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// BlockID.cpp
// Implements the helper functions for converting Block ID string to int etc.
#include "Globals.h"
#include "BlockID.h"
#include "../iniFile/iniFile.h"
NIBBLETYPE g_BlockLightValue[256];
NIBBLETYPE g_BlockSpreadLightFalloff[256];
bool g_BlockTransparent[256];
bool g_BlockOneHitDig[256];
bool g_BlockPistonBreakable[256];
class cBlockIDMap
{
public:
cBlockIDMap(void) : m_Ini("items.ini")
{
m_Ini.ReadFile();
}
int Resolve(const AString & a_ItemName)
{
return m_Ini.GetValueI("Items", a_ItemName, -1);
}
protected:
cIniFile m_Ini;
} ;
static cBlockIDMap gsBlockIDMap;
int BlockStringToType(const AString & a_BlockTypeString)
{
int res = atoi(a_BlockTypeString.c_str());
if ((res != 0) || (a_BlockTypeString.compare("0") == 0))
{
// It was a valid number, return that
return res;
}
return gsBlockIDMap.Resolve(a_BlockTypeString);
}
// This is actually just some code that needs to run at program startup, so it is wrapped into a global var's constructor:
class cBlockPropertiesInitializer
{
public:
cBlockPropertiesInitializer(void)
{
memset( g_BlockLightValue, 0x00, sizeof( g_BlockLightValue ) );
memset( g_BlockSpreadLightFalloff, 0x0f, sizeof( g_BlockSpreadLightFalloff ) ); // 0x0f means total falloff
memset( g_BlockTransparent, 0x00, sizeof( g_BlockTransparent ) );
memset( g_BlockOneHitDig, 0x00, sizeof( g_BlockOneHitDig ) );
memset( g_BlockPistonBreakable, 0x00, sizeof( g_BlockPistonBreakable ) );
// Emissive blocks
g_BlockLightValue[E_BLOCK_FIRE] = 15;
g_BlockLightValue[E_BLOCK_GLOWSTONE] = 15;
g_BlockLightValue[E_BLOCK_JACK_O_LANTERN] = 15;
g_BlockLightValue[E_BLOCK_LAVA] = 15;
g_BlockLightValue[E_BLOCK_STATIONARY_LAVA] = 15;
g_BlockLightValue[E_BLOCK_END_PORTAL] = 15;
g_BlockLightValue[E_BLOCK_REDSTONE_LAMP_ON] = 15;
g_BlockLightValue[E_BLOCK_TORCH] = 14;
g_BlockLightValue[E_BLOCK_BURNING_FURNACE] = 13;
g_BlockLightValue[E_BLOCK_NETHER_PORTAL] = 11;
g_BlockLightValue[E_BLOCK_REDSTONE_ORE_GLOWING] = 9;
g_BlockLightValue[E_BLOCK_REDSTONE_REPEATER_ON] = 9;
g_BlockLightValue[E_BLOCK_REDSTONE_TORCH_ON] = 7;
g_BlockLightValue[E_BLOCK_BREWING_STAND] = 1;
g_BlockLightValue[E_BLOCK_BROWN_MUSHROOM] = 1;
g_BlockLightValue[E_BLOCK_DRAGON_EGG] = 1;
// Spread blocks
g_BlockSpreadLightFalloff[E_BLOCK_AIR] = 1;
g_BlockSpreadLightFalloff[E_BLOCK_TORCH] = 1;
g_BlockSpreadLightFalloff[E_BLOCK_FIRE] = 1;
g_BlockSpreadLightFalloff[E_BLOCK_LAVA] = 1;
g_BlockSpreadLightFalloff[E_BLOCK_STATIONARY_LAVA] = 1;
g_BlockSpreadLightFalloff[E_BLOCK_WATER] = 4; // Light in water dissapears faster
g_BlockSpreadLightFalloff[E_BLOCK_STATIONARY_WATER] = 4;
g_BlockSpreadLightFalloff[E_BLOCK_LEAVES] = 1;
g_BlockSpreadLightFalloff[E_BLOCK_GLASS] = 1;
g_BlockSpreadLightFalloff[E_BLOCK_GLOWSTONE] = 1;
g_BlockSpreadLightFalloff[E_BLOCK_SIGN_POST] = 1;
g_BlockSpreadLightFalloff[E_BLOCK_WALLSIGN] = 1;
// Transparent blocks
g_BlockTransparent[E_BLOCK_AIR] = true;
g_BlockTransparent[E_BLOCK_GLASS] = true;
g_BlockTransparent[E_BLOCK_FIRE] = true;
g_BlockTransparent[E_BLOCK_ICE] = true;
g_BlockTransparent[E_BLOCK_TORCH] = true;
g_BlockTransparent[E_BLOCK_SIGN_POST] = true;
g_BlockTransparent[E_BLOCK_WALLSIGN] = true;
g_BlockTransparent[E_BLOCK_TALL_GRASS] = true;
g_BlockTransparent[E_BLOCK_YELLOW_FLOWER] = true;
g_BlockTransparent[E_BLOCK_RED_ROSE] = true;
g_BlockTransparent[E_BLOCK_RED_MUSHROOM] = true;
g_BlockTransparent[E_BLOCK_BROWN_MUSHROOM] = true;
g_BlockTransparent[E_BLOCK_SNOW] = true;
// TODO: Any other transparent blocks?
