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cuberite-2a/source/blocks/Block.h
lapayo94@gmail.com 886c7f5624 Added a documentation for block and item handlers
Probably fixed dependencies on cWebPlugin_Lua
Fixed VC2010 Project file

git-svn-id: http://mc-server.googlecode.com/svn/trunk@778 0a769ca7-a7f5-676a-18bf-c427514a06d6
2012-08-22 16:31:13 +00:00

89 lines
4.5 KiB
C++

#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);
// 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); }