the neighbors
NeighborChanged(a_World, a_X - 1, a_Y, a_Z);
NeighborChanged(a_World, a_X + 1, a_Y, a_Z);
NeighborChanged(a_World, a_X, a_Y - 1, a_Z);
NeighborChanged(a_World, a_X, a_Y + 1, a_Z);
NeighborChanged(a_World, a_X, a_Y, a_Z - 1);
NeighborChanged(a_World, a_X, a_Y, a_Z + 1);
}
void cBlockHandler::NeighborChanged(cWorld *a_World, int a_X, int a_Y, int a_Z)
{
GetBlockHandler(a_World->GetBlock(a_X, a_Y, a_Z))->OnNeighborChanged(a_World, a_X, a_Y, a_Z);
}
void cBlockHandler::OnNeighborChanged(cWorld *a_World, int a_X, int a_Y, int a_Z)
{
}
void cBlockHandler::OnClick(cWorld *a_World, cPlayer *a_Player, int a_X, int a_Y, int a_Z)
{
}
void cBlockHandler::PlaceBlock(cWorld *a_World, cPlayer *a_Player, char a_BlockMeta, int a_X, int a_Y, int a_Z, char a_Dir)
{
a_World->SetBlock(a_X, a_Y, a_Z, m_BlockID, a_BlockMeta);
OnPlacedByPlayer(a_World, a_Player, a_X, a_Y, a_Z, a_Dir);
}
int cBlockHandler::GetTickRate()
{
return 10;
}
char cBlockHandler::GetDropCount()
{
return 1;
}
int cBlockHandler::GetDropID()
{
return m_BlockID;
}
char cBlockHandler::GetDropMeta(char a_BlockMeta)
{
return a_BlockMeta; //This keeps most textures. The few other blocks have to override this
}
void cBlockHandler::DropBlock(cWorld *a_World, int a_X, int a_Y, int a_Z)
{
cItems Drops;
char Meta = a_World->GetBlockMeta(a_X, a_Y, a_Z);
char DropCount = GetDropCount();
int DropItem = GetDropID();
if(DropCount > 0 && DropItem != E_ITEM_EMPTY)
{
Drops.push_back(cItem((ENUM_ITEM_ID)DropItem, DropCount, GetDropMeta(Meta)));
a_World->SpawnItemPickups(Drops, a_X, a_Y, a_Z);
}
}
bool cBlockHandler::CanBePlacedAt(cWorld *a_World, int a_X, int a_Y, int a_Z, char a_Dir)
{
return CanBeAt(a_World, a_X, a_Y, a_Z);
}
bool cBlockHandler::CanBeAt(cWorld *a_World, int a_X, int a_Y, int a_Z)
{
return true;
}
bool cBlockHandler::IsUseable()
{
return false;
}
bool cBlockHandler::IsClickedThrough()
{
return false;
}
bool cBlockHandler::IgnoreBuildCollision()
{
return m_BlockID == E_BLOCK_AIR;
}
bool cBlockHandler::NeedsRandomTicks()
{
return false;
}
bool cBlockHandler::AllowBlockOnTop()
{
return true;
}
bool cBlockHandler::CanBePlacedOnSide()
{
return true;
}
bool cBlockHandler::DropOnUnsuitable()
{
return true;
}