#include "stdafx.h" #include "net.minecraft.world.level.h" #include "net.minecraft.world.level.tile.h" #include "net.minecraft.world.phys.h" #include "net.minecraft.world.h" #include "net.minecraft.h" #include "WallTile.h" const float WallTile::WALL_WIDTH = 3.0f / 16.0f; const float WallTile::WALL_HEIGHT = 13.0f / 16.0f; const float WallTile::POST_WIDTH = 4.0f / 16.0f; const float WallTile::POST_HEIGHT = 16.0f / 16.0f; const unsigned int WallTile::COBBLE_NAMES[2] = { IDS_TILE_COBBLESTONE_WALL, IDS_TILE_COBBLESTONE_WALL_MOSSY, }; WallTile::WallTile(int id, Tile *baseTile) : Tile(id, baseTile->material, isSolidRender()) { setDestroyTime(baseTile->destroySpeed); setExplodeable(baseTile->explosionResistance / 3); setSoundType(baseTile->soundType); } Icon *WallTile::getTexture(int face, int data) { if (data == TYPE_MOSSY) { return Tile::mossStone->getTexture(face); } return Tile::stoneBrick->getTexture(face); } int WallTile::getRenderShape() { return SHAPE_WALL; } bool WallTile::isCubeShaped() { return false; } bool WallTile::isPathfindable(LevelSource *level, int x, int y, int z) { return false; } bool WallTile::isSolidRender(bool isServerLevel) { return false; } void WallTile::updateShape(LevelSource *level, int x, int y, int z, int forceData, shared_ptr forceEntity) { bool n = connectsTo(level, x, y, z - 1); bool s = connectsTo(level, x, y, z + 1); bool w = connectsTo(level, x - 1, y, z); bool e = connectsTo(level, x + 1, y, z); float west = .5f - POST_WIDTH; float east = .5f + POST_WIDTH; float north = .5f - POST_WIDTH; float south = .5f + POST_WIDTH; float up = POST_HEIGHT; if (n) { north = 0; } if (s) { south = 1; } if (w) { west = 0; } if (e) { east = 1; } if (n && s && !w && !e) { up = WALL_HEIGHT; west = .5f - WALL_WIDTH; east = .5f + WALL_WIDTH; } else if (!n && !s && w && e) { up = WALL_HEIGHT; north = .5f - WALL_WIDTH; south = .5f + WALL_WIDTH; } setShape(west, 0, north, east, up, south); } AABB *WallTile::getAABB(Level *level, int x, int y, int z) { // 4J-JEV: Changed to avoid race conditions associated with calling update shape. bool n = connectsTo(level, x, y, z - 1); bool s = connectsTo(level, x, y, z + 1); bool w = connectsTo(level, x - 1, y, z); bool e = connectsTo(level, x + 1, y, z); float west = .5f - POST_WIDTH; float east = .5f + POST_WIDTH; float north = .5f - POST_WIDTH; float south = .5f + POST_WIDTH; float up = POST_HEIGHT; if (n) { north = 0; } if (s) { south = 1; } if (w) { west = 0; } if (e) { east = 1; } /* 4J-JEV: Stopping the width changing here, it's causing cows/mobs/passers-by to 'jump' up when they are pressed against the wall and then the wall section is upgraded to a wall post expanding the bounding box. It's only a 1/16 of a block difference, it shouldn't matter if we leave it a little larger. */ if (n && s && !w && !e) { up = WALL_HEIGHT; //west = .5f - WALL_WIDTH; //east = .5f + WALL_WIDTH; } else if (!n && !s && w && e) { up = WALL_HEIGHT; //north = .5f - WALL_WIDTH; //south = .5f + WALL_WIDTH; } return AABB::newTemp(x+west, y, z+north, x+east, y+1.5f, z+south); } bool WallTile::connectsTo(LevelSource *level, int x, int y, int z) { int tile = level->getTile(x, y, z); if (tile == id || tile == Tile::fenceGate_Id) { return true; } Tile *tileInstance = Tile::tiles[tile]; if (tileInstance != NULL) { if (tileInstance->material->isSolidBlocking() && tileInstance->isCubeShaped()) { return tileInstance->material != Material::vegetable; } } return false; } int WallTile::getSpawnResourcesAuxValue(int data) { return data; } bool WallTile::shouldRenderFace(LevelSource *level, int x, int y, int z, int face) { if (face == Facing::DOWN) { return Tile::shouldRenderFace(level, x, y, z, face); } return true; } void WallTile::registerIcons(IconRegister *iconRegister) { // None }