// BlockID.cpp
// Implements the helper functions for converting Block ID string to int etc.
#include "Globals.h"
#include "BlockID.h"
#include "../iniFile/iniFile.h"
#include "cItem.h"
NIBBLETYPE g_BlockLightValue[256];
NIBBLETYPE g_BlockSpreadLightFalloff[256];
bool g_BlockTransparent[256];
bool g_BlockOneHitDig[256];
bool g_BlockPistonBreakable[256];
bool g_BlockIsSnowable[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);
}
AString ResolveString(const AString & a_ItemName)
{
return m_Ini.GetValue("Items", a_ItemName, "");
}
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(TrimString(a_BlockTypeString));
}
bool StringToItem(const AString & a_ItemTypeString, cItem & a_Item)
{
AString Resolved = TrimString(gsBlockIDMap.ResolveString(TrimString(a_ItemTypeString)));
AString txt = (!Resolved.empty()) ? Resolved : a_ItemTypeString;
AStringVector Split = StringSplit(txt, ":");
if (Split.size() == 1)
{
Split = StringSplit(txt, "^");
}
if (Split.empty())
{
return false;
}
a_Item.m_ItemID = (ENUM_ITEM_ID)atoi(Split[0].c_str());
if ((a_Item.m_ItemID == 0) && (Split[0] != "0"))
{
// Parsing the number failed
return false;
}
if (Split.size() > 1)
{
a_Item.m_ItemHealth = atoi(Split[1].c_str());
if ((a_Item.m_ItemHealth == 0) && (Split[1] != "0"))
{
// Parsing the number failed
return false;
}
}
return true;
}
EMCSBiome StringToBiome(const AString & a_BiomeString)
{
// If it is a number, return it:
int res = atoi(a_BiomeString.c_str());
if ((res != 0) || (a_BiomeString.compare("0") == 0))
{
// It was a valid number
return (EMCSBiome)res;
}
// Convert using the built-in map:
static struct {
EMCSBiome m_Biome;
const char * m_String;
} BiomeMap[] =
{
{biOcean, "Ocean"} ,
{biPlains, "Plains"},
{biDesert, "Desert"},
{biExtremeHills, "ExtremeHills"},
{biForest, "Forest"},
{biTaiga, "Taiga"},
{biSwampland, "Swampland"},
{biRiver, "River"},
{biHell, "Hell"},
{biHell, "Nether"},
{biSky, "Sky"},
{biFrozenOcean, "FrozenOcean"},
{biFrozenRiver, "FrozenRiver"},
{biIcePlains, "IcePlains"},
{biIcePlains, "Tundra"},
{biIceMountains, "IceMountains"},
{biMushroomIsland, "MushroomIsland"},
{biMushroomShore, "MushroomShore"},
{biBeach, "Beach"},
{biDesertHills, "DesertHills"},
{biForestHills, "ForestHills"},
{biTaigaHills, "TaigaHills"},
{biExtremeHillsEdge, "ExtremeHillsEdge"},
{biJungle, "Jungle"},
{biJungleHills, "JungleHills"},
} ;
for (int i = 0; i < ARRAYCOUNT(BiomeMap); i++)
{
if (NoCaseCompare(BiomeMap[i].m_String, a_BiomeString) == 0)
{
return BiomeMap[i].m_Biome;
}
} // for i - BiomeMap[]
return (EMCSBiome)-1;
}
// 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 ) );
memset( g_BlockIsSnowable, 0xff, sizeof( g_BlockIsSnowable)); // Set all blocks' snowable to true
// 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_CAKE] = 1;
g_BlockSpreadLightFalloff[E_BLOCK_CHEST] = 1;
g_BlockSpreadLightFalloff[E_BLOCK_CROPS] = 1;
