Files
Loki Rautio 087b7e7abf Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.

This reverts commit a9be52c41a.
2026-03-07 21:12:22 -06:00

359 lines
9.4 KiB
C++

#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->setData(x + xo, y + yo, z + zo, currentData | UPDATE_LEAF_BIT, Tile::UPDATE_NONE);
}
}
}
}
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 = 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 <= 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->setData(x, y, z, currentData & ~UPDATE_LEAF_BIT, Tile::UPDATE_NONE);
}
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->removeTile(x, y, z);
}
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 (playerBonusLevel > 0)
{
chance -= 2 << playerBonusLevel;
if (chance < 10)
{
chance = 10;
}
}
if (level->random->nextInt(chance) == 0)
{
int type = getResource(data, level->random,playerBonusLevel);
popResource(level, x, y, z, shared_ptr<ItemInstance>( new ItemInstance(type, 1, getSpawnResourcesAuxValue(data))));
}
chance = 200;
if (playerBonusLevel > 0)
{
chance -= 10 << playerBonusLevel;
if (chance < 40)
{
chance = 40;
}
}
if ((data & LEAF_TYPE_MASK) == NORMAL_LEAF && level->random->nextInt(chance) == 0)
{
popResource(level, x, y, z, shared_ptr<ItemInstance>(new ItemInstance(Item::apple_Id, 1, 0)));
}
}
}
void LeafTile::playerDestroy(Level *level, shared_ptr<Player> 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<ItemInstance>(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];
}
if ((data & LEAF_TYPE_MASK) == BIRCH_LEAF)
{
return icons[fancyTextureSet][BIRCH_LEAF];
}
return icons[fancyTextureSet][0];
}
void LeafTile::setFancy(bool fancyGraphics)
{
allowSame = fancyGraphics;
fancyTextureSet = (fancyGraphics ? 0 : 1);
}
shared_ptr<ItemInstance> LeafTile::getSilkTouchItemInstance(int data)
{
return shared_ptr<ItemInstance>( new ItemInstance(id, 1, data & LEAF_TYPE_MASK) );
}
void LeafTile::stepOn(Level *level, int x, int y, int z, shared_ptr<Entity> 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]);
}
}
}