ClassiCube/Blocks/BlockInfo.cs
UnknownShadow200 423d365267 Add everything.
2014-12-17 14:47:17 +11:00

148 lines
No EOL
4.7 KiB
C#

using System;
namespace ClassicalSharp {
public partial class BlockInfo {
bool[] isTransparent = new bool[blocksCount];
bool[] isTranslucent = new bool[blocksCount];
bool[] isOpaque = new bool[blocksCount];
bool[] isSprite = new bool[blocksCount];
bool[] isLiquid = new bool[blocksCount];
float[] heights = new float[blocksCount];
bool[] blocksLight = new bool[blocksCount];
const int blocksCount = 256;
public void Init() {
for( int i = 1; i < blocksCount; i++ ) {
heights[i] = 1;
blocksLight[i] = true;
isOpaque[i] = true;
}
SetupOptimTextures();
SetIsTranslucent( Block.StillWater, Block.Water );
SetIsTransparent( Block.Glass, Block.Leaves, Block.Sapling,
Block.RedMushroom, Block.BrownMushroom, Block.Rose,
Block.Dandelion, Block.Slab );
SetIsSprite( Block.Rose, Block.Sapling, Block.Dandelion,
Block.BrownMushroom, Block.RedMushroom );
SetBlockHeight( 0.5f, Block.Slab );
SetBlocksLight( false, Block.Glass, Block.Leaves, Block.Sapling,
Block.RedMushroom, Block.BrownMushroom, Block.Rose,
Block.Dandelion );
SetIsLiquid( Block.StillWater, Block.Water, Block.StillLava, Block.Lava );
SetIsTransparent( Block.Snow, Block.Fire, Block.Rope, Block.CobblestoneSlab );
SetBlocksLight( false, Block.Fire, Block.Rope );
SetIsTranslucent( Block.Ice );
SetIsSprite( Block.Rope, Block.Fire );
SetBlockHeight( 0.5f, Block.CobblestoneSlab );
SetBlockHeight( 0.2f, Block.Snow );
}
public void SetDefaultBlockPermissions( bool[] canPlace, bool[] canDelete ) {
for( int i = (int)Block.Stone; i <= (int)Block.Obsidian; i++ ) {
canPlace[i] = true;
canDelete[i] = true;
}
canPlace[(int)Block.Grass] = false;
canPlace[(int)Block.Lava] = false;
canPlace[(int)Block.Water] = false;
canPlace[(int)Block.StillLava] = false;
canPlace[(int)Block.StillWater] = false;
canPlace[(int)Block.Bedrock] = false;
canDelete[(int)Block.Bedrock] = false;
canDelete[(int)Block.Lava] = false;
canDelete[(int)Block.Water] = false;
canDelete[(int)Block.StillWater] = false;
canDelete[(int)Block.StillLava] = false;
}
void SetIsTransparent( params Block[] ids ) {
for( int i = 0; i < ids.Length; i++ ) {
isTransparent[(int)ids[i]] = true;
isOpaque[(int)ids[i]] = false;
}
}
void SetIsSprite( params Block[] ids ) {
for( int i = 0; i < ids.Length; i++ ) {
isSprite[(int)ids[i]] = true;
}
}
void SetIsTranslucent( params Block[] ids ) {
for( int i = 0; i < ids.Length; i++ ) {
isTranslucent[(int)ids[i]] = true;
isOpaque[(int)ids[i]] = false;
}
}
void SetIsLiquid( params Block[] ids ) {
for( int i = 0; i < ids.Length; i++ ) {
isLiquid[(int)ids[i]] = true;
}
}
void SetBlockHeight( float height, params Block[] ids ) {
for( int i = 0; i < ids.Length; i++ ) {
heights[(int)ids[i]] = height;
}
}
void SetBlocksLight( bool blocks, params Block[] ids ) {
for( int i = 0; i < ids.Length; i++ ) {
blocksLight[(int)ids[i]] = blocks;
}
}
/// <summary> Gets whether the given block id is opaque/not see through. </summary>
public bool IsOpaque( byte id ) {
return isOpaque[id];
}
/// <summary> Gets whether the given block id is opaque/not see through,
/// and occupies a full block. </summary>
public bool IsFullAndOpaque( byte id ) {
return isOpaque[id] && heights[id] == 1;
}
/// <summary> Gets whether the given block id is transparent/fully see through. </summary>
/// <remarks> Note that these blocks's alpha values are treated as either 'fully see through'
/// or 'fully solid'. </remarks>
public bool IsTransparent( byte id ) {
return isTransparent[id];
}
/// <summary> Gets the tile height of the given block id. </summary>
public float BlockHeight( byte id ) {
return heights[id];
}
/// <summary> Gets whether the given block id is translucent/partially see through. </summary>
/// <remarks> Note that these blocks's colour values are blended into both
/// the transparent and opaque blocks behind them. </remarks>
public bool IsTranslucent( byte id ) {
return isTranslucent[id];
}
/// <summary> Gets whether the given block blocks sunlight. </summary>
public bool BlocksLight( byte id ) {
return blocksLight[id];
}
/// <summary> Gets whether the given block id is a sprite. <br/>
/// (flowers, saplings, fire, etc) </summary>
public bool IsSprite( byte id ) {
return isSprite[id];
}
/// <summary> Gets whether the given block id is a liquid. <br/>
/// (water or lava) </summary>
public bool IsLiquid( byte id ) {
return isLiquid[id];
}
}
}