g_BlockSpreadLightFalloff[E_BLOCK_FENCE] = 1;
g_BlockSpreadLightFalloff[E_BLOCK_FENCE_GATE] = 1;
g_BlockSpreadLightFalloff[E_BLOCK_FIRE] = 1;
g_BlockSpreadLightFalloff[E_BLOCK_GLASS] = 1;
g_BlockSpreadLightFalloff[E_BLOCK_GLASS_PLANE] = 1;
g_BlockSpreadLightFalloff[E_BLOCK_GLOWSTONE] = 1;
g_BlockSpreadLightFalloff[E_BLOCK_IRON_BARS] = 1;
g_BlockSpreadLightFalloff[E_BLOCK_IRON_DOOR] = 1;
g_BlockSpreadLightFalloff[E_BLOCK_LEAVES] = 1;
g_BlockSpreadLightFalloff[E_BLOCK_SIGN_POST] = 1;
g_BlockSpreadLightFalloff[E_BLOCK_TORCH] = 1;
g_BlockSpreadLightFalloff[E_BLOCK_VINES] = 1;
g_BlockSpreadLightFalloff[E_BLOCK_WALLSIGN] = 1;
g_BlockSpreadLightFalloff[E_BLOCK_WOODEN_DOOR] = 1;
// Light in water and lava dissapears faster:
g_BlockSpreadLightFalloff[E_BLOCK_LAVA] = 2;
g_BlockSpreadLightFalloff[E_BLOCK_STATIONARY_LAVA] = 2;
g_BlockSpreadLightFalloff[E_BLOCK_STATIONARY_WATER] = 2;
g_BlockSpreadLightFalloff[E_BLOCK_WATER] = 2;
// Transparent blocks
g_BlockTransparent[E_BLOCK_AIR] = true;
g_BlockTransparent[E_BLOCK_BROWN_MUSHROOM] = true;
g_BlockTransparent[E_BLOCK_CHEST] = true;
g_BlockTransparent[E_BLOCK_CROPS] = true;
g_BlockTransparent[E_BLOCK_FIRE] = true;
g_BlockTransparent[E_BLOCK_GLASS] = true;
g_BlockTransparent[E_BLOCK_ICE] = true;
g_BlockTransparent[E_BLOCK_RED_MUSHROOM] = true;
g_BlockTransparent[E_BLOCK_RED_ROSE] = true;
g_BlockTransparent[E_BLOCK_SIGN_POST] = true;
g_BlockTransparent[E_BLOCK_SNOW] = true;
g_BlockTransparent[E_BLOCK_TALL_GRASS] = true;
g_BlockTransparent[E_BLOCK_TORCH] = true;
g_BlockTransparent[E_BLOCK_VINES] = true;
g_BlockTransparent[E_BLOCK_WALLSIGN] = true;
g_BlockTransparent[E_BLOCK_YELLOW_FLOWER] = true;
// TODO: Any other transparent blocks?
// One hit break blocks
g_BlockOneHitDig[E_BLOCK_BROWN_MUSHROOM] = true;
g_BlockOneHitDig[E_BLOCK_CROPS] = true;
g_BlockOneHitDig[E_BLOCK_FIRE] = true;
g_BlockOneHitDig[E_BLOCK_LOCKED_CHEST] = true;
g_BlockOneHitDig[E_BLOCK_REDSTONE_REPEATER_OFF] = true;
g_BlockOneHitDig[E_BLOCK_REDSTONE_REPEATER_ON] = true;
g_BlockOneHitDig[E_BLOCK_REDSTONE_TORCH_OFF] = true;
g_BlockOneHitDig[E_BLOCK_REDSTONE_TORCH_ON] = true;
g_BlockOneHitDig[E_BLOCK_REDSTONE_WIRE] = true;
g_BlockOneHitDig[E_BLOCK_REDSTONE_WIRE] = true;
g_BlockOneHitDig[E_BLOCK_RED_MUSHROOM] = true;
g_BlockOneHitDig[E_BLOCK_RED_ROSE] = true;
g_BlockOneHitDig[E_BLOCK_REEDS] = true;
g_BlockOneHitDig[E_BLOCK_SAPLING] = true;
g_BlockOneHitDig[E_BLOCK_TNT] = true;
g_BlockOneHitDig[E_BLOCK_TALL_GRASS] = true;
g_BlockOneHitDig[E_BLOCK_TORCH] = true;
g_BlockOneHitDig[E_BLOCK_YELLOW_FLOWER] = true;
// Blocks that breaks when pushed by piston
g_BlockPistonBreakable[E_BLOCK_AIR] = true;
g_BlockPistonBreakable[E_BLOCK_BED] = true;
g_BlockPistonBreakable[E_BLOCK_BROWN_MUSHROOM] = true;
g_BlockPistonBreakable[E_BLOCK_COBWEB] = true;
g_BlockPistonBreakable[E_BLOCK_CROPS] = true;
g_BlockPistonBreakable[E_BLOCK_DEAD_BUSH] = true;
