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authorlapayo94@gmail.com <lapayo94@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-08-22 18:31:13 +0200
committerlapayo94@gmail.com <lapayo94@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-08-22 18:31:13 +0200
commit886c7f5624470c1545fef32c6b048739d131d47b (patch)
tree1db005dbbd33bce5f29a69cfbf2d66f8adccfb3c /source/blocks/Block.h
parentWebAdmin should not cause crashes anymore (diff)
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Diffstat (limited to '')
-rw-r--r--source/blocks/Block.h35
1 files changed, 29 insertions, 6 deletions
diff --git a/source/blocks/Block.h b/source/blocks/Block.h
index 2683cc3b5..ef22e01b5 100644
--- a/source/blocks/Block.h
+++ b/source/blocks/Block.h
@@ -10,26 +10,43 @@ class cBlockHandler
{
public:
cBlockHandler(BLOCKTYPE a_BlockID);
- //Called when the block gets ticked
+
+ // Called when the block gets ticked either by a random tick or by a queued tick
virtual void OnUpdate(cWorld *a_World, int a_X, int a_Y, int a_Z);
+
+ // Will be called by cBlockHandler::PlaceBlock after the player has placed a new block
virtual void OnPlacedByPlayer(cWorld *a_World, cPlayer * a_Player, int a_X, int a_Y, int a_Z, int a_Dir);
+ // Will be called before the player has destroyed a block
virtual void OnDestroyedByPlayer(cWorld *a_World, cPlayer * a_Player, int a_X, int a_Y, int a_Z);
+ // Will be called when a new block was placed. Will be called before OnPlacedByPlayer
virtual void OnPlaced(cWorld *a_World, int a_X, int a_Y, int a_Z, int a_Dir);
+ // Will be called before a block gets destroyed / replaced with air
virtual void OnDestroyed(cWorld *a_World, int a_X, int a_Y, int a_Z);
+ // Will be called when a direct neighbor of this block has been changed (The position is the own position, not the neighbor position)
virtual void OnNeighborChanged(cWorld *a_World, int a_X, int a_Y, int a_Z);
+ // Notifies all neighbors of the give block about a change
static void NeighborChanged(cWorld *a_World, int a_X, int a_Y, int a_Z);
+ // Will be called while the player diggs the block.
virtual void OnDigging(cWorld *a_World, cPlayer *a_Player, int a_X, int a_Y, int a_Z);
+ // Will be called if the user right clicks the block and the block is useable
virtual void OnUse(cWorld *a_World, cPlayer *a_Player, int a_X, int a_Y, int a_Z);
+ // This function handles the real block placement for the give block by a player and also calls the OnPlacedByPlayer function
virtual void PlaceBlock(cWorld *a_World, cPlayer *a_Player, NIBBLETYPE a_BlockMeta, int a_X, int a_Y, int a_Z, char a_Dir);
- virtual int GetTickRate();
+ // Indicates how much items are dropped DEFAULT: 1
virtual char GetDropCount();
+ // Indicates the id dropped by this block DEFAULT: BlockID
virtual int GetDropID();
+ // Indicates the Drop Meta data based on the block meta DEFAULT: BlockMeta
virtual NIBBLETYPE GetDropMeta(NIBBLETYPE a_BlockMeta);
- virtual bool NeedsRandomTicks();
+ // This function handles the dropping of a block based on the Drop id, drop count and drop meta. This will not destroy the block
virtual void DropBlock(cWorld *a_World, int a_X, int a_Y, int a_Z);
+
- /// Checks if the block can stay at the specified coords in the
+ // Indicates whether this block needs random ticks DEFAULT: False
+ virtual bool NeedsRandomTicks();
+
+ /// Checks if the block can stay at the specified coords in the world
virtual bool CanBeAt(cWorld *a_World, int a_BlockX, int a_BlockY, int a_BlockZ);
/// Checks if the block can be placed at this point. Default: CanBeAt(...) NOTE: This call doesn't actually place the block
@@ -38,11 +55,13 @@ public:
/// 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
virtual bool AllowBlockOnTop(void);
- /// Called to check whether this block supports a rclk action. If it returns true, OnClicked() is called
+ /// Called to check whether this block supports a rclk action. If it returns true, OnUse() is called
virtual bool IsUseable(void);
+ // 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
virtual bool IsClickedThrough(void);
+ // 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
virtual bool IgnoreBuildCollision(void);
/// Indicates this block can be placed on the side of other blocks. Default: true
@@ -51,16 +70,20 @@ public:
/// Does this block drop if it gets destroyed by an unsuitable situation? Default: true
virtual bool DropOnUnsuitable();
+
+ // Static function to get the blockhandler for an specific block id
static cBlockHandler * GetBlockHandler(BLOCKTYPE a_BlockID);
+ // Deletes all initialised block handlers
static void Deinit();
protected:
BLOCKTYPE m_BlockID;
+ // Creates a new blockhandler for the given block id. For internal use only, use GetBlockHandler instead.
static cBlockHandler *CreateBlockHandler(BLOCKTYPE a_BlockID);
static cBlockHandler *m_BlockHandler[256];
static bool m_HandlerInitialized; //used to detect if the blockhandlers are initialized
};
-
+// Shortcut to get the blockhandler for a specific block
inline cBlockHandler *BlockHandler(BLOCKTYPE a_BlockID) { return cBlockHandler::GetBlockHandler(a_BlockID); } \ No newline at end of file