Slight refactoring of BlockHandlers - dropping unneeded virtual functions
( http://forum.mc-server.org/showthread.php?tid=434&pid=4734#pid4734 ) git-svn-id: http://mc-server.googlecode.com/svn/trunk@917 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -1,3 +1,4 @@
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#include "Globals.h"
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#include "BlockDoor.h"
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#include "../Item.h"
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@@ -6,17 +7,28 @@
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#include "../Player.h"
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cBlockDoorHandler::cBlockDoorHandler(BLOCKTYPE a_BlockID)
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: cBlockHandler(a_BlockID)
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{
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}
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void cBlockDoorHandler::OnPlaced(cWorld *a_World, int a_X, int a_Y, int a_Z, int a_Dir)
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void cBlockDoorHandler::OnPlaced(cWorld * a_World, int a_X, int a_Y, int a_Z, int a_Dir)
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{
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}
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void cBlockDoorHandler::OnDestroyed(cWorld *a_World, int a_X, int a_Y, int a_Z)
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void cBlockDoorHandler::OnDestroyed(cWorld * a_World, int a_X, int a_Y, int a_Z)
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{
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char OldMeta = a_World->GetBlockMeta(a_X, a_Y, a_Z);
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@@ -38,22 +50,29 @@ void cBlockDoorHandler::OnDestroyed(cWorld *a_World, int a_X, int a_Y, int a_Z)
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}
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}
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void cBlockDoorHandler::OnDigging(cWorld *a_World, cPlayer *a_Player, int a_X, int a_Y, int a_Z)
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void cBlockDoorHandler::OnDigging(cWorld * a_World, cPlayer * a_Player, int a_X, int a_Y, int a_Z)
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{
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cDoors::ChangeDoor(a_World, a_X, a_Y, a_Z);
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}
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void cBlockDoorHandler::OnUse(cWorld *a_World, cPlayer *a_Player, int a_X, int a_Y, int a_Z)
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void cBlockDoorHandler::OnUse(cWorld * a_World, cPlayer * a_Player, int a_X, int a_Y, int a_Z)
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{
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cDoors::ChangeDoor(a_World, a_X, a_Y, a_Z);
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}
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char cBlockDoorHandler::GetDropCount()
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{
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return 1;
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}
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void cBlockDoorHandler::PlaceBlock(cWorld *a_World, cPlayer *a_Player, NIBBLETYPE a_BlockMeta, int a_X, int a_Y, int a_Z, char a_Dir)
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void cBlockDoorHandler::PlaceBlock(cWorld * a_World, cPlayer * a_Player, NIBBLETYPE a_BlockMeta, int a_X, int a_Y, int a_Z, char a_Dir)
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{
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if (a_World->GetBlock(a_X, a_Y + 1, a_Z) == E_BLOCK_AIR)
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{
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@@ -64,11 +83,15 @@ void cBlockDoorHandler::PlaceBlock(cWorld *a_World, cPlayer *a_Player, NIBBLETYP
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}
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}
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AString cBlockDoorHandler::GetStepSound(void)
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{
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if (m_BlockID == E_BLOCK_WOODEN_DOOR)
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return "step.wood";
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else
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return "step.stone";
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const char * cBlockDoorHandler::GetStepSound(void)
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{
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return (m_BlockID == E_BLOCK_WOODEN_DOOR) ? "step.wood" : "step.stone";
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}
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