g_BlockPistonBreakable[E_BLOCK_FIRE] = true;
g_BlockPistonBreakable[E_BLOCK_IRON_DOOR] = true;
g_BlockPistonBreakable[E_BLOCK_JACK_O_LANTERN] = true;
g_BlockPistonBreakable[E_BLOCK_LADDER] = true;
g_BlockPistonBreakable[E_BLOCK_LAVA] = false;
g_BlockPistonBreakable[E_BLOCK_LEVER] = true;
g_BlockPistonBreakable[E_BLOCK_MELON] = true;
g_BlockPistonBreakable[E_BLOCK_MELON_STEM] = true;
g_BlockPistonBreakable[E_BLOCK_PUMPKIN] = true;
g_BlockPistonBreakable[E_BLOCK_PUMPKIN_STEM] = true;
g_BlockPistonBreakable[E_BLOCK_REDSTONE_TORCH_OFF] = true;
g_BlockPistonBreakable[E_BLOCK_REDSTONE_TORCH_ON] = true;
g_BlockPistonBreakable[E_BLOCK_REDSTONE_WIRE] = true;
g_BlockPistonBreakable[E_BLOCK_RED_MUSHROOM] = true;
g_BlockPistonBreakable[E_BLOCK_RED_ROSE] = true;
g_BlockPistonBreakable[E_BLOCK_REEDS] = true;
g_BlockPistonBreakable[E_BLOCK_SNOW] = true;
g_BlockPistonBreakable[E_BLOCK_STATIONARY_LAVA] = false;
g_BlockPistonBreakable[E_BLOCK_STATIONARY_WATER] = false; //This gave pistons the ability to drop water :D
g_BlockPistonBreakable[E_BLOCK_STONE_BUTTON] = true;
g_BlockPistonBreakable[E_BLOCK_STONE_PRESSURE_PLATE] = true;
g_BlockPistonBreakable[E_BLOCK_TALL_GRASS] = true;
g_BlockPistonBreakable[E_BLOCK_TORCH] = true;
g_BlockPistonBreakable[E_BLOCK_VINES] = true;
g_BlockPistonBreakable[E_BLOCK_WATER] = false;
g_BlockPistonBreakable[E_BLOCK_WOODEN_DOOR] = true;
g_BlockPistonBreakable[E_BLOCK_WOODEN_PRESSURE_PLATE] = true;
g_BlockPistonBreakable[E_BLOCK_YELLOW_FLOWER] = true;
// Blocks that can be snowed over:
g_BlockIsSnowable[E_BLOCK_BROWN_MUSHROOM] = false;
g_BlockIsSnowable[E_BLOCK_CACTUS] = false;
g_BlockIsSnowable[E_BLOCK_CHEST] = false;
g_BlockIsSnowable[E_BLOCK_CROPS] = false;
g_BlockIsSnowable[E_BLOCK_FIRE] = false;
g_BlockIsSnowable[E_BLOCK_FIRE] = false;
g_BlockIsSnowable[E_BLOCK_GLASS] = false;
g_BlockIsSnowable[E_BLOCK_ICE] = false;
g_BlockIsSnowable[E_BLOCK_LAVA] = false;
g_BlockIsSnowable[E_BLOCK_LOCKED_CHEST] = false;
g_BlockIsSnowable[E_BLOCK_REDSTONE_REPEATER_OFF] = false;
g_BlockIsSnowable[E_BLOCK_REDSTONE_REPEATER_ON] = false;
g_BlockIsSnowable[E_BLOCK_REDSTONE_TORCH_OFF] = false;
g_BlockIsSnowable[E_BLOCK_REDSTONE_TORCH_ON] = false;
g_BlockIsSnowable[E_BLOCK_REDSTONE_WIRE] = false;
g_BlockIsSnowable[E_BLOCK_RED_MUSHROOM] = false;
g_BlockIsSnowable[E_BLOCK_RED_ROSE] = false;
g_BlockIsSnowable[E_BLOCK_REEDS] = false;
g_BlockIsSnowable[E_BLOCK_SAPLING] = false;
g_BlockIsSnowable[E_BLOCK_SIGN_POST] = false;
g_BlockIsSnowable[E_BLOCK_SNOW] = false;
g_BlockIsSnowable[E_BLOCK_STATIONARY_LAVA] = false;
g_BlockIsSnowable[E_BLOCK_STATIONARY_WATER] = false;
g_BlockIsSnowable[E_BLOCK_TALL_GRASS] = false;
g_BlockIsSnowable[E_BLOCK_TNT] = false;
g_BlockIsSnowable[E_BLOCK_TORCH] = false;
g_BlockIsSnowable[E_BLOCK_WALLSIGN] = false;
g_BlockIsSnowable[E_BLOCK_WATER] = false;
g_BlockIsSnowable[E_BLOCK_YELLOW_FLOWER] = false;
}
} BlockPropertiesInitializer;