#pragma once #include "../Defines.h" #include "../Item.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 virtual void OnUpdate(cWorld *a_World, int a_BlockX, int a_BlockY, int a_BlockZ); /// Called by cBlockHandler::PlaceBlock after the player has placed a new block virtual void OnPlacedByPlayer(cWorld * a_World, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, int a_Dir); /// 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 when a new block was placed. Called before OnPlacedByPlayer virtual void OnPlaced(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, int a_Dir); /// 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, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ); /// This function handles the real block placement for the give block by a player and also calls OnPlacedByPlayer() virtual void PlaceBlock(cWorld * a_World, cPlayer * a_Player, NIBBLETYPE a_BlockMeta, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Dir); /// Called when the item is mined to convert it into pickups. Pickups may specify multiple items. 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 virtual void DropBlock(cWorld * a_World, 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 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 DoesAllowBlockOnTop(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 DoesIgnoreBuildCollision(void); /// Indicates this block can be placed on the side of other blocks. Default: true virtual bool CanBePlacedOnSide(void); /// Does this block drop 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(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ); /// 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); }