Moved blockticking into blockhandler classes.
Also slightly refactored the variable / argument names (BlockID is deprecated, use BlockType instead) git-svn-id: http://mc-server.googlecode.com/svn/trunk@921 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -19,43 +19,43 @@ class cPlayer;
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class cBlockHandler
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{
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public:
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cBlockHandler(BLOCKTYPE a_BlockID);
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cBlockHandler(BLOCKTYPE a_BlockType);
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// Called when the block gets ticked either by a random tick or by a queued tick
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virtual void OnUpdate(cWorld *a_World, int a_X, int a_Y, int a_Z);
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virtual void OnUpdate(cWorld *a_World, int a_BlockX, int a_BlockY, int a_BlockZ);
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/// Called by cBlockHandler::PlaceBlock after the player has placed a new block
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virtual void OnPlacedByPlayer(cWorld * a_World, cPlayer * a_Player, int a_X, int a_Y, int a_Z, int a_Dir);
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virtual void OnPlacedByPlayer(cWorld * a_World, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, int a_Dir);
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/// Called before the player has destroyed a block
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virtual void OnDestroyedByPlayer(cWorld * a_World, cPlayer * a_Player, int a_X, int a_Y, int a_Z);
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virtual void OnDestroyedByPlayer(cWorld * a_World, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ);
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/// Called when a new block was placed. Called before OnPlacedByPlayer
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virtual void OnPlaced(cWorld * a_World, int a_X, int a_Y, int a_Z, int a_Dir);
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virtual void OnPlaced(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, int a_Dir);
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/// Called before a block gets destroyed / replaced with air
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virtual void OnDestroyed(cWorld * a_World, int a_X, int a_Y, int a_Z);
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virtual void OnDestroyed(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ);
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/// Called when a direct neighbor of this block has been changed (The position is the own position, not the neighbor position)
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virtual void OnNeighborChanged(cWorld * a_World, int a_X, int a_Y, int a_Z);
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virtual void OnNeighborChanged(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ);
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/// Notifies all neighbors of the given block about a change
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static void NeighborChanged(cWorld * a_World, int a_X, int a_Y, int a_Z);
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static void NeighborChanged(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ);
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/// Called while the player diggs the block.
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virtual void OnDigging(cWorld * a_World, cPlayer * a_Player, int a_X, int a_Y, int a_Z);
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virtual void OnDigging(cWorld * a_World, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ);
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/// Called if the user right clicks the block and the block is useable
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virtual void OnUse(cWorld * a_World, cPlayer * a_Player, int a_X, int a_Y, int a_Z);
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virtual void OnUse(cWorld * a_World, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ);
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/// This function handles the real block placement for the give block by a player and also calls OnPlacedByPlayer()
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virtual void 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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virtual void PlaceBlock(cWorld * a_World, cPlayer * a_Player, NIBBLETYPE a_BlockMeta, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Dir);
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/// Called when the item is mined to convert it into pickups. Pickups may specify multiple items.
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virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta);
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/// Handles the dropping of a block based on what ConvertToDrops() returns. This will not destroy the block
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virtual void DropBlock(cWorld * a_World, int a_X, int a_Y, int a_Z);
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virtual void DropBlock(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ);
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/// Returns step sound name of block
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virtual const char * GetStepSound(void);
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@@ -93,15 +93,16 @@ public:
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/// Get the blockhandler for a specific block id
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static cBlockHandler * GetBlockHandler(BLOCKTYPE a_BlockID);
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static cBlockHandler * GetBlockHandler(BLOCKTYPE a_BlockType);
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/// Deletes all initialised block handlers
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static void Deinit();
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protected:
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BLOCKTYPE m_BlockID;
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// Creates a new blockhandler for the given block id. For internal use only, use GetBlockHandler instead.
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static cBlockHandler *CreateBlockHandler(BLOCKTYPE a_BlockID);
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BLOCKTYPE m_BlockType;
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// Creates a new blockhandler for the given block type. For internal use only, use ::GetBlockHandler() instead.
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static cBlockHandler *CreateBlockHandler(BLOCKTYPE a_BlockType);
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static cBlockHandler *m_BlockHandler[256];
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static bool m_HandlerInitialized; //used to detect if the blockhandlers are initialized
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};
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@@ -111,9 +112,9 @@ protected:
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// Shortcut to get the blockhandler for a specific block
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inline cBlockHandler *BlockHandler(BLOCKTYPE a_BlockID)
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inline cBlockHandler * BlockHandler(BLOCKTYPE a_BlockType)
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{
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return cBlockHandler::GetBlockHandler(a_BlockID);
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return cBlockHandler::GetBlockHandler(a_BlockType);
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}
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