#include "Globals.h" #include "BlockHandler.h" #include "../Item.h" #include "../World.h" #include "../Root.h" #include "../PluginManager.h" #include "BlockBed.h" #include "BlockBrewingStand.h" #include "BlockButton.h" #include "BlockCactus.h" #include "BlockCarpet.h" #include "BlockCauldron.h" #include "BlockChest.h" #include "BlockCloth.h" #include "BlockCobWeb.h" #include "BlockComparator.h" #include "BlockCrops.h" #include "BlockDeadBush.h" #include "BlockDirt.h" #include "BlockDoor.h" #include "BlockDropSpenser.h" #include "BlockEnderchest.h" #include "BlockEntity.h" #include "BlockFarmland.h" #include "BlockFenceGate.h" #include "BlockFire.h" #include "BlockFlower.h" #include "BlockFlowerPot.h" #include "BlockFluid.h" #include "BlockFurnace.h" #include "BlockGlass.h" #include "BlockGlowstone.h" #include "BlockGravel.h" #include "BlockHopper.h" #include "BlockIce.h" #include "BlockLadder.h" #include "BlockLeaves.h" #include "BlockLever.h" #include "BlockMelon.h" #include "BlockMushroom.h" #include "BlockMycelium.h" #include "BlockNote.h" #include "BlockOre.h" #include "BlockPiston.h" #include "BlockPlanks.h" #include "BlockPortal.h" #include "BlockPumpkin.h" #include "BlockRail.h" #include "BlockRedstone.h" #include "BlockRedstoneRepeater.h" #include "BlockRedstoneTorch.h" #include "BlockSand.h" #include "BlockSapling.h" #include "BlockSign.h" #include "BlockSlab.h" #include "BlockSnow.h" #include "BlockStairs.h" #include "BlockStems.h" #include "BlockStone.h" #include "BlockSugarcane.h" #include "BlockTallGrass.h" #include "BlockTorch.h" #include "BlockVine.h" #include "BlockWood.h" #include "BlockWorkbench.h" bool cBlockHandler::m_HandlerInitialized = false; cBlockHandler * cBlockHandler::m_BlockHandler[256]; cBlockHandler * cBlockHandler::GetBlockHandler(BLOCKTYPE a_BlockType) { if (!m_HandlerInitialized) { // We have to initialize memset(m_BlockHandler, 0, sizeof(m_BlockHandler)); m_HandlerInitialized = true; } if (m_BlockHandler[a_BlockType] != NULL) { return m_BlockHandler[a_BlockType]; } return m_BlockHandler[a_BlockType] = CreateBlockHandler(a_BlockType); } cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType) { switch(a_BlockType) { // Block handlers, alphabetically sorted: case E_BLOCK_ACTIVATOR_RAIL: return new cBlockRailHandler (a_BlockType); case E_BLOCK_BED: return new cBlockBedHandler (a_BlockType); case E_BLOCK_BIRCH_WOOD_STAIRS: return new cBlockStairsHandler (a_BlockType); case E_BLOCK_BREWING_STAND: return new cBlockBrewingStandHandler (a_BlockType); case E_BLOCK_BRICK_STAIRS: return new cBlockStairsHandler (a_BlockType); case E_BLOCK_BROWN_MUSHROOM: return new cBlockMushroomHandler (a_BlockType); case E_BLOCK_CACTUS: return new cBlockCactusHandler (a_BlockType); case E_BLOCK_CARROTS: return new cBlockCropsHandler (a_BlockType); case E_BLOCK_CARPET: return new cBlockCarpetHandler (a_BlockType); case E_BLOCK_CAULDRON: return new cBlockCauldronHandler (a_BlockType); case E_BLOCK_CHEST: return new cBlockChestHandler (a_BlockType); case E_BLOCK_COAL_ORE: return new cBlockOreHandler (a_BlockType); case E_BLOCK_ACTIVE_COMPARATOR: return new cBlockComparatorHandler (a_BlockType); case E_BLOCK_COBBLESTONE: return new cBlockStoneHandler (a_BlockType); case E_BLOCK_COBBLESTONE_STAIRS: return new cBlockStairsHandler (a_BlockType); case E_BLOCK_COBWEB: return new cBlockCobWebHandler (a_BlockType); case E_BLOCK_CROPS: return new cBlockCropsHandler (a_BlockType); case E_BLOCK_DEAD_BUSH: return new cBlockDeadBushHandler (a_BlockType); case E_BLOCK_DETECTOR_RAIL: return new cBlockRailHandler (a_BlockType); case E_BLOCK_DIAMOND_ORE: return new cBlockOreHandler (a_BlockType); case E_BLOCK_DIRT: return new cBlockDirtHandler (a_BlockType); case E_BLOCK_DISPENSER: return new cBlockDropSpenserHandler (a_BlockType); case E_BLOCK_DOUBLE_STONE_SLAB: return new cBlockDoubleSlabHandler (a_BlockType); case E_BLOCK_DOUBLE_WOODEN_SLAB: return new cBlockDoubleSlabHandler (a_BlockType); case E_BLOCK_DROPPER: return new cBlockDropSpenserHandler (a_BlockType); case E_BLOCK_EMERALD_ORE: return new cBlockOreHandler (a_BlockType); case E_BLOCK_ENDER_CHEST: return new cBlockEnderchestHandler (a_BlockType); case E_BLOCK_FARMLAND: return new cBlockFarmlandHandler ( ); case E_BLOCK_FENCE_GATE: return new cBlockFenceGateHandler (a_BlockType); case E_BLOCK_FIRE: return new cBlockFireHandler (a_BlockType); case E_BLOCK_FLOWER_POT: return new cBlockFlowerPotHandler (a_BlockType); case E_BLOCK_FURNACE: return new cBlockFurnaceHandler (a_BlockType); case E_BLOCK_GLOWSTONE: return new cBlockGlowstoneHandler (a_BlockType); case E_BLOCK_GOLD_ORE: return new cBlockOreHandler (a_BlockType); case E_BLOCK_GLASS: return new cBlockGlassHandler (a_BlockType); case E_BLOCK_GRASS: return new cBlockDirtHandler (a_BlockType); case E_BLOCK_GRAVEL: return new cBlockGravelHandler (a_BlockType); case E_BLOCK_HOPPER: return new cBlockHopperHandler (a_BlockType); case E_BLOCK_ICE: return new cBlockIceHandler (a_BlockType); case E_BLOCK_INACTIVE_COMPARATOR: return new cBlockComparatorHandler (a_BlockType); case E_BLOCK_IRON_DOOR: return new cBlockDoorHandler (a_BlockType); case E_BLOCK_IRON_ORE: return new cBlockOreHandler (a_BlockType); case E_BLOCK_JUKEBOX: return new cBlockEntityHandler (a_BlockType); case E_BLOCK_JUNGLE_WOOD_STAIRS: return new cBlockStairsHandler (a_BlockType); case E_BLOCK_LADDER: return new cBlockLadderHandler (a_BlockType); case E_BLOCK_LEVER: return new cBlockLeverHandler (a_BlockType); case E_BLOCK_LAPIS_ORE: return new cBlockOreHandler (a_BlockType); case E_BLOCK_LAVA: return new cBlockFluidHandler (a_BlockType); case E_BLOCK_LEAVES: return new cBlockLeavesHandler (a_BlockType); case E_BLOCK_LIT_FURNACE: return new cBlockFurnaceHandler (a_BlockType); case E_BLOCK_LOG: return new cBlockWoodHandler (a_BlockType); case E_BLOCK_MELON: return new cBlockMelonHandler (a_BlockType); case E_BLOCK_MELON_STEM: return new cBlockStemsHandler (a_BlockType); case E_BLOCK_MYCELIUM: return new cBlockMyceliumHandler (a_BlockType); case E_BLOCK_NETHER_BRICK_STAIRS: return new cBlockStairsHandler (a_BlockType); case E_BLOCK_NOTE_BLOCK: return new cBlockNoteHandler (a_BlockType); case E_BLOCK_PISTON: return new cBlockPistonHandler (a_BlockType); case E_BLOCK_PISTON_EXTENSION: return new cBlockPistonHeadHandler ( ); case E_BLOCK_PLANKS: return new cBlockPlanksHandler (a_BlockType); case E_BLOCK_NETHER_PORTAL: return new cBlockPortalHandler (a_BlockType); case E_BLOCK_PUMPKIN: return new cBlockPumpkinHandler (a_BlockType); case E_BLOCK_JACK_O_LANTERN: return new cBlockPumpkinHandler (a_BlockType); case E_BLOCK_PUMPKIN_STEM: return new cBlockStemsHandler (a_BlockType); case E_BLOCK_QUARTZ_STAIRS: return new cBlockStairsHandler (a_BlockType); case E_BLOCK_RAIL: return new cBlockRailHandler (a_BlockType); case E_BLOCK_POTATOES: return new cBlockCropsHandler (a_BlockType); case E_BLOCK_POWERED_RAIL: return new cBlockRailHandler (a_BlockType); case E_BLOCK_REDSTONE_ORE: return new cBlockOreHandler (a_BlockType); case E_BLOCK_REDSTONE_ORE_GLOWING: return new cBlockOreHandler (a_BlockType); case E_BLOCK_REDSTONE_REPEATER_OFF: return new