1
0

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
This commit is contained in:
madmaxoft@gmail.com
2012-10-03 08:52:11 +00:00
parent 9fa165488b
commit ea2ed2c918
75 changed files with 681 additions and 547 deletions

View File

@@ -5,30 +5,30 @@
#include "../Redstone.h"
#include "../Torch.h"
cBlockRedstoneHandler::cBlockRedstoneHandler(BLOCKTYPE a_BlockID)
: cBlockHandler(a_BlockID)
cBlockRedstoneHandler::cBlockRedstoneHandler(BLOCKTYPE a_BlockType)
: cBlockHandler(a_BlockType)
{
}
void cBlockRedstoneHandler::OnPlaced(cWorld *a_World, int a_X, int a_Y, int a_Z, int a_Dir)
void cBlockRedstoneHandler::OnPlaced(cWorld *a_World, int a_BlockX, int a_BlockY, int a_BlockZ, int a_Dir)
{
cRedstone Redstone(a_World);
bool Added = false;
if(a_World->GetBlock(a_X, a_Y, a_Z) == E_BLOCK_REDSTONE_TORCH_ON)
if(a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_REDSTONE_TORCH_ON)
Added = true;
Redstone.ChangeRedstone(a_X, a_Y, a_Z, Added);
Redstone.ChangeRedstone(a_BlockX, a_BlockY, a_BlockZ, Added);
}
void cBlockRedstoneHandler::OnDestroyed(cWorld *a_World, int a_X, int a_Y, int a_Z)
void cBlockRedstoneHandler::OnDestroyed(cWorld *a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
{
cRedstone Redstone(a_World);
Redstone.ChangeRedstone(a_X, a_Y, a_Z, false);
Redstone.ChangeRedstone(a_BlockX, a_BlockY, a_BlockZ, false);
}
void cBlockRedstoneHandler::PlaceBlock(cWorld *a_World, cPlayer *a_Player, NIBBLETYPE a_BlockMeta, int a_X, int a_Y, int a_Z, char a_Dir)
void cBlockRedstoneHandler::PlaceBlock(cWorld *a_World, cPlayer *a_Player, NIBBLETYPE a_BlockMeta, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Dir)
{
switch(m_BlockID)
switch(m_BlockType)
{
case E_BLOCK_REDSTONE_TORCH_ON:
case E_BLOCK_REDSTONE_TORCH_OFF:
@@ -36,6 +36,6 @@ void cBlockRedstoneHandler::PlaceBlock(cWorld *a_World, cPlayer *a_Player, NIBBL
break;
}
a_World->SetBlock(a_X, a_Y, a_Z, m_BlockID, a_BlockMeta);
OnPlacedByPlayer(a_World, a_Player, a_X, a_Y, a_Z, a_Dir);
a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_BlockType, a_BlockMeta);
OnPlacedByPlayer(a_World, a_Player, a_BlockX, a_BlockY, a_BlockZ, a_Dir);
}