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https://github.com/4jcraft/4jcraft.git
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373 lines
13 KiB
C++
373 lines
13 KiB
C++
#include "../Platform/stdafx.h"
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#include "../Util/JavaMath.h"
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#include "../Headers/net.minecraft.world.level.h"
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#include "../Headers/net.minecraft.world.level.biome.h"
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#include "../Headers/net.minecraft.world.h"
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#include "LiquidTile.h"
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#include "../Util/Facing.h"
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#include "../Util/SoundTypes.h"
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const std::wstring LiquidTile::TEXTURE_LAVA_STILL = L"lava";
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const std::wstring LiquidTile::TEXTURE_WATER_STILL = L"water";
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const std::wstring LiquidTile::TEXTURE_WATER_FLOW = L"water_flow";
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const std::wstring LiquidTile::TEXTURE_LAVA_FLOW = L"lava_flow";
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LiquidTile::LiquidTile(int id, Material* material) : Tile(id, material, false) {
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float yo = 0;
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float e = 0;
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setShape(0 + e, 0 + yo, 0 + e, 1 + e, 1 + yo, 1 + e);
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setTicking(true);
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}
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bool LiquidTile::isPathfindable(LevelSource* level, int x, int y, int z) {
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return material != Material::lava;
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}
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int LiquidTile::getColor() const { return 0xffffff; }
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int LiquidTile::getColor(LevelSource* level, int x, int y, int z) {
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return getColor(level, x, y, z, 0);
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}
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int LiquidTile::getColor(LevelSource* level, int x, int y, int z, int d) {
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if (material == Material::water) {
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int totalRed = 0;
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int totalGreen = 0;
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int totalBlue = 0;
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for (int oz = -1; oz <= 1; oz++) {
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for (int ox = -1; ox <= 1; ox++) {
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int waterColor =
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level->getBiome(x + ox, z + oz)->getWaterColor();
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totalRed += (waterColor & 0xff0000) >> 16;
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totalGreen += (waterColor & 0xff00) >> 8;
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totalBlue += (waterColor & 0xff);
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}
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}
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return (((totalRed / 9) & 0xFF) << 16) |
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(((totalGreen / 9) & 0xFF) << 8) | (((totalBlue / 9) & 0xFF));
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}
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return 0xffffff;
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}
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float LiquidTile::getHeight(int d) {
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if (d >= 8) d = 0;
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return (d + 1) / 9.0f;
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}
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Icon* LiquidTile::getTexture(int face, int data) {
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if (face == Facing::DOWN || face == Facing::UP) {
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return icons[0];
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} else {
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return icons[1];
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}
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}
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int LiquidTile::getDepth(Level* level, int x, int y, int z) {
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if (level->getMaterial(x, y, z) == material)
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return level->getData(x, y, z);
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else
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return -1;
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}
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int LiquidTile::getRenderedDepth(LevelSource* level, int x, int y, int z) {
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if (level->getMaterial(x, y, z) != material) return -1;
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int d = level->getData(x, y, z);
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if (d >= 8) d = 0;
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return d;
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}
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bool LiquidTile::isCubeShaped() { return false; }
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bool LiquidTile::isSolidRender(bool isServerLevel) { return false; }
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bool LiquidTile::mayPick(int data, bool liquid) { return liquid && data == 0; }
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bool LiquidTile::isSolidFace(LevelSource* level, int x, int y, int z,
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int face) {
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Material* m = level->getMaterial(x, y, z);
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if (m == this->material) return false;
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if (face == Facing::UP) return true;
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if (m == Material::ice) return false;
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return Tile::isSolidFace(level, x, y, z, face);
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}
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bool LiquidTile::shouldRenderFace(LevelSource* level, int x, int y, int z,
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int face) {
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Material* m = level->getMaterial(x, y, z);
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if (m == this->material) return false;
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if (face == Facing::UP) return true;
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if (m == Material::ice) return false;
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return Tile::shouldRenderFace(level, x, y, z, face);
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}
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AABB* LiquidTile::getAABB(Level* level, int x, int y, int z) { return NULL; }
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int LiquidTile::getRenderShape() { return Tile::SHAPE_WATER; }
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int LiquidTile::getResource(int data, Random* random, int playerBonusLevel) {
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return 0;
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}
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int LiquidTile::getResourceCount(Random* random) { return 0; }
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Vec3* LiquidTile::getFlow(LevelSource* level, int x, int y, int z) {
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Vec3* flow = Vec3::newTemp(0, 0, 0);
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int mid = getRenderedDepth(level, x, y, z);
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for (int d = 0; d < 4; d++) {
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int xt = x;
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int yt = y;
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int zt = z;
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if (d == 0) xt--;
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if (d == 1) zt--;
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if (d == 2) xt++;
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if (d == 3) zt++;
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int t = getRenderedDepth(level, xt, yt, zt);
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if (t < 0) {
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if (!level->getMaterial(xt, yt, zt)->blocksMotion()) {
