4jcraft/Minecraft.World/Blocks/LiquidTile.cpp
2026-03-21 15:52:50 -05:00

383 lines
14 KiB
C++

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