#pragma once #include "../Defines.h" class cWorld; class cPlayer; class cBlockHandler { public: cBlockHandler(BLOCKTYPE a_BlockID); //Called when the block gets ticked virtual void OnUpdate(cWorld *a_World, int a_X, int a_Y, int a_Z); virtual void OnPlacedByPlayer(cWorld *a_World, cPlayer * a_Player, int a_X, int a_Y, int a_Z, int a_Dir); virtual void OnDestroyedByPlayer(cWorld *a_World, cPlayer * a_Player, int a_X, int a_Y, int a_Z); virtual void OnPlaced(cWorld *a_World, int a_X, int a_Y, int a_Z, int a_Dir); virtual void OnDestroyed(cWorld *a_World, int a_X, int a_Y, int a_Z); virtual void OnNeighborChanged(cWorld *a_World, int a_X, int a_Y, int a_Z); static void NeighborChanged(cWorld *a_World, int a_X, int a_Y, int a_Z); virtual void OnClick(cWorld *a_World, cPlayer *a_Player, int a_X, int a_Y, int a_Z); virtual void PlaceBlock(cWorld *a_World, cPlayer *a_Player, char a_BlockMeta, int a_X, int a_Y, int a_Z, char a_Dir); virtual int GetTickRate(); virtual char GetDropCount(); virtual int GetDropID(); virtual char GetDropMeta(char a_BlockMeta); virtual bool NeedsRandomTicks(); //Item is -2 if it wasn´t a player virtual void DropBlock(cWorld *a_World, int a_X, int a_Y, int a_Z); //Checks if the block can stay at virtual bool CanBeAt(cWorld *a_World, int a_X, int a_Y, int a_Z); //Checks if the block can be placed at Default:CanBeAt(...) NOTE: In the block is not placed virtual bool CanBePlacedAt(cWorld *a_World, int a_X, int a_Y, int a_Z, char a_Dir); //This gets called if the player tries to place a block ontop of this block (Only if he aims directly on this block) virtual bool AllowBlockOnTop(); virtual bool IsUseable(); virtual bool IsClickedThrough(); virtual bool IgnoreBuildCollision(); //Indicates this block can be placed on the side of other blocks. Default: true virtual bool CanBePlacedOnSide(); //Does this block drops if it gets destroyed by an unsuitable situation? Default: true virtual bool DropOnUnsuitable(); static cBlockHandler *GetBlockHandler(char a_BlockID); static void Deinit(); protected: char m_BlockID; static cBlockHandler *CreateBlockHandler(BLOCKTYPE a_BlockID); static cBlockHandler *m_BlockHandler[256]; static bool m_HandlerInitialized; //used to detect if the blockhandlers are initialized }; inline cBlockHandler *BlockHandler(char a_BlockID) { return cBlockHandler::GetBlockHandler(a_BlockID); }