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t = getRenderedDepth(level, xt, yt - 1, zt);
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if (t >= 0) {
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int dir = t - (mid - 8);
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flow = flow->add((xt - x) * dir, (yt - y) * dir,
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(zt - z) * dir);
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}
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}
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} else {
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if (t >= 0) {
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int dir = t - mid;
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flow =
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flow->add((xt - x) * dir, (yt - y) * dir, (zt - z) * dir);
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}
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}
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}
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if (level->getData(x, y, z) >= 8) {
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bool ok = false;
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if (ok || isSolidFace(level, x, y, z - 1, 2)) ok = true;
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if (ok || isSolidFace(level, x, y, z + 1, 3)) ok = true;
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if (ok || isSolidFace(level, x - 1, y, z, 4)) ok = true;
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if (ok || isSolidFace(level, x + 1, y, z, 5)) ok = true;
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if (ok || isSolidFace(level, x, y + 1, z - 1, 2)) ok = true;
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if (ok || isSolidFace(level, x, y + 1, z + 1, 3)) ok = true;
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if (ok || isSolidFace(level, x - 1, y + 1, z, 4)) ok = true;
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if (ok || isSolidFace(level, x + 1, y + 1, z, 5)) ok = true;
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if (ok) flow = flow->normalize()->add(0, -6, 0);
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}
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flow = flow->normalize();
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return flow;
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}
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void LiquidTile::handleEntityInside(Level* level, int x, int y, int z,
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std::shared_ptr<Entity> e, Vec3* current) {
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Vec3* flow = getFlow(level, x, y, z);
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current->x += flow->x;
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current->y += flow->y;
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current->z += flow->z;
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}
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int LiquidTile::getTickDelay() {
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if (material == Material::water) return 5;
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if (material == Material::lava) return 30;
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return 0;
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}
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// 4J - change brought forward from 1.8.2
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int LiquidTile::getLightColor(LevelSource* level, int x, int y, int z,
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int tileId /*=-1*/) {
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// 4J - note that this code seems to basically be a hack to fix a problem
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// where post-processed things like lakes aren't getting lit properly
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int a = level->getLightColor(x, y, z, 0, tileId);
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int b = level->getLightColor(x, y + 1, z, 0, tileId);
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int aa = a & 0xff;
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int ba = b & 0xff;
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int ab = (a >> 16) & 0xff;
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int bb = (b >> 16) & 0xff;
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return (aa > ba ? aa : ba) | ((ab > bb ? ab : bb) << 16);
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}
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float LiquidTile::getBrightness(LevelSource* level, int x, int y, int z) {
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float a = level->getBrightness(x, y, z);
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float b = level->getBrightness(x, y + 1, z);
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return a > b ? a : b;
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}
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int LiquidTile::getRenderLayer() { return material == Material::water ? 1 : 0; }
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void LiquidTile::animateTick(Level* level, int x, int y, int z,
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Random* random) {
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if (material == Material::water) {
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if (random->nextInt(10) == 0) {
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int d = level->getData(x, y, z);
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if (d <= 0 || d >= 8) {
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level->addParticle(
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eParticleType_suspended, x + random->nextFloat(),
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y + random->nextFloat(), z + random->nextFloat(), 0, 0, 0);
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}
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}
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// 4J-PB - this loop won't run!
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for (int i = 0; i < 0; i++) { // This was an attempt to add foam to
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// the bottoms of waterfalls. It
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// didn't went ok.
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int dir = random->nextInt(4);
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int xt = x;
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int zt = z;
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if (dir == 0) xt--;
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if (dir == 1) xt++;
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if (dir == 2) zt--;
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if (dir == 3) zt++;
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if (level->getMaterial(xt, y, zt) == Material::air &&
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(level->getMaterial(xt, y - 1, zt)->blocksMotion() ||
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level->getMaterial(xt, y - 1, zt)->isLiquid())) {
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float r = 1 / 16.0f;
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double xx = x + random->nextFloat();
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double yy = y + random->nextFloat();
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double zz = z + random->nextFloat();
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if (dir == 0) xx = x - r;
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if (dir == 1) xx = x + 1 + r;
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if (dir == 2) zz = z - r;
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if (dir == 3) zz = z + 1 + r;
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double xd = 0;
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double zd = 0;
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if (dir == 0) xd = -r;
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if (dir == 1) xd = +r;
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if (dir == 2) zd = -r;
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if (dir == 3) zd = +r;
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level->addParticle(eParticleType_splash, xx, yy, zz, xd, 0, zd);
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}
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}
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}
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if (material == Material::water && random->nextInt(64) == 0) {
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int d = level->getData(x, y, z);
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if (d > 0 && d < 8) {
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level->playLocalSound(x + 0.5f, y + 0.5f, z + 0.5f,
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eSoundType_LIQUID_WATER,
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random->nextFloat() * 0.25f + 0.75f,
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random->nextFloat() * 1.0f + 0.5f);