// One hit break blocks
g_BlockOneHitDig[E_BLOCK_SAPLING] = true;
g_BlockOneHitDig[E_BLOCK_YELLOW_FLOWER] = true;
g_BlockOneHitDig[E_BLOCK_RED_ROSE] = true;
g_BlockOneHitDig[E_BLOCK_BROWN_MUSHROOM] = true;
g_BlockOneHitDig[E_BLOCK_RED_MUSHROOM] = true;
g_BlockOneHitDig[E_BLOCK_TNT] = true;
g_BlockOneHitDig[E_BLOCK_TORCH] = true;
g_BlockOneHitDig[E_BLOCK_REDSTONE_WIRE] = true;
g_BlockOneHitDig[E_BLOCK_CROPS] = true;
g_BlockOneHitDig[E_BLOCK_REDSTONE_TORCH_OFF] = true;
g_BlockOneHitDig[E_BLOCK_REDSTONE_TORCH_ON] = true;
g_BlockOneHitDig[E_BLOCK_REEDS] = true;
g_BlockOneHitDig[E_BLOCK_REDSTONE_WIRE] = true;
g_BlockOneHitDig[E_BLOCK_REDSTONE_REPEATER_OFF] = true;
g_BlockOneHitDig[E_BLOCK_REDSTONE_REPEATER_ON] = true;
g_BlockOneHitDig[E_BLOCK_LOCKED_CHEST] = true;
g_BlockOneHitDig [E_BLOCK_FIRE] = true;
// Blocks that breaks when pushed by piston
g_BlockPistonBreakable[E_BLOCK_AIR] = true;
g_BlockPistonBreakable[E_BLOCK_STATIONARY_WATER] = false; //This gave pistons the ability to drop water :D
g_BlockPistonBreakable[E_BLOCK_WATER] = false;
g_BlockPistonBreakable[E_BLOCK_STATIONARY_LAVA] = false;
g_BlockPistonBreakable[E_BLOCK_LAVA] = false;
g_BlockPistonBreakable[E_BLOCK_BED] = true;
g_BlockPistonBreakable[E_BLOCK_COBWEB] = true;
g_BlockPistonBreakable[E_BLOCK_TALL_GRASS] = true;
g_BlockPistonBreakable[E_BLOCK_YELLOW_FLOWER] = true;
g_BlockPistonBreakable[E_BLOCK_BROWN_MUSHROOM] = true;
g_BlockPistonBreakable[E_BLOCK_RED_ROSE] = true;
g_BlockPistonBreakable[E_BLOCK_RED_MUSHROOM] = true;
g_BlockPistonBreakable[E_BLOCK_DEAD_BUSH] = true;
g_BlockPistonBreakable[E_BLOCK_TORCH] = true;
g_BlockPistonBreakable[E_BLOCK_FIRE] = true;
g_BlockPistonBreakable[E_BLOCK_REDSTONE_WIRE] = true;
g_BlockPistonBreakable[E_BLOCK_CROPS] = true;
g_BlockPistonBreakable[E_BLOCK_LADDER] = true;
g_BlockPistonBreakable[E_BLOCK_WOODEN_DOOR] = true;
g_BlockPistonBreakable[E_BLOCK_IRON_DOOR] = true;
g_BlockPistonBreakable[E_BLOCK_LEVER] = true;
g_BlockPistonBreakable[E_BLOCK_STONE_BUTTON] = true;
g_BlockPistonBreakable[E_BLOCK_REDSTONE_TORCH_ON] = true;
g_BlockPistonBreakable[E_BLOCK_REDSTONE_TORCH_OFF] = true;
g_BlockPistonBreakable[E_BLOCK_SNOW] = true;
g_BlockPistonBreakable[E_BLOCK_REEDS] = true;
g_BlockPistonBreakable[E_BLOCK_PUMPKIN_STEM] = true;
g_BlockPistonBreakable[E_BLOCK_MELON_STEM] = true;
g_BlockPistonBreakable[E_BLOCK_MELON] = true;
g_BlockPistonBreakable[E_BLOCK_PUMPKIN] = true;
g_BlockPistonBreakable[E_BLOCK_JACK_O_LANTERN] = true;
g_BlockPistonBreakable[E_BLOCK_VINES] = true;
g_BlockPistonBreakable[E_BLOCK_STONE_PRESSURE_PLATE] = true;
g_BlockPistonBreakable[E_BLOCK_WOODEN_PRESSURE_PLATE] = true;
}
} BlockPropertiesInitializer;
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