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