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author | madmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-09-24 00:09:57 +0200 |
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committer | madmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-09-24 00:09:57 +0200 |
commit | ecfe6ab65bd1fc2c7f5733fe6ef4e6ddaac44a26 (patch) | |
tree | 898e37fe747f0fdcefeb88f833557fd45db3347c /source/blocks/Block.h | |
parent | Source files cleanup: ChunkDataSerializer is Protocol-related (diff) | |
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Diffstat (limited to 'source/blocks/Block.h')
-rw-r--r-- | source/blocks/Block.h | 90 |
1 files changed, 0 insertions, 90 deletions
diff --git a/source/blocks/Block.h b/source/blocks/Block.h deleted file mode 100644 index 859870c4a..000000000 --- a/source/blocks/Block.h +++ /dev/null @@ -1,90 +0,0 @@ -#pragma once
-#include "../Defines.h"
-
-class cWorld;
-class cPlayer;
-
-
-
-class cBlockHandler
-{
-public:
- cBlockHandler(BLOCKTYPE a_BlockID);
-
- // Called when the block gets ticked either by a random tick or by a queued tick
- virtual void OnUpdate(cWorld *a_World, int a_X, int a_Y, int a_Z);
-
- // Will be called by cBlockHandler::PlaceBlock after the player has placed a new block
- virtual void OnPlacedByPlayer(cWorld *a_World, cPlayer * a_Player, int a_X, int a_Y, int a_Z, int a_Dir);
- // Will be called before the player has destroyed a block
- virtual void OnDestroyedByPlayer(cWorld *a_World, cPlayer * a_Player, int a_X, int a_Y, int a_Z);
- // Will be called when a new block was placed. Will be called before OnPlacedByPlayer
- virtual void OnPlaced(cWorld *a_World, int a_X, int a_Y, int a_Z, int a_Dir);
- // Will be called before a block gets destroyed / replaced with air
- virtual void OnDestroyed(cWorld *a_World, int a_X, int a_Y, int a_Z);
- // Will be called when a direct neighbor of this block has been changed (The position is the own position, not the neighbor position)
- virtual void OnNeighborChanged(cWorld *a_World, int a_X, int a_Y, int a_Z);
- // Notifies all neighbors of the give block about a change
- static void NeighborChanged(cWorld *a_World, int a_X, int a_Y, int a_Z);
- // Will be called while the player diggs the block.
- virtual void OnDigging(cWorld *a_World, cPlayer *a_Player, int a_X, int a_Y, int a_Z);
- // Will be called if the user right clicks the block and the block is useable
- virtual void OnUse(cWorld *a_World, cPlayer *a_Player, int a_X, int a_Y, int a_Z);
- // This function handles the real block placement for the give block by a player and also calls the OnPlacedByPlayer function
- virtual void PlaceBlock(cWorld *a_World, cPlayer *a_Player, NIBBLETYPE a_BlockMeta, int a_X, int a_Y, int a_Z, char a_Dir);
-
- // Indicates how much items are dropped DEFAULT: 1
- virtual char GetDropCount();
- // Indicates the id dropped by this block DEFAULT: BlockID
- virtual int GetDropID();
- // Indicates the Drop Meta data based on the block meta DEFAULT: BlockMeta
- virtual NIBBLETYPE GetDropMeta(NIBBLETYPE a_BlockMeta);
- // This function handles the dropping of a block based on the Drop id, drop count and drop meta. This will not destroy the block
- virtual void DropBlock(cWorld *a_World, int a_X, int a_Y, int a_Z);
- /// Returns step sound name of block
- virtual AString GetStepSound();
-
- // Indicates whether this block needs random ticks DEFAULT: False
- virtual bool NeedsRandomTicks();
-
- /// Checks if the block can stay at the specified coords in the world
- 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, OnUse() is called
- virtual bool IsUseable(void);
-
- // Indicates whether the client will click through this block. For example digging a fire will hit the block below the fire so fire is clicked through
- virtual bool IsClickedThrough(void);
-
- // Checks if the player can build "inside" this block. For example blocks placed "on" snow will be placed at the same position. So: Snow ignores Build collision
- 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 function to get the blockhandler for an specific block id
- static cBlockHandler * GetBlockHandler(BLOCKTYPE a_BlockID);
-
- // Deletes all initialised block handlers
- static void Deinit();
-
-protected:
- BLOCKTYPE m_BlockID;
- // Creates a new blockhandler for the given block id. For internal use only, use GetBlockHandler instead.
- static cBlockHandler *CreateBlockHandler(BLOCKTYPE a_BlockID);
- static cBlockHandler *m_BlockHandler[256];
- static bool m_HandlerInitialized; //used to detect if the blockhandlers are initialized
-};
-
-// Shortcut to get the blockhandler for a specific block
-inline cBlockHandler *BlockHandler(BLOCKTYPE a_BlockID) { return cBlockHandler::GetBlockHandler(a_BlockID); }
\ No newline at end of file |