#pragma once
#include "../Defines.h"
#include "../Item.h"
#include "../Chunk.h"
#include "WorldInterface.h"
// fwd:
class cWorld;
class cPlayer;
class cBlockHandler
{
public:
cBlockHandler(BLOCKTYPE a_BlockType);
/// Called when the block gets ticked either by a random tick or by a queued tick.
/// Note that the coords are chunk-relative!
virtual void OnUpdate(cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ);
/** Called before a block is placed into a world.
The handler should return true to allow placement, false to refuse.
Also, the handler should set a_BlockType and a_BlockMeta to correct values for the newly placed block.
Called by cItemHandler::GetPlacementBlockTypeMeta() if the item is a block
*/
virtual bool GetPlacementBlockTypeMeta(
cWorld * a_World, cPlayer * a_Player,
int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace,
int a_CursorX, int a_CursorY, int a_CursorZ,
BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
);
/// Called by cWorld::SetBlock() after the block has been set
virtual void OnPlaced(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
/// Called by cClientHandle::HandlePlaceBlock() after the player has placed a new block. Called after OnPlaced().
virtual void OnPlacedByPlayer(
cWorld * a_World, cPlayer * a_Player,
int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace,
int a_CursorX, int a_CursorY, int a_CursorZ,
BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta
);
/// Called before the player has destroyed a block
virtual void OnDestroyedByPlayer(cWorld * a_World, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ);
/// Called before a block gets destroyed / replaced with air
virtual void OnDestroyed(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ);
/// 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_BlockX, int a_BlockY, int a_BlockZ);
/// Notifies all neighbors of the given block about a change
static void NeighborChanged(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ);
/// Called while the player diggs the block.
virtual void OnDigging(cWorld * a_World, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ);
/// Called if the user right clicks the block and the block is useable
virtual void OnUse(cWorld * a_World, cWorldInterface * a_WorldInterface, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ);
/// Called when the item is mined to convert it into pickups. Pickups may specify multiple items. Appends items to a_Pickups, preserves its original contents
virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta);
/// Handles the dropping of a block based on what ConvertToDrops() returns. This will not destroy the block. a_Digger is the entity causing the drop; it may be NULL
virtual void DropBlock(cWorld * a_World, cEntity * a_Digger, int a_BlockX, int a_BlockY, int a_BlockZ);
/// Returns step sound name of block
virtual const char * GetStepSound(void);
/// Checks if the block can stay at the specified relative coords in the chunk
virtual bool CanBeAt(int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk);
/** 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 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 DoesIgnoreBuildCollision(void);
/// Similar to DoesIgnoreBuildCollision(void), but is used for cases where block meta/player item-in-hand is needed to determine collision (thin snow)
virtual bool DoesIgnoreBuildCollision(cPlayer *, NIBBLETYPE a_Meta)
{
UNUSED(a_Meta);
return DoesIgnoreBuildCollision();
}
/// Returns if this block drops if it gets destroyed by an unsuitable situation. Default: true
virtual bool DoesDropOnUnsuitable(void);
/** Called when one of the neighbors gets set; equivalent to MC block update.
By default drops if position no more suitable (CanBeAt(), DoesDropOnUnsuitable(), Drop()),
and wakes up all simulators on the block.
*/
virtual void Check(int a_RelX, int a_RelY, int a_RelZ, cChunk & a_Chunk);
/// Rotates a given block meta counter-clockwise. Default: no change
/// Block meta following rotation
virtual NIBBLETYPE MetaRotateCCW(NIBBLETYPE a_Meta) { return a_Meta; }
/// Rotates a given block meta clockwise. Default: no change
/// Block meta following rotation
virtual NIBBLETYPE MetaRotateCW(NIBBLETYPE a_Meta) { return a_Meta; }
/// Mirros a given block meta around the XY plane. Default: no change
/// Block meta following mirroring
virtual NIBBLETYPE MetaMirrorXY(NIBBLETYPE a_Meta) { return a_Meta; }
/// Mirros a given block meta around the XZ plane. Default: no change
/// Block meta following mirroring
virtual NIBBLETYPE MetaMirrorXZ(NIBBLETYPE a_Meta) { return a_Meta; }
/// Mirros a given block meta around the YZ plane. Default: no change
/// Block meta following mirroring
virtual NIBBLETYPE MetaMirrorYZ(NIBBLETYPE a_Meta) { return a_Meta; }
/// Get the blockhandler for a specific block id
static cBlockHandler * GetBlockHandler(BLOCKTYPE a_BlockType);
/// Deletes all initialised block handlers
static void Deinit();
protected:
BLOCKTYPE m_BlockType;
// Creates a new blockhandler for the given block type. For internal use only, use ::GetBlockHandler() instead.
static cBlockHandler *CreateBlockHandler(BLOCKTYPE a_BlockType);
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_BlockType)
{
return cBlockHandler::GetBlockHandler(a_BlockType);
}