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path: root/source/blocks/Block.h
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#pragma once
#include "../Defines.h"

class cWorld;
class cPlayer;



class cBlockHandler
{
public:
	cBlockHandler(BLOCKTYPE a_BlockID);
	//Called when the block gets ticked
	virtual void OnUpdate(cWorld *a_World, int a_X, int a_Y, int a_Z);
	virtual void OnPlacedByPlayer(cWorld *a_World, cPlayer * a_Player, int a_X, int a_Y, int a_Z, int a_Dir);
	virtual void OnDestroyedByPlayer(cWorld *a_World, cPlayer * a_Player, int a_X, int a_Y, int a_Z);
	virtual void OnPlaced(cWorld *a_World, int a_X, int a_Y, int a_Z, int a_Dir);
	virtual void OnDestroyed(cWorld *a_World, int a_X, int a_Y, int a_Z);
	virtual void OnNeighborChanged(cWorld *a_World, int a_X, int a_Y, int a_Z);
	static void NeighborChanged(cWorld *a_World, int a_X, int a_Y, int a_Z);
	virtual void OnDigging(cWorld *a_World, cPlayer *a_Player, int a_X, int a_Y, int a_Z);
	virtual void OnUse(cWorld *a_World, cPlayer *a_Player, int a_X, int a_Y, int a_Z);
	virtual void PlaceBlock(cWorld *a_World, cPlayer *a_Player, NIBBLETYPE a_BlockMeta, int a_X, int a_Y, int a_Z, char a_Dir);

	virtual int GetTickRate();
	virtual char GetDropCount();
	virtual int GetDropID();
	virtual NIBBLETYPE GetDropMeta(NIBBLETYPE a_BlockMeta);
	virtual bool NeedsRandomTicks();
	virtual void DropBlock(cWorld *a_World, int a_X, int a_Y, int a_Z);
	
	/// Checks if the block can stay at the specified coords in the
	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 AllowBlockOnTop(void);
	
	/// Called to check whether this block supports a rclk action. If it returns true, OnClicked() is called
	virtual bool IsUseable(void);
	
	virtual bool IsClickedThrough(void);
	
	virtual bool IgnoreBuildCollision(void);
	
	/// Indicates this block can be placed on the side of other blocks. Default: true
	virtual bool CanBePlacedOnSide();
	
	/// Does this block drop if it gets destroyed by an unsuitable situation? Default: true
	virtual bool DropOnUnsuitable();
	
	static cBlockHandler * GetBlockHandler(BLOCKTYPE a_BlockID);

	static void Deinit();
	
protected:
	BLOCKTYPE m_BlockID;
	static cBlockHandler *CreateBlockHandler(BLOCKTYPE a_BlockID);
	static cBlockHandler *m_BlockHandler[256];
	static bool m_HandlerInitialized;	//used to detect if the blockhandlers are initialized
};


inline cBlockHandler *BlockHandler(BLOCKTYPE a_BlockID) { return cBlockHandler::GetBlockHandler(a_BlockID); }