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}
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}
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if (material == Material::lava) {
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if (level->getMaterial(x, y + 1, z) == Material::air &&
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!level->isSolidRenderTile(x, y + 1, z)) {
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if (random->nextInt(100) == 0) {
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ThreadStorage* tls =
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(ThreadStorage*)TlsGetValue(Tile::tlsIdxShape);
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double xx = x + random->nextFloat();
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double yy = y + tls->yy1;
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double zz = z + random->nextFloat();
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level->addParticle(eParticleType_lava, xx, yy, zz, 0, 0, 0);
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// 4J - new sound brought forward from 1.2.3
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level->playLocalSound(xx, yy, zz, eSoundType_LIQUID_LAVA_POP,
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0.2f + random->nextFloat() * 0.2f,
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0.9f + random->nextFloat() * 0.15f);
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}
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// 4J - new sound brought forward from 1.2.3
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if (random->nextInt(200) == 0) {
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level->playLocalSound(x, y, z, eSoundType_LIQUID_LAVA,
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0.2f + random->nextFloat() * 0.2f,
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0.9f + random->nextFloat() * 0.15f);
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}
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}
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}
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if (random->nextInt(10) == 0) {
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if (level->isTopSolidBlocking(x, y - 1, z) &&
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!level->getMaterial(x, y - 2, z)->blocksMotion()) {
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double xx = x + random->nextFloat();
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double yy = y - 1.05;
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double zz = z + random->nextFloat();
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if (material == Material::water)
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level->addParticle(eParticleType_dripWater, xx, yy, zz, 0, 0,
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0);
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else
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level->addParticle(eParticleType_dripLava, xx, yy, zz, 0, 0, 0);
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}
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}
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}
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double LiquidTile::getSlopeAngle(LevelSource* level, int x, int y, int z,
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Material* m) {
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Vec3* flow = NULL;
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if (m == Material::water)
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flow = ((LiquidTile*)Tile::water)->getFlow(level, x, y, z);
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if (m == Material::lava)
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flow = ((LiquidTile*)Tile::lava)->getFlow(level, x, y, z);
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if (flow->x == 0 && flow->z == 0) return -1000;
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return atan2(flow->z, flow->x) - PI / 2;
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}
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void LiquidTile::onPlace(Level* level, int x, int y, int z) {
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updateLiquid(level, x, y, z);
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}
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void LiquidTile::neighborChanged(Level* level, int x, int y, int z, int type) {
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updateLiquid(level, x, y, z);
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}
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void LiquidTile::updateLiquid(Level* level, int x, int y, int z) {
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if (level->getTile(x, y, z) != id) return;
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if (material == Material::lava) {
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bool water = false;
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if (water || level->getMaterial(x, y, z - 1) == Material::water)
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water = true;
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if (water || level->getMaterial(x, y, z + 1) == Material::water)
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water = true;
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if (water || level->getMaterial(x - 1, y, z) == Material::water)
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water = true;
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if (water || level->getMaterial(x + 1, y, z) == Material::water)
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water = true;
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if (water || level->getMaterial(x, y + 1, z) == Material::water)
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water = true;
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if (water) {
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int data = level->getData(x, y, z);
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if (data == 0) {
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level->setTile(x, y, z, Tile::obsidian_Id);
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} else if (data <= 4) {
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level->setTile(x, y, z, Tile::stoneBrick_Id);
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}
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fizz(level, x, y, z);
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}
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}
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}
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void LiquidTile::fizz(Level* level, int x, int y, int z) {
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MemSect(31);
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level->playSound(
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x + 0.5f, y + 0.5f, z + 0.5f, eSoundType_RANDOM_FIZZ, 0.5f,
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2.6f +
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(level->random->nextFloat() - level->random->nextFloat()) * 0.8f);
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MemSect(0);
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for (int i = 0; i < 8; i++) {
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level->addParticle(eParticleType_largesmoke, x + Math::random(),
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y + 1.2, z + Math::random(), 0, 0, 0);
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}
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}
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void LiquidTile::registerIcons(IconRegister* iconRegister) {
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if (material == Material::lava) {
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icons[0] = iconRegister->registerIcon(TEXTURE_LAVA_STILL);
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icons[1] = iconRegister->registerIcon(TEXTURE_LAVA_FLOW);
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} else {
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icons[0] = iconRegister->registerIcon(TEXTURE_WATER_STILL);
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icons[1] = iconRegister->registerIcon(TEXTURE_WATER_FLOW);
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}
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}
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Icon* LiquidTile::getTexture(const std::wstring& name) {
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if (name.compare(TEXTURE_WATER_STILL) == 0) return Tile::water->icons[0];
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if (name.compare(TEXTURE_WATER_FLOW) == 0) return Tile::water->icons[1];
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if (name.compare(TEXTURE_LAVA_STILL) == 0) return Tile::lava->icons[0];
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if (name.compare(TEXTURE_LAVA_FLOW) == 0) return Tile::lava->icons[1];
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return NULL;
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}
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