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cuberite-2a/tests/LoadablePieces/Stubs.cpp

302 lines
4.4 KiB
C++

// Stubs.cpp
// Implements stubs of various MCServer methods that are needed for linking but not for runtime
// This is required so that we don't bring in the entire MCServer via dependencies
#include "Globals.h"
#include "BlockInfo.h"
#include "SelfTests.h"
#include "Bindings.h"
#include "Bindings/DeprecatedBindings.h"
#include "Bindings/LuaJson.h"
#include "Bindings/ManualBindings.h"
#include "BlockEntities/BlockEntity.h"
#include "Blocks/BlockHandler.h"
#include "Generating/ChunkDesc.h"
// fwd:
struct lua_State;
// Prototypes, needed by clang:
extern "C" int luaopen_lsqlite3(lua_State * a_LuaState);
extern "C" int luaopen_lxp(lua_State * a_LuaState);
void cManualBindings::Bind(lua_State * a_LuaState)
{
}
void DeprecatedBindings::Bind(lua_State * a_LuaState)
{
}
void cLuaJson::Bind(cLuaState & a_LuaState)
{
}
int tolua_AllToLua_open(lua_State * a_LuaState)
{
return 0;
}
extern "C" int luaopen_lsqlite3(lua_State * a_LuaState)
{
return 0;
}
extern "C" int luaopen_lxp(lua_State * a_LuaState)
{
return 0;
}
cBlockInfo::~cBlockInfo()
{
}
void cBlockInfo::Initialize(cBlockInfo::cBlockInfoArray & a_BlockInfos)
{
// The piece-loading code uses the handlers for rotations, so we need valid handlers
// Insert dummy handlers:
for (size_t i = 0; i < ARRAYCOUNT(a_BlockInfos); i++)
{
a_BlockInfos[i].m_Handler = new cBlockHandler(static_cast<BLOCKTYPE>(i));
}
}
cBlockHandler::cBlockHandler(BLOCKTYPE a_BlockType)
{
}
bool cBlockHandler::GetPlacementBlockTypeMeta(
cChunkInterface & a_ChunkInterface, cPlayer * a_Player,
int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
int a_CursorX, int a_CursorY, int a_CursorZ,
BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
)
{
return true;
}
void cBlockHandler::OnUpdate(cChunkInterface & cChunkInterface, cWorldInterface & a_WorldInterface, cBlockPluginInterface & a_PluginInterface, cChunk & a_Chunk, int a_BlockX, int a_BlockY, int a_BlockZ)
{
}
void cBlockHandler::OnPlacedByPlayer(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer * a_Player, const sSetBlock & a_BlockChange)
{
}
void cBlockHandler::OnDestroyedByPlayer(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ)
{
}
void cBlockHandler::OnPlaced(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
{
}
void cBlockHandler::OnDestroyed(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, int a_BlockX, int a_BlockY, int a_BlockZ)
{
}
void cBlockHandler::NeighborChanged(cChunkInterface & a_ChunkInterface, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_WhichNeighbor)
{
}
void cBlockHandler::ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta)
{
}
void cBlockHandler::DropBlock(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cBlockPluginInterface & a_BlockPluginInterface, cEntity * a_Digger, int a_BlockX, int a_BlockY, int a_BlockZ, bool a_CanDrop)
{
}
bool cBlockHandler::CanBeAt(cChunkInterface & a_ChunkInterface, 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(cChunkInterface & a_ChunkInterface, cBlockPluginInterface & a_PluginInterface, int a_RelX, int a_RelY, int a_RelZ, cChunk & a_Chunk)
{
}
ColourID cBlockHandler::GetMapBaseColourID(NIBBLETYPE a_Meta)
{
return 0;
}
bool cBlockHandler::IsInsideBlock(const Vector3d & a_Position, const BLOCKTYPE a_BlockType, const NIBBLETYPE a_BlockMeta)
{
return true;
}
cBlockEntity * cBlockEntity::CreateByBlockType(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World)
{
return nullptr;
}
cSelfTests::cSelfTests(void):
m_AllowRegistering(true)
{
}
cSelfTests & cSelfTests::Get(void)
{
static cSelfTests singleton;
return singleton;
}
void cSelfTests::Register(cSelfTests::SelfTestFunction a_TestFn, const AString & a_TestName)
{
}