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-rw-r--r--source/blocks/BlockHandler.h90
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diff --git a/source/blocks/BlockHandler.h b/source/blocks/BlockHandler.h
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+#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