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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
{
typedef std::map<AString, std::pair<short, short> > ItemMap;
public:
cBlockIDMap(void)
{
cIniFile Ini("items.ini");
if (!Ini.ReadFile())
{
return;
}
long KeyID = Ini.FindKey("Items");
if (KeyID == cIniFile::noID)
{
return;
}
unsigned NumValues = Ini.GetNumValues(KeyID);
for (unsigned i = 0; i < NumValues; i++)
{
AString Name = Ini.ValueName(KeyID, i);
if (Name.empty())
{
continue;
}
AString Value = Ini.GetValue(KeyID, i);
AddToMap(Name, Value);
} // for i - Ini.Values[]
}
int Resolve(const AString & a_ItemName)
{
ItemMap::iterator itr = m_Map.find(a_ItemName);
if (itr == m_Map.end())
{
return -1;
}
return itr->second.first;
}
bool ResolveItem(const AString & a_ItemName, cItem & a_Item)
{
ItemMap::iterator itr = m_Map.find(a_ItemName);
if (itr != m_Map.end())
{
a_Item.m_ItemType = itr->second.first;
a_Item.m_ItemDamage = itr->second.second;
return true;
}
// Not a resolvable string, try pure numbers: "45:6", "45^6" etc.
AStringVector Split = StringSplit(a_ItemName, ":");
if (Split.size() == 1)
{
Split = StringSplit(a_ItemName, "^");
}
if (Split.empty())
{
return false;
}
a_Item.m_ItemType = (short)atoi(Split[0].c_str());
if ((a_Item.m_ItemType == 0) && (Split[0] != "0"))
{
// Parsing the number failed
return false;
}
if (Split.size() < 2)
{
return true;
}
a_Item.m_ItemDamage = atoi(Split[1].c_str());
if ((a_Item.m_ItemDamage == 0) && (Split[1] != "0"))
{
// Parsing the number failed
return false;
}
return true;
}
AString Desolve(short a_ItemType, short a_ItemDamage)
{
for (ItemMap::iterator itr = m_Map.begin(), end = m_Map.end(); itr != end; ++itr)
{
if ((itr->second.first == a_ItemType) && (itr->second.second == a_ItemDamage))
{
return itr->first;
}
} // for itr - m_Map[]
AString res;
if (a_ItemDamage == -1)
{
Printf(res, "%d", a_ItemType);
}
else
{
Printf(res, "%d:%d", a_ItemType, a_ItemDamage);
}
return res;
}
protected:
ItemMap m_Map;
void AddToMap(const AString & a_Name, const AString & a_Value)
{
AStringVector Split = StringSplit(a_Value, ":");
if (Split.size() == 1)
{
Split = StringSplit(a_Value, "^");
}
if (Split.empty())
{
return;
}
short ItemType = (short)atoi(Split[0].c_str());
short ItemDamage = (Split.size() > 1) ? (short)atoi(Split[1].c_str()) : -1;
m_Map[a_Name] = std::make_pair(ItemType, ItemDamage);
}
} ;
static cBlockIDMap gsBlockIDMap;
/*
// Quick self-test:
class Tester
{
public:
Tester(void)
{
cItem Item;
gsBlockIDMap.ResolveItem("charcoal", Item);
AString Charcoal = gsBlockIDMap.Desolve(Item.m_ItemType, Item.m_ItemDamage);
ASSERT(Charcoal == "charcoal");
}
} test;
//*/
BLOCKTYPE 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)
{
return gsBlockIDMap.ResolveItem(TrimString(a_ItemTypeString), a_Item);
}
AString ItemToString(const cItem & a_Item)
{
return gsBlockIDMap.Desolve(a_Item.m_ItemType, a_Item.m_ItemDamage);
}
AString ItemTypeToString(short a_ItemType)
{
return gsBlockIDMap.Desolve(a_ItemType, -1);
}
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, 0x00, sizeof(g_BlockRequiresSpecialTool)); // Set all blocks to false
// 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_COBWEB] = 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_VINES] = false;
g_BlockIsSnowable[E_BLOCK_WALLSIGN] = false;
g_BlockIsSnowable[E_BLOCK_WATER] = false;
g_BlockIsSnowable[E_BLOCK_YELLOW_FLOWER] = false;
//Blocks that don´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;
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