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#pragma once
// fwd:
class cBlockHandler;
// tolua_begin
class cBlockInfo
{
public:
// tolua_end
cBlockInfo();
~cBlockInfo();
/** (Re-)Initializes the internal BlockInfo structures. */
static void Initialize(void);
// tolua_begin
/** Returns the associated BlockInfo structure. */
static cBlockInfo & Get(BLOCKTYPE a_Type);
/** 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 completely transparent? (light doesn't get decreased(?)) */
bool m_Transparent;
/** Is a block destroyed after a single hit? */
bool m_OneHitDig;
/** Can a piston break this block? */
bool m_PistonBreakable;
/** Can this block hold snow atop? */
bool m_IsSnowable;
/** Does this block require a tool to drop? */
bool m_RequiresSpecialTool;
/** Is this block solid (player cannot walk through)? */
bool m_IsSolid;
/** Does this block fully occupy its voxel - is it a 'full' block? */
bool m_FullyOccupiesVoxel;
// tolua_end
/** Associated block handler. */
cBlockHandler * m_Handler;
// 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 IsSnowable (BLOCKTYPE a_Type) { return Get(a_Type).m_IsSnowable; }
inline static bool RequiresSpecialTool (BLOCKTYPE a_Type) { return Get(a_Type).m_RequiresSpecialTool; }
inline static bool IsSolid (BLOCKTYPE a_Type) { return Get(a_Type).m_IsSolid; }
inline static bool FullyOccupiesVoxel (BLOCKTYPE a_Type) { return Get(a_Type).m_FullyOccupiesVoxel; }
// tolua_end
inline static cBlockHandler * GetHandler (BLOCKTYPE a_Type) { return Get(a_Type).m_Handler; }
protected:
// TODO xdot: Change to std::vector to support dynamic block IDs
static cBlockInfo ms_Info[256];
}; // tolua_export
// Shortcut to get the blockhandler for a specific block
inline cBlockHandler * BlockHandler(BLOCKTYPE a_BlockType)
{
return cBlockInfo::Get(a_BlockType).m_Handler;
}
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