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