Files
MinecraftConsoles/Minecraft.World/LiquidTile.cpp
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

430 lines
11 KiB
C++

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