#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); }