b75fc5f4e8
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1392 0a769ca7-a7f5-676a-18bf-c427514a06d6
448 lines
16 KiB
C++
448 lines
16 KiB
C++
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#include "Globals.h"
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#include "BlockHandler.h"
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#include "../Item.h"
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#include "../World.h"
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#include "../Root.h"
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#include "../PluginManager.h"
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#include "BlockSand.h"
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#include "BlockGravel.h"
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#include "BlockDoor.h"
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#include "BlockFire.h"
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#include "BlockRedstone.h"
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#include "BlockRedstoneTorch.h"
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#include "BlockRedstoneRepeater.h"
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#include "BlockPiston.h"
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#include "BlockWorkbench.h"
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#include "BlockEntity.h"
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#include "BlockVine.h"
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#include "BlockTallGrass.h"
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#include "BlockSnow.h"
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#include "BlockCloth.h"
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#include "BlockSlab.h"
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#include "BlockDirt.h"
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#include "BlockTorch.h"
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#include "BlockWood.h"
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#include "BlockLeaves.h"
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#include "BlockSapling.h"
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#include "BlockFluid.h"
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#include "BlockChest.h"
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#include "BlockFurnace.h"
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#include "BlockDispenser.h"
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#include "BlockStairs.h"
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#include "BlockLadder.h"
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#include "BlockLever.h"
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#include "BlockSign.h"
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#include "BlockCrops.h"
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#include "BlockSugarcane.h"
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#include "BlockFlower.h"
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#include "BlockMushroom.h"
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#include "BlockCactus.h"
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#include "BlockStems.h"
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#include "BlockGlowstone.h"
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#include "BlockStone.h"
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#include "BlockMelon.h"
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#include "BlockIce.h"
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#include "BlockOre.h"
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#include "BlockNote.h"
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#include "BlockBed.h"
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#include "BlockFarmland.h"
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#include "BlockMycelium.h"
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#include "BlockRail.h"
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#include "BlockGlass.h"
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#include "BlockEnderchest.h"
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#include "BlockFenceGate.h"
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#include "BlockFlowerPot.h"
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#include "BlockCauldron.h"
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#include "BlockBrewingStand.h"
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#include "BlockCobWeb.h"
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#include "BlockTNT.h"
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bool cBlockHandler::m_HandlerInitialized = false;
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cBlockHandler * cBlockHandler::m_BlockHandler[256];
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cBlockHandler * cBlockHandler::GetBlockHandler(BLOCKTYPE a_BlockType)
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{
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if (!m_HandlerInitialized)
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{
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// We have to initialize
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memset(m_BlockHandler, 0, sizeof(m_BlockHandler));
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m_HandlerInitialized = true;
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}
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if (m_BlockHandler[a_BlockType] != NULL)
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{
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return m_BlockHandler[a_BlockType];
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}
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return m_BlockHandler[a_BlockType] = CreateBlockHandler(a_BlockType);
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}
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cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
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{
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switch(a_BlockType)
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{
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// Block handlers, alphabetically sorted:
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case E_BLOCK_BED: return new cBlockBedHandler (a_BlockType);
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case E_BLOCK_BIRCH_WOOD_STAIRS: return new cBlockStairsHandler (a_BlockType);
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case E_BLOCK_BREWING_STAND: return new cBlockBrewingStandHandler (a_BlockType);
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case E_BLOCK_BRICK_STAIRS: return new cBlockStairsHandler (a_BlockType);
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case E_BLOCK_BROWN_MUSHROOM: return new cBlockMushroomHandler (a_BlockType);
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case E_BLOCK_CACTUS: return new cBlockCactusHandler (a_BlockType);
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case E_BLOCK_CARROTS: return new cBlockCropsHandler (a_BlockType);
