#include "stdafx.h" #include "LeafTile_SPU.h" #include "ChunkRebuildData.h" // const unsigned int LeafTile::LEAF_NAMES[LEAF_NAMES_LENGTH] = { IDS_TILE_LEAVES_OAK, // IDS_TILE_LEAVES_SPRUCE, // IDS_TILE_LEAVES_BIRCH, // }; // // 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"},}; // from TransparentTile, since we're no longer inheriting bool LeafTile_SPU::shouldRenderFace(ChunkRebuildData *level, int x, int y, int z, int face) { int id = level->getTile(x, y, z); if (!ms_pTileData->leafTile_allowSame && id == this->id) return false; return Tile_SPU::shouldRenderFace(level, x, y, z, face); } int LeafTile_SPU::getColor(ChunkRebuildData *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_SPU::getColor(ChunkRebuildData *level, int x, int y, int z, int data) { if ((data & LEAF_TYPE_MASK) == EVERGREEN_LEAF) { return ms_pTileData->foliageColor_evergreenColor; //FoliageColor::getEvergreenColor(); } if ((data & LEAF_TYPE_MASK) == BIRCH_LEAF) { return ms_pTileData->foliageColor_birchColor;//FoliageColor::getBirchColor(); } //return level->getBiomeSource()->getBiome(x, z)->getFolageColor(level, x, y, z); 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->getFoliageColor(x + ox, z + oz); totalRed += (foliageColor & 0xff0000) >> 16; totalGreen += (foliageColor & 0xff00) >> 8; totalBlue += (foliageColor & 0xff); } } // return level.getBiomeSource().getBiome(x, z).getGrassColor(level, x, y, z); return (((totalRed / 9) & 0xFF) << 16) | (((totalGreen / 9) & 0xFF) << 8) | (((totalBlue / 9) & 0xFF)); } bool LeafTile_SPU::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 !ms_pTileData->leafTile_allowSame; } Icon_SPU *LeafTile_SPU::getTexture(int face, int data) { if ((data & LEAF_TYPE_MASK) == EVERGREEN_LEAF) { return &ms_pTileData->leafTile_icons[ms_pTileData->leafTile_fancyTextureSet][EVERGREEN_LEAF]; } if ((data & LEAF_TYPE_MASK) == JUNGLE_LEAF) { return &ms_pTileData->leafTile_icons[ms_pTileData->leafTile_fancyTextureSet][JUNGLE_LEAF]; } return &ms_pTileData->leafTile_icons[ms_pTileData->leafTile_fancyTextureSet][0]; } void LeafTile_SPU::setFancy(bool fancyGraphics) { ms_pTileData->leafTile_allowSame = fancyGraphics; ms_pTileData->leafTile_fancyTextureSet = (fancyGraphics ? 0 : 1); }