#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); }