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case E_BLOCK_CAULDRON: return new cBlockCauldronHandler (a_BlockType);
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case E_BLOCK_CHEST: return new cBlockChestHandler (a_BlockType);
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case E_BLOCK_COAL_ORE: return new cBlockOreHandler (a_BlockType);
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case E_BLOCK_COBBLESTONE: return new cBlockStoneHandler (a_BlockType);
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case E_BLOCK_COBBLESTONE_STAIRS: return new cBlockStairsHandler (a_BlockType);
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case E_BLOCK_COBWEB: return new cBlockCobWebHandler (a_BlockType);
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case E_BLOCK_CROPS: return new cBlockCropsHandler (a_BlockType);
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case E_BLOCK_DIAMOND_ORE: return new cBlockOreHandler (a_BlockType);
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case E_BLOCK_DIRT: return new cBlockDirtHandler (a_BlockType);
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case E_BLOCK_DISPENSER: return new cBlockDispenserHandler (a_BlockType);
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case E_BLOCK_DOUBLE_STONE_SLAB: return new cBlockSlabHandler (a_BlockType);
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case E_BLOCK_DOUBLE_WOODEN_SLAB: return new cBlockSlabHandler (a_BlockType);
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case E_BLOCK_EMERALD_ORE: return new cBlockOreHandler (a_BlockType);
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case E_BLOCK_ENDER_CHEST: return new cBlockEnderchestHandler (a_BlockType);
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case E_BLOCK_FARMLAND: return new cBlockFarmlandHandler;
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case E_BLOCK_FENCE_GATE: return new cBlockFenceGateHandler (a_BlockType);
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case E_BLOCK_FIRE: return new cBlockFireHandler (a_BlockType);
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case E_BLOCK_FLOWER_POT: return new cBlockFlowerPotHandler (a_BlockType);
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case E_BLOCK_FURNACE: return new cBlockFurnaceHandler (a_BlockType);
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case E_BLOCK_GLOWSTONE: return new cBlockGlowstoneHandler (a_BlockType);
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case E_BLOCK_GOLD_ORE: return new cBlockOreHandler (a_BlockType);
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case E_BLOCK_GLASS: return new cBlockGlassHandler (a_BlockType);
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case E_BLOCK_GRASS: return new cBlockDirtHandler (a_BlockType);
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case E_BLOCK_GRAVEL: return new cBlockGravelHandler (a_BlockType);
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case E_BLOCK_ICE: return new cBlockIceHandler (a_BlockType);
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case E_BLOCK_IRON_DOOR: return new cBlockDoorHandler (a_BlockType);
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case E_BLOCK_IRON_ORE: return new cBlockOreHandler (a_BlockType);
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case E_BLOCK_JUKEBOX: return new cBlockEntityHandler (a_BlockType);
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case E_BLOCK_JUNGLE_WOOD_STAIRS: return new cBlockStairsHandler (a_BlockType);
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case E_BLOCK_LADDER: return new cBlockLadderHandler (a_BlockType);
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case E_BLOCK_LEVER: return new cBlockLeverHandler (a_BlockType);
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case E_BLOCK_LAPIS_ORE: return new cBlockOreHandler (a_BlockType);
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case E_BLOCK_LAVA: return new cBlockFluidHandler (a_BlockType);
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case E_BLOCK_LEAVES: return new cBlockLeavesHandler (a_BlockType);
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case E_BLOCK_LIT_FURNACE: return new cBlockFurnaceHandler (a_BlockType);
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case E_BLOCK_LOG: return new cBlockWoodHandler (a_BlockType);
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case E_BLOCK_MELON: return new cBlockMelonHandler (a_BlockType);
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case E_BLOCK_MELON_STEM: return new cBlockStemsHandler (a_BlockType);
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case E_BLOCK_MYCELIUM: return new cBlockMyceliumHandler (a_BlockType);
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case E_BLOCK_NETHER_BRICK_STAIRS: return new cBlockStairsHandler (a_BlockType);
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case E_BLOCK_NOTE_BLOCK: return new cBlockNoteHandler (a_BlockType);
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case E_BLOCK_PISTON: return new cBlockPistonHandler (a_BlockType);
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case E_BLOCK_PLANKS: return new cBlockWoodHandler (a_BlockType);
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case E_BLOCK_PUMPKIN_STEM: return new cBlockStemsHandler (a_BlockType);
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case E_BLOCK_RAIL: return new cBlockRailHandler (a_BlockType);
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case E_BLOCK_POTATOES: return new cBlockCropsHandler (a_BlockType);
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case E_BLOCK_POWERED_RAIL: return new cBlockRailHandler (a_BlockType);
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case E_BLOCK_DETECTOR_RAIL: return new cBlockRailHandler (a_BlockType);
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case E_BLOCK_REDSTONE_ORE: return new cBlockOreHandler (a_BlockType);
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case E_BLOCK_REDSTONE_ORE_GLOWING: return new cBlockOreHandler (a_BlockType);
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case E_BLOCK_REDSTONE_REPEATER_OFF: return new cBlockRedstoneRepeaterHandler(a_BlockType);
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case E_BLOCK_REDSTONE_REPEATER_ON: return new cBlockRedstoneRepeaterHandler(a_BlockType);
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case E_BLOCK_REDSTONE_TORCH_OFF: return new cBlockRedstoneTorchHandler (a_BlockType);
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case E_BLOCK_REDSTONE_TORCH_ON: return new cBlockRedstoneTorchHandler (a_BlockType);
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case E_BLOCK_REDSTONE_WIRE: return new cBlockRedstoneHandler (a_BlockType);
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case E_BLOCK_RED_MUSHROOM: return new cBlockMushroomHandler (a_BlockType);
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case E_BLOCK_RED_ROSE: return new cBlockFlowerHandler (a_BlockType);
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case E_BLOCK_SAND: return new cBlockSandHandler (a_BlockType);
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case E_BLOCK_SANDSTONE_STAIRS: return new cBlockStairsHandler (a_BlockType);
