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authormadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-09-29 15:59:32 +0200
committermadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-09-29 15:59:32 +0200
commit4df23d19b7be2f274974e3dfe91e716e6296f11c (patch)
tree144451e77d8363c4c4d15c4f634c30bdf0728131 /source/blocks/BlockHandler.h
parentExtended the cFile interface with Printf() (diff)
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Diffstat (limited to 'source/blocks/BlockHandler.h')
-rw-r--r--source/blocks/BlockHandler.h90
1 files changed, 0 insertions, 90 deletions
diff --git a/source/blocks/BlockHandler.h b/source/blocks/BlockHandler.h
deleted file mode 100644
index 859870c4a..000000000
--- a/source/blocks/BlockHandler.h
+++ /dev/null
@@ -1,90 +0,0 @@
-#pragma once
-#include "../Defines.h"
-
-class cWorld;
-class cPlayer;
-
-
-
-class cBlockHandler
-{
-public:
- cBlockHandler(BLOCKTYPE a_BlockID);
-
- // 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);
-
- // 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);
- // 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);
- /// Returns step sound name of block
- virtual AString GetStepSound();
-
- // 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
- virtual bool CanBePlacedAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Dir);
-
- /// 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, 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
- virtual bool CanBePlacedOnSide();
-
- /// 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