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cuberite-2a/source/BlockID.cpp
lapayo94@gmail.com 14dce23845 A new Block handling system :o
It was really a lot of work :D
Took me the complete weekend :D

Would really like to here your opinion on this =)
The aim of this is to put all the actions for one block in one place so it is not spread around the source. (ToPickup, Action in cWorld, Action in cChunk, Action here, action there :D)

git-svn-id: http://mc-server.googlecode.com/svn/trunk@671 0a769ca7-a7f5-676a-18bf-c427514a06d6
2012-07-15 20:36:34 +00:00

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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"
#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];
bool g_BlockRequiresSpecialTool[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
memset( g_BlockRequiresSpecialTool, false, sizeof( g_BlockRequiresSpecialTool));
// 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;
//Blocks that don<6F>t drop without a special tool
g_BlockRequiresSpecialTool[E_BLOCK_DIAMOND_BLOCK] = true;
g_BlockRequiresSpecialTool[E_BLOCK_DIAMOND_ORE] = true;
g_BlockRequiresSpecialTool[E_BLOCK_GOLD_BLOCK] = true;
g_BlockRequiresSpecialTool[E_BLOCK_GOLD_ORE] = true;
g_BlockRequiresSpecialTool[E_BLOCK_IRON_BLOCK] = true;
g_BlockRequiresSpecialTool[E_BLOCK_IRON_ORE] = true;
g_BlockRequiresSpecialTool[E_BLOCK_REDSTONE_ORE] = true;
g_BlockRequiresSpecialTool[E_BLOCK_REDSTONE_ORE_GLOWING]= true;
g_BlockRequiresSpecialTool[E_BLOCK_LAPIS_ORE] = true;
g_BlockRequiresSpecialTool[E_BLOCK_LAPIS_BLOCK] = true;
g_BlockRequiresSpecialTool[E_BLOCK_EMERALD_ORE] = true;
g_BlockRequiresSpecialTool[E_BLOCK_COAL_ORE] = true;
g_BlockRequiresSpecialTool[E_BLOCK_OBSIDIAN] = true;
g_BlockRequiresSpecialTool[E_BLOCK_STONE] = true;
g_BlockRequiresSpecialTool[E_BLOCK_COBBLESTONE] = true;
g_BlockRequiresSpecialTool[E_BLOCK_END_STONE] = true;
g_BlockRequiresSpecialTool[E_BLOCK_MOSSY_COBBLESTONE] = true;
g_BlockRequiresSpecialTool[E_BLOCK_SANDSTONE] = true;
g_BlockRequiresSpecialTool[E_BLOCK_STONE_BRICKS] = true;
g_BlockRequiresSpecialTool[E_BLOCK_COBWEB] = true;
g_BlockRequiresSpecialTool[E_BLOCK_SNOW] = true;
g_BlockRequiresSpecialTool[E_BLOCK_NETHER_BRICK] = true;
g_BlockRequiresSpecialTool[E_BLOCK_NETHERRACK] = true;
g_BlockRequiresSpecialTool[E_BLOCK_STONE_SLAB] = true;
g_BlockRequiresSpecialTool[E_BLOCK_DOUBLE_STONE_SLAB] = true;
g_BlockRequiresSpecialTool[E_BLOCK_STONE_PRESSURE_PLATE]= true;
g_BlockRequiresSpecialTool[E_BLOCK_BRICK] = true;
g_BlockRequiresSpecialTool[E_BLOCK_COBBLESTONE_STAIRS] = true;
g_BlockRequiresSpecialTool[E_BLOCK_STONE_BRICK_STAIRS] = true;
g_BlockRequiresSpecialTool[E_BLOCK_SANDSTONE_STAIRS] = true;
g_BlockRequiresSpecialTool[E_BLOCK_NETHER_BRICK_STAIRS] = true;
g_BlockRequiresSpecialTool[E_BLOCK_VINES] = true;
}
} BlockPropertiesInitializer;