cBlockRedstoneRepeaterHandler(a_BlockType); case E_BLOCK_REDSTONE_REPEATER_ON: return new cBlockRedstoneRepeaterHandler(a_BlockType); case E_BLOCK_REDSTONE_TORCH_OFF: return new cBlockRedstoneTorchHandler (a_BlockType); case E_BLOCK_REDSTONE_TORCH_ON: return new cBlockRedstoneTorchHandler (a_BlockType); case E_BLOCK_REDSTONE_WIRE: return new cBlockRedstoneHandler (a_BlockType); case E_BLOCK_RED_MUSHROOM: return new cBlockMushroomHandler (a_BlockType); case E_BLOCK_RED_ROSE: return new cBlockFlowerHandler (a_BlockType); case E_BLOCK_SAND: return new cBlockSandHandler (a_BlockType); case E_BLOCK_SANDSTONE_STAIRS: return new cBlockStairsHandler (a_BlockType); case E_BLOCK_SAPLING: return new cBlockSaplingHandler (a_BlockType); case E_BLOCK_SIGN_POST: return new cBlockSignHandler (a_BlockType); case E_BLOCK_SNOW: return new cBlockSnowHandler (a_BlockType); case E_BLOCK_SPRUCE_WOOD_STAIRS: return new cBlockStairsHandler (a_BlockType); case E_BLOCK_STATIONARY_LAVA: return new cBlockFluidHandler (a_BlockType); case E_BLOCK_STATIONARY_WATER: return new cBlockFluidHandler (a_BlockType); case E_BLOCK_STICKY_PISTON: return new cBlockPistonHandler (a_BlockType); case E_BLOCK_STONE: return new cBlockStoneHandler (a_BlockType); case E_BLOCK_STONE_BRICK_STAIRS: return new cBlockStairsHandler (a_BlockType); case E_BLOCK_STONE_BUTTON: return new cBlockButtonHandler (a_BlockType); case E_BLOCK_STONE_SLAB: return new cBlockSlabHandler (a_BlockType); case E_BLOCK_SUGARCANE: return new cBlockSugarcaneHandler (a_BlockType); case E_BLOCK_TALL_GRASS: return new cBlockTallGrassHandler (a_BlockType); case E_BLOCK_TORCH: return new cBlockTorchHandler (a_BlockType); case E_BLOCK_VINES: return new cBlockVineHandler (a_BlockType); case E_BLOCK_WALLSIGN: return new cBlockSignHandler (a_BlockType); case E_BLOCK_WATER: return new cBlockFluidHandler (a_BlockType); case E_BLOCK_WOODEN_BUTTON: return new cBlockButtonHandler (a_BlockType); case E_BLOCK_WOODEN_DOOR: return new cBlockDoorHandler (a_BlockType); case E_BLOCK_WOODEN_SLAB: return new cBlockSlabHandler (a_BlockType); case E_BLOCK_WOODEN_STAIRS: return new cBlockStairsHandler (a_BlockType); case E_BLOCK_WOOL: return new cBlockClothHandler (a_BlockType); case E_BLOCK_WORKBENCH: return new cBlockWorkbenchHandler (a_BlockType); case E_BLOCK_YELLOW_FLOWER: return new cBlockFlowerHandler (a_BlockType); default: return new cBlockHandler(a_BlockType); } } void cBlockHandler::Deinit() { for (int i = 0; i < 256; i++) { delete m_BlockHandler[i]; } memset(m_BlockHandler, 0, sizeof(m_BlockHandler)); // Don't leave any dangling pointers around, just in case m_HandlerInitialized = false; } cBlockHandler::cBlockHandler(BLOCKTYPE a_BlockType) { m_BlockType = a_BlockType; } bool cBlockHandler::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 ) { // By default, all blocks can be placed and the meta is copied over from the item's damage value: a_BlockType = m_BlockType; a_BlockMeta = (NIBBLETYPE)(a_Player->GetEquippedItem().m_ItemDamage & 0x0f); return true; } void cBlockHandler::OnUpdate(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ) { } void cBlockHandler::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) { } void cBlockHandler::OnDestroyedByPlayer(cWorld *a_World, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ) { } void cBlockHandler::OnPlaced(cWorld *a_World, int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) { // Notify the neighbors NeighborChanged(a_World, a_BlockX - 1, a_BlockY, a_BlockZ); NeighborChanged(a_World, a_BlockX + 1, a_BlockY, a_BlockZ); NeighborChanged(a_World, a_BlockX, a_BlockY - 1, a_BlockZ); NeighborChanged(a_World, a_BlockX, a_BlockY + 1, a_BlockZ); NeighborChanged(a_World, a_BlockX, a_BlockY, a_BlockZ - 1); NeighborChanged(a_World, a_BlockX, a_BlockY, a_BlockZ + 1); } void cBlockHandler::OnDestroyed(cWorld *a_World, int a_BlockX, int a_BlockY, int a_BlockZ) { // Notify the neighbors NeighborChanged(a_World, a_BlockX - 1, a_BlockY, a_BlockZ); NeighborChanged(a_World, a_BlockX + 1, a_BlockY, a_BlockZ); NeighborChanged(a_World, a_BlockX, a_BlockY - 1, a_BlockZ); NeighborChanged(a_World, a_BlockX, a_BlockY + 1, a_BlockZ); NeighborChanged(a_World, a_BlockX, a_BlockY, a_BlockZ - 1); NeighborChanged(a_World, a_BlockX, a_BlockY, a_BlockZ + 1); } void cBlockHandler::NeighborChanged(cWorld *a_World, int a_BlockX, int a_BlockY, int a_BlockZ) { if ((a_BlockY >= 0) && (a_BlockY < cChunkDef::Height)) { GetBlockHandler(a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ))->OnNeighborChanged(a_World, a_BlockX, a_BlockY, a_BlockZ); } } void cBlockHandler::OnNeighborChanged(cWorld *a_World, int a_BlockX, int a_BlockY, int a_BlockZ) { } void cBlockHandler::OnDigging(cWorld *a_World, cPlayer *a_Player, int a_BlockX, int a_BlockY, int a_BlockZ) { } void cBlockHandler::OnUse(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) { } void cBlockHandler::ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) { // Setting the meta to a_BlockMeta keeps most textures. The few other blocks have to override this. a_Pickups.push_back(cItem(m_BlockType, 1, a_BlockMeta)); } void cBlockHandler::DropBlock(cWorld * a_World, cEntity * a_Digger, int a_BlockX, int a_BlockY, int a_BlockZ) { cItems Pickups; NIBBLETYPE Meta = a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ); ConvertToPickups(Pickups, Meta); // Allow plugins to modify the pickups: cRoot::Get()->GetPluginManager()->CallHookBlockToPickups(a_World, a_Digger, a_BlockX, a_BlockY, a_BlockZ, m_BlockType, Meta, Pickups); if (!Pickups.empty()) { MTRand r1; // Mid-block position first double MicroX, MicroY, MicroZ; MicroX = a_BlockX + 0.5; MicroY = a_BlockY + 0.5; MicroZ = a_BlockZ + 0.5; // Add random offset second (this causes pickups to spawn inside blocks most times, it's a little buggy) //MicroX += (int)(r1.randInt(16) + r1.randInt(16) - 16); //MicroY += (int)(r1.randInt(16) + r1.randInt(16) - 16); //MicroZ += (int)(r1.randInt(16) + r1.randInt(16) - 16); a_World->SpawnItemPickups(Pickups, MicroX, MicroY, MicroZ); } } const char * cBlockHandler::GetStepSound() { return "step.stone"; } bool cBlockHandler::CanBeAt(int a_BlockX, int a_BlockY, int a_BlockZ, const cChunk & a_Chunk) { return true; } bool cBlockHandler::IsUseable() { return false; } bool cBlockHandler::IsClickedThrough(void) { return false; } bool cBlockHandler::DoesIgnoreBuildCollision(void) { return (m_BlockType == E_BLOCK_AIR); } bool cBlockHandler::DoesDropOnUnsuitable(void) { return true; } void cBlockHandler::Check(int a_RelX, int a_RelY, int a_RelZ, cChunk & a_Chunk) { if (!CanBeAt(a_RelX, a_RelY, a_RelZ, a_Chunk)) { if (DoesDropOnUnsuitable()) { int BlockX = a_RelX + a_Chunk.GetPosX() * cChunkDef::Width; int BlockZ = a_RelZ + a_Chunk.GetPosZ() * cChunkDef::Width; DropBlock(a_Chunk.GetWorld(), NULL, BlockX, a_RelY, BlockZ); } a_Chunk.SetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_AIR, 0); } else { // Wake up the simulators for this block: int BlockX = a_RelX + a_Chunk.GetPosX() * cChunkDef::Width; int BlockZ = a_RelZ + a_Chunk.GetPosZ() * cChunkDef::Width; a_Chunk.GetWorld()->GetSimulatorManager()->WakeUp(BlockX, a_RelY, BlockZ, &a_Chunk); } }