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case E_BLOCK_SAPLING: return new cBlockSaplingHandler (a_BlockType);
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case E_BLOCK_SIGN_POST: return new cBlockSignHandler (a_BlockType);
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case E_BLOCK_SNOW: return new cBlockSnowHandler (a_BlockType);
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case E_BLOCK_SPRUCE_WOOD_STAIRS: return new cBlockStairsHandler (a_BlockType);
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case E_BLOCK_STATIONARY_LAVA: return new cBlockFluidHandler (a_BlockType);
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case E_BLOCK_STATIONARY_WATER: return new cBlockFluidHandler (a_BlockType);
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case E_BLOCK_STICKY_PISTON: return new cBlockPistonHandler (a_BlockType);
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case E_BLOCK_STONE: return new cBlockStoneHandler (a_BlockType);
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case E_BLOCK_STONE_BRICK_STAIRS: return new cBlockStairsHandler (a_BlockType);
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case E_BLOCK_STONE_SLAB: return new cBlockSlabHandler (a_BlockType);
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case E_BLOCK_SUGARCANE: return new cBlockSugarcaneHandler (a_BlockType);
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case E_BLOCK_TALL_GRASS: return new cBlockTallGrassHandler (a_BlockType);
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case E_BLOCK_TNT: return new cBlockTNTHandler (a_BlockType);
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case E_BLOCK_TORCH: return new cBlockTorchHandler (a_BlockType);
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case E_BLOCK_VINES: return new cBlockVineHandler (a_BlockType);
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case E_BLOCK_WALLSIGN: return new cBlockSignHandler (a_BlockType);
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case E_BLOCK_WATER: return new cBlockFluidHandler (a_BlockType);
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case E_BLOCK_WOODEN_DOOR: return new cBlockDoorHandler (a_BlockType);
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case E_BLOCK_WOODEN_SLAB: return new cBlockSlabHandler (a_BlockType);
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case E_BLOCK_WOODEN_STAIRS: return new cBlockStairsHandler (a_BlockType);
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case E_BLOCK_WOOL: return new cBlockClothHandler (a_BlockType);
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case E_BLOCK_WORKBENCH: return new cBlockWorkbenchHandler (a_BlockType);
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case E_BLOCK_YELLOW_FLOWER: return new cBlockFlowerHandler (a_BlockType);
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default: return new cBlockHandler(a_BlockType);
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}
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}
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void cBlockHandler::Deinit()
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{
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for (int i = 0; i < 256; i++)
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{
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delete m_BlockHandler[i];
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}
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memset(m_BlockHandler, 0, sizeof(m_BlockHandler)); // Don't leave any dangling pointers around, just in case
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m_HandlerInitialized = false;
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}
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cBlockHandler::cBlockHandler(BLOCKTYPE a_BlockType)
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{
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m_BlockType = a_BlockType;
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}
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bool cBlockHandler::GetPlacementBlockTypeMeta(
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cWorld * a_World, cPlayer * a_Player,
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int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace,
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int a_CursorX, int a_CursorY, int a_CursorZ,
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BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
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)
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{
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// By default, all blocks can be placed and the meta is copied over from the item's damage value:
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a_BlockType = m_BlockType;
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a_BlockMeta = (NIBBLETYPE)(a_Player->GetEquippedItem().m_ItemDamage & 0x0f);
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return true;
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}
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void cBlockHandler::OnUpdate(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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}
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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)
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{
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}
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void cBlockHandler::OnDestroyedByPlayer(cWorld *a_World, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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}
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void cBlockHandler::OnPlaced(cWorld *a_World, int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
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{
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// Notify the neighbors
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NeighborChanged(a_World, a_BlockX - 1, a_BlockY, a_BlockZ);
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NeighborChanged(a_World, a_BlockX + 1, a_BlockY, a_BlockZ);
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NeighborChanged(a_World, a_BlockX, a_BlockY - 1, a_BlockZ);
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NeighborChanged(a_World, a_BlockX, a_BlockY + 1, a_BlockZ);
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NeighborChanged(a_World, a_BlockX, a_BlockY, a_BlockZ - 1);
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NeighborChanged(a_World, a_BlockX, a_BlockY, a_BlockZ + 1);
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}
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void cBlockHandler::OnDestroyed(cWorld *a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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// Notify the neighbors
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NeighborChanged(a_World, a_BlockX - 1, a_BlockY, a_BlockZ);
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NeighborChanged(a_World, a_BlockX + 1, a_BlockY, a_BlockZ);
