#include "stdafx.h" #include "..\Minecraft.Client\Minecraft.h" #include "LeafTile.h" #include "net.minecraft.world.level.h" #include "net.minecraft.world.level.biome.h" #include "net.minecraft.world.item.h" #include "net.minecraft.stats.h" #include "net.minecraft.world.h" const unsigned int LeafTile::LEAF_NAMES[LEAF_NAMES_LENGTH] = { IDS_TILE_LEAVES_OAK, IDS_TILE_LEAVES_SPRUCE, IDS_TILE_LEAVES_BIRCH, IDS_TILE_LEAVES_JUNGLE, }; const wstring LeafTile::TEXTURES[2][4] = { {L"leaves", L"leaves_spruce", L"leaves", L"leaves_jungle"}, {L"leaves_opaque", L"leaves_spruce_opaque", L"leaves_opaque", L"leaves_jungle_opaque"},}; LeafTile::LeafTile(int id) : TransparentTile(id, Material::leaves, false, isSolidRender()) { checkBuffer = NULL; fancyTextureSet = 0; setTicking(true); } LeafTile::~LeafTile() { delete [] checkBuffer; } int LeafTile::getColor() const { // 4J Stu - Not using this any more //double temp = 0.5; //double rain = 1.0; //return FoliageColor::get(temp, rain); return Minecraft::GetInstance()->getColourTable()->getColor( eMinecraftColour_Foliage_Common ); } int LeafTile::getColor(int data) { if ((data & LEAF_TYPE_MASK) == EVERGREEN_LEAF) { return FoliageColor::getEvergreenColor(); } if ((data & LEAF_TYPE_MASK) == BIRCH_LEAF) { return FoliageColor::getBirchColor(); } return FoliageColor::getDefaultColor(); } int LeafTile::getColor(LevelSource *level, int x, int y, int z) { return getColor(level, x, y, z, level->getData(x, y, z) ); } // 4J - changed interface to have data passed in, and put existing interface as wrapper above int LeafTile::getColor(LevelSource *level, int x, int y, int z, int data) { if ((data & LEAF_TYPE_MASK) == EVERGREEN_LEAF) { return FoliageColor::getEvergreenColor(); } if ((data & LEAF_TYPE_MASK) == BIRCH_LEAF) { return FoliageColor::getBirchColor(); } int totalRed = 0; int totalGreen = 0; int totalBlue = 0; for (int oz = -1; oz <= 1; oz++) { for (int ox = -1; ox <= 1; ox++) { int foliageColor = level->getBiome(x + ox, z + oz)->getFolageColor(); totalRed += (foliageColor & 0xff0000) >> 16; totalGreen += (foliageColor & 0xff00) >> 8; totalBlue += (foliageColor & 0xff); } } return (((totalRed / 9) & 0xFF) << 16) | (((totalGreen / 9) & 0xFF) << 8) | (((totalBlue / 9) & 0xFF)); } void LeafTile::onRemove(Level *level, int x, int y, int z, int id, int data) { int r = 1; int r2 = r + 1; if (level->hasChunksAt(x - r2, y - r2, z - r2, x + r2, y + r2, z + r2)) { for (int xo = -r; xo <= r; xo++) for (int yo = -r; yo <= r; yo++) for (int zo = -r; zo <= r; zo++) { int t = level->getTile(x + xo, y + yo, z + zo); if (t == Tile::leaves_Id) { int currentData = level->getData(x + xo, y + yo, z + zo); level->setDataNoUpdate(x + xo, y + yo, z + zo, currentData | UPDATE_LEAF_BIT); } } } } void LeafTile::tick(Level *level, int x, int y, int z, Random *random) { if (level->isClientSide) return; int currentData = level->getData(x, y, z); if ((currentData & UPDATE_LEAF_BIT) != 0 && (currentData & PERSISTENT_LEAF_BIT) == 0) { int r = LeafTile::REQUIRED_WOOD_RANGE; int r2 = r + 1; int W = 32; int WW = W * W; int WO = W / 2; if (checkBuffer == NULL) { checkBuffer = new int[W * W * W]; } if (level->hasChunksAt(x - r2, y - r2, z - r2, x + r2, y + r2, z + r2)) { // 4J Stu - Assuming we remain in the same chunk, getTile accesses an array that varies least by y // Changing the ordering here to loop by y last for (int xo = -r; xo <= r; xo++) for (int zo = -r; zo <= r; zo++) for (int yo = -r; yo <= r; yo++) { int t = level->getTile(x + xo, y + yo, z + zo); if (t == Tile::treeTrunk_Id) { checkBuffer[(xo + WO) * WW + (yo + WO) * W + (zo + WO)] = 0; } else if (t == Tile::leaves_Id) { checkBuffer[(xo + WO) * WW + (yo + WO) * W + (zo + WO)] = -2; } else { checkBuffer[(xo + WO) * WW + (yo + WO) * W + (zo + WO)] = -1; } } for (int i = 1; i <= LeafTile::REQUIRED_WOOD_RANGE; i++) { for (int xo = -r; xo <= r; xo++) for (int yo = -r; yo <= r; yo++) for (int zo = -r; zo <= r; zo++) { if (checkBuffer[(xo + WO) * WW + (yo + WO) * W + (zo + WO)] == i - 1) { if (checkBuffer[(xo + WO - 1) * WW + (yo + WO) * W + (zo + WO)] == -2) { checkBuffer[(xo + WO - 1) * WW + (yo + WO) * W + (zo + WO)] = i; } if (checkBuffer[(xo + WO + 1) * WW + (yo + WO) * W + (zo + WO)] == -2) { checkBuffer[(xo + WO + 1) * WW + (yo + WO) * W + (zo + WO)] = i; } if (checkBuffer[(xo + WO) * WW + (yo + WO - 1) * W + (zo + WO)] == -2) { checkBuffer[(xo + WO) * WW + (yo + WO - 1) * W + (zo + WO)] = i; } if (checkBuffer[(xo + WO) * WW + (yo + WO + 1) * W + (zo + WO)] == -2) { checkBuffer[(xo + WO) * WW + (yo + WO + 1) * W + (zo + WO)] = i; } if (checkBuffer[(xo + WO) * WW + (yo + WO) * W + (zo + WO - 1)] == -2) { checkBuffer[(xo + WO) * WW + (yo + WO) * W + (zo + WO - 1)] = i; } if (checkBuffer[(xo + WO) * WW + (yo + WO) * W + (zo + WO + 1)] == -2) { checkBuffer[(xo + WO) * WW + (yo + WO) * W + (zo + WO + 1)] = i; } } } } } int mid = checkBuffer[(WO) * WW + (WO) * W + (WO)]; if (mid >= 0) { level->setDataNoUpdate(x, y, z, currentData & ~UPDATE_LEAF_BIT); } else { die(level, x, y, z); } } } void LeafTile::animateTick(Level *level, int x, int y, int z, Random *random) { if (level->isRainingAt(x, y + 1, z) && !level->isTopSolidBlocking(x, y - 1, z) && random->nextInt(15) == 1) { double xx = x + random->nextFloat(); double yy = y - 0.05; double zz = z + random->nextFloat(); level->addParticle(eParticleType_dripWater, xx, yy, zz, 0, 0, 0); } } void LeafTile::die(Level *level, int x, int y, int z) { Tile::spawnResources(level, x, y, z, level->getData(x, y, z), 0); level->setTile(x, y, z, 0); } int LeafTile::getResourceCount(Random *random) { return random->nextInt(20) == 0 ? 1 : 0; } int LeafTile::getResource(int data, Random *random, int playerBonusLevel) { return Tile::sapling_Id; } // 4J DCR: Brought forward from 1.2 void LeafTile::spawnResources(Level *level, int x, int y, int z, int data, float odds, int playerBonusLevel) { if (!level->isClientSide) { int chance = 20; if ((data & LEAF_TYPE_MASK) == JUNGLE_LEAF) { chance = 40; } if (level->random->nextInt(chance) == 0) { int type = getResource(data, level->random,playerBonusLevel); popResource(level, x, y, z, shared_ptr( new ItemInstance(type, 1, getSpawnResourcesAuxValue(data)))); } if ((data & LEAF_TYPE_MASK) == NORMAL_LEAF && level->random->nextInt(200) == 0) { popResource(level, x, y, z, shared_ptr(new ItemInstance(Item::apple_Id, 1, 0))); } } } void LeafTile::playerDestroy(Level *level, shared_ptr player, int x, int y, int z, int data) { if (!level->isClientSide && player->getSelectedItem() != NULL && player->getSelectedItem()->id == Item::shears->id) { player->awardStat( GenericStats::blocksMined(id), GenericStats::param_blocksMined(id,data,1) ); // drop leaf block instead of sapling popResource(level, x, y, z, shared_ptr(new ItemInstance(Tile::leaves_Id, 1, data & LEAF_TYPE_MASK))); } else { TransparentTile::playerDestroy(level, player, x, y, z, data); } } int LeafTile::getSpawnResourcesAuxValue(int data) { return data & LEAF_TYPE_MASK; } bool LeafTile::isSolidRender(bool isServerLevel) { // 4J Stu - The server level shouldn't care how the tile is rendered! // Fix for #9407 - Gameplay: Destroying a block of snow on top of trees, removes any adjacent snow. if(isServerLevel) return true; return !allowSame; } Icon *LeafTile::getTexture(int face, int data) { if ((data & LEAF_TYPE_MASK) == EVERGREEN_LEAF) { return icons[fancyTextureSet][EVERGREEN_LEAF]; } if ((data & LEAF_TYPE_MASK) == JUNGLE_LEAF) { return icons[fancyTextureSet][JUNGLE_LEAF]; } return icons[fancyTextureSet][0]; } void LeafTile::setFancy(bool fancyGraphics) { allowSame = fancyGraphics; fancyTextureSet = (fancyGraphics ? 0 : 1); } shared_ptr LeafTile::getSilkTouchItemInstance(int data) { return shared_ptr( new ItemInstance(id, 1, data & LEAF_TYPE_MASK) ); } void LeafTile::stepOn(Level *level, int x, int y, int z, shared_ptr entity) { TransparentTile::stepOn(level, x, y, z, entity); } bool LeafTile::shouldTileTick(Level *level, int x,int y,int z) { int currentData = level->getData(x, y, z); return (currentData & UPDATE_LEAF_BIT) != 0; } unsigned int LeafTile::getDescriptionId(int iData /*= -1*/) { int leafIndex = iData & LEAF_TYPE_MASK; return LeafTile::LEAF_NAMES[leafIndex]; } void LeafTile::registerIcons(IconRegister *iconRegister) { for (int fancy = 0; fancy < 2; fancy++) { //icons[fancy] = new Icon[TEXTURES[fancy].length]; for (int i = 0; i < 4; i++) { icons[fancy][i] = iconRegister->registerIcon(TEXTURES[fancy][i]); } } }