14dce23845
It was really a lot of work :D Took me the complete weekend :D Would really like to here your opinion on this =) The aim of this is to put all the actions for one block in one place so it is not spread around the source. (ToPickup, Action in cWorld, Action in cChunk, Action here, action there :D) git-svn-id: http://mc-server.googlecode.com/svn/trunk@671 0a769ca7-a7f5-676a-18bf-c427514a06d6
41 lines
1.1 KiB
C++
41 lines
1.1 KiB
C++
#include "Globals.h"
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#include "BlockRedstone.h"
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#include "../cItem.h"
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#include "../cWorld.h"
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#include "../cRedstone.h"
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#include "../cTorch.h"
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cBlockRedstoneHandler::cBlockRedstoneHandler(BLOCKTYPE a_BlockID)
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: cBlockHandler(a_BlockID)
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{
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}
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void cBlockRedstoneHandler::OnPlaced(cWorld *a_World, int a_X, int a_Y, int a_Z, int a_Dir)
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{
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cRedstone Redstone(a_World);
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bool Added = false;
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if(a_World->GetBlock(a_X, a_Y, a_Z) == E_BLOCK_REDSTONE_TORCH_ON)
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Added = true;
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Redstone.ChangeRedstone(a_X, a_Y, a_Z, Added);
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}
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void cBlockRedstoneHandler::OnDestroyed(cWorld *a_World, int a_X, int a_Y, int a_Z)
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{
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cRedstone Redstone(a_World);
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Redstone.ChangeRedstone(a_X, a_Y, a_Z, false);
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}
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void cBlockRedstoneHandler::PlaceBlock(cWorld *a_World, cPlayer *a_Player, char a_BlockMeta, int a_X, int a_Y, int a_Z, char a_Dir)
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{
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switch(m_BlockID)
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{
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case E_BLOCK_REDSTONE_TORCH_ON:
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case E_BLOCK_REDSTONE_TORCH_OFF:
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a_BlockMeta = cTorch::DirectionToMetaData(a_Dir);
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break;
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}
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a_World->SetBlock(a_X, a_Y, a_Z, m_BlockID, a_BlockMeta);
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OnPlacedByPlayer(a_World, a_Player, a_X, a_Y, a_Z, a_Dir);
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} |