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NeighborChanged(a_World, a_BlockX, a_BlockY - 1, a_BlockZ);
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NeighborChanged(a_World, a_BlockX, a_BlockY + 1, a_BlockZ);
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NeighborChanged(a_World, a_BlockX, a_BlockY, a_BlockZ - 1);
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NeighborChanged(a_World, a_BlockX, a_BlockY, a_BlockZ + 1);
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}
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void cBlockHandler::NeighborChanged(cWorld *a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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GetBlockHandler(a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ))->OnNeighborChanged(a_World, a_BlockX, a_BlockY, a_BlockZ);
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}
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void cBlockHandler::OnNeighborChanged(cWorld *a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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}
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void cBlockHandler::OnDigging(cWorld *a_World, cPlayer *a_Player, int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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}
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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)
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{
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}
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void cBlockHandler::ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta)
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{
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// Setting the meta to a_BlockMeta keeps most textures. The few other blocks have to override this.
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a_Pickups.push_back(cItem(m_BlockType, 1, a_BlockMeta));
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}
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void cBlockHandler::DropBlock(cWorld * a_World, cEntity * a_Digger, int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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cItems Pickups;
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NIBBLETYPE Meta = a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
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ConvertToPickups(Pickups, Meta);
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// Allow plugins to modify the pickups:
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cRoot::Get()->GetPluginManager()->CallHookBlockToPickups(a_World, a_Digger, a_BlockX, a_BlockY, a_BlockZ, m_BlockType, Meta, Pickups);
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if (!Pickups.empty())
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{
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a_World->SpawnItemPickups(Pickups, a_BlockX, a_BlockY, a_BlockZ);
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}
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}
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const char * cBlockHandler::GetStepSound()
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{
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return "step.stone";
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}
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bool cBlockHandler::CanBeAt(int a_BlockX, int a_BlockY, int a_BlockZ, const cChunk & a_Chunk)
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{
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return true;
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}
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bool cBlockHandler::IsUseable()
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{
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return false;
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}
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bool cBlockHandler::IsClickedThrough(void)
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{
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return false;
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}
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bool cBlockHandler::DoesIgnoreBuildCollision(void)
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{
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return (m_BlockType == E_BLOCK_AIR);
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}
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bool cBlockHandler::DoesAllowBlockOnTop(void)
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{
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return true;
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}
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bool cBlockHandler::CanBePlacedOnSide(void)
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{
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return true;
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}
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bool cBlockHandler::DoesDropOnUnsuitable(void)
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{
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return true;
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}
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void cBlockHandler::Check(int a_RelX, int a_RelY, int a_RelZ, cChunk & a_Chunk)
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{
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if (!CanBeAt(a_RelX, a_RelY, a_RelZ, a_Chunk))
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{
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if (DoesDropOnUnsuitable())
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{
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int BlockX = a_RelX + a_Chunk.GetPosX() * cChunkDef::Width;
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int BlockZ = a_RelZ + a_Chunk.GetPosZ() * cChunkDef::Width;
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DropBlock(a_Chunk.GetWorld(), NULL, BlockX, a_RelY, BlockZ);
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}
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a_Chunk.SetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_AIR, 0);
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}
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else
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{
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// Wake up the simulators for this block:
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int BlockX = a_RelX + a_Chunk.GetPosX() * cChunkDef::Width;
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int BlockZ = a_RelZ + a_Chunk.GetPosZ() * cChunkDef::Width;
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a_Chunk.GetWorld()->GetSimulatorManager()->WakeUp(BlockX, a_RelY, BlockZ, &a_Chunk);
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}
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}
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