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#pragma once
#include "ChunkDef.h"
// tolua_begin
class cBlockInfo
{
public:
// tolua_end
/** The block type associated with this cBlockInfo. Needed for DeprecatedBindings.cpp */
BLOCKTYPE m_BlockType;
/** Returns the associated BlockInfo structure for the specified block type.
This accessor makes sure that the cBlockInfo structures are properly initialized exactly once.
It does so by using the C++ singleton approximation - storing the actual singleton as the function's static variable. */
inline static const cBlockInfo & Get(BLOCKTYPE a_Type);
// tolua_begin
inline static NIBBLETYPE GetLightValue (BLOCKTYPE a_Type) { return Get(a_Type).m_LightValue; }
inline static NIBBLETYPE GetSpreadLightFalloff(BLOCKTYPE a_Type) { return Get(a_Type).m_SpreadLightFalloff; }
inline static bool IsTransparent (BLOCKTYPE a_Type) { return Get(a_Type).m_Transparent; }
inline static bool IsOneHitDig (BLOCKTYPE a_Type) { return Get(a_Type).m_OneHitDig; }
inline static bool IsPistonBreakable (BLOCKTYPE a_Type) { return Get(a_Type).m_PistonBreakable; }
inline static bool IsRainBlocker (BLOCKTYPE a_Type) { return Get(a_Type).m_IsRainBlocker; }
inline static bool IsSkylightDispersant (BLOCKTYPE a_Type)
{
return ((Get(a_Type).m_IsSkylightDispersant) || (Get(a_Type).m_SpreadLightFalloff > 1));
}
static bool IsSnowable(BLOCKTYPE a_Type);
inline static bool IsSolid (BLOCKTYPE a_Type) { return Get(a_Type).m_IsSolid; }
inline static bool IsUseableBySpectator (BLOCKTYPE a_Type) { return Get(a_Type).m_UseableBySpectator; }
inline static bool FullyOccupiesVoxel (BLOCKTYPE a_Type) { return Get(a_Type).m_FullyOccupiesVoxel; }
inline static bool CanBeTerraformed (BLOCKTYPE a_Type) { return Get(a_Type).m_CanBeTerraformed; }
inline static float GetBlockHeight (BLOCKTYPE a_Type) { return Get(a_Type).m_BlockHeight; }
inline static float GetHardness (BLOCKTYPE a_Type) { return Get(a_Type).m_Hardness; }
// tolua_end
/** Returns how much of an explosion Destruction Lazor's (tm) intensity the given block attenuates.
See Physics\Explodinator.cpp for details of explosion block destruction. */
static float GetExplosionAbsorption(BLOCKTYPE Block);
/** Creates a default BlockInfo structure, initializes all values to their defaults */
cBlockInfo();
private:
/** Storage for all the BlockInfo structures. */
class cBlockInfoArray;
/** How much light do the blocks emit on their own? */
NIBBLETYPE m_LightValue;
/** How much light do the blocks consume? */
NIBBLETYPE m_SpreadLightFalloff;
/** Is a block transparent? (https://minecraft.gamepedia.com/Opacity) */
bool m_Transparent;
/** Is a block destroyed after a single hit? */
bool m_OneHitDig;
/** Can a piston break this block? */
bool m_PistonBreakable;
/** Does this block block the passage of rain? */
bool m_IsRainBlocker;
/** Does this block disperse sky light? (only relevant for transparent blocks) */
bool m_IsSkylightDispersant;
/** Is this block solid (player cannot walk through)? */
bool m_IsSolid;
/** Can a spectator interact with this block */
bool m_UseableBySpectator;
/** Does this block fully occupy its voxel - is it a 'full' block? */
bool m_FullyOccupiesVoxel;
/** Can a finisher change it? */
bool m_CanBeTerraformed;
/** Block height */
float m_BlockHeight;
/** Block's hardness. The greater the value the longer the player needs to break the block. */
float m_Hardness;
}; // tolua_export
bool IsBlockWater(BLOCKTYPE a_BlockType);
bool IsBlockIce(BLOCKTYPE a_BlockType);
bool IsBlockWaterOrIce(BLOCKTYPE a_BlockType);
bool IsBlockLava(BLOCKTYPE a_BlockType);
bool IsBlockLiquid(BLOCKTYPE a_BlockType);
bool IsBlockRail(BLOCKTYPE a_BlockType);
bool IsBlockTypeOfDirt(BLOCKTYPE a_BlockType);
bool IsBlockFence(BLOCKTYPE a_BlockType);
bool IsBlockMaterialWood(BLOCKTYPE a_BlockType);
bool IsBlockMaterialPlants(BLOCKTYPE a_BlockType);
bool IsBlockMaterialVine(BLOCKTYPE a_BlockType);
bool IsBlockMaterialIron(BLOCKTYPE a_BlockType);
bool IsBlockMaterialLeaves(BLOCKTYPE a_BlockType);
bool IsBlockMaterialGourd(BLOCKTYPE a_BlockType);
bool IsBlockMaterialRock(BLOCKTYPE a_BlockType);
class cBlockInfo::cBlockInfoArray:
public std::array<cBlockInfo, 256>
{
public:
/** Initializes the contained BlockInfo structures with block-specific values. */
cBlockInfoArray();
};
inline const cBlockInfo & cBlockInfo::Get(BLOCKTYPE a_Type)
{
static const cBlockInfoArray ms_Info;
return ms_Info[a_Type];
}
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