* try to resolve merge conflict
* feat: TU19 (Dec 2014) Features & Content (#32)
* December 2014 files
* Working release build
* Fix compilation issues
* Add sound to Windows64Media
* Add DLC content and force Tutorial DLC
* Revert "Add DLC content and force Tutorial DLC"
This reverts commit 97a4399472.
* Disable broken light packing
* Disable breakpoint during DLC texture map load
Allows DLC loading but the DLC textures are still broken
* Fix post build not working
* ...
* fix vs2022 build
* fix cmake build
---------
Co-authored-by: Loki <lokirautio@gmail.com>
351 lines
8.2 KiB
C++
351 lines
8.2 KiB
C++
#include "stdafx.h"
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#include "net.minecraft.world.level.h"
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#include "LiquidTileDynamic.h"
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#include "net.minecraft.world.level.dimension.h"
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LiquidTileDynamic::LiquidTileDynamic(int id, Material *material) : LiquidTile(id, material)
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{
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maxCount = 0;
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result = new bool[4];
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dist = new int[4];
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m_iterativeInstatick = false;
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}
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LiquidTileDynamic::~LiquidTileDynamic()
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{
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delete[] result;
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delete[] dist;
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}
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void LiquidTileDynamic::setStatic(Level *level, int x, int y, int z)
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{
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int d = level->getData(x, y, z);
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level->setTileAndData(x, y, z, id + 1, d, Tile::UPDATE_CLIENTS);
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}
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bool LiquidTileDynamic::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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void LiquidTileDynamic::iterativeTick(Level *level, int x, int y, int z, Random *random)
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{
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m_tilesToTick.push_back(LiquidTickData(level, x,y,z,random));
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int failsafe = 100;
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while((m_tilesToTick.size() > 0) && ( failsafe > 0 ) )
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{
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LiquidTickData tickData = m_tilesToTick.front();
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m_tilesToTick.pop_front();
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mainTick(tickData.level, tickData.x, tickData.y, tickData.z, tickData.random);
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failsafe--;
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}
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m_tilesToTick.clear();
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}
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void LiquidTileDynamic::tick(Level *level, int x, int y, int z, Random *random)
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{
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if(!m_iterativeInstatick && level->getInstaTick() )
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{
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m_iterativeInstatick = true;
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iterativeTick(level, x, y, z, random);
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m_iterativeInstatick = false;
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}
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else if(m_iterativeInstatick && level->getInstaTick())
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{
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m_tilesToTick.push_back(LiquidTickData(level, x,y,z,random));
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}
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else
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{
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mainTick(level, x, y, z, random);
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}
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}
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// 4J Stu - Split off what was the tick function to be able to change between recursive and iterative ticking
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// This is to fix the stack overflow that occurs sometimes when instaticking on level gen.
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void LiquidTileDynamic::mainTick(Level *level, int x, int y, int z, Random *random)
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{
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int depth = getDepth(level, x, y, z);
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int dropOff = 1;
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if (material == Material::lava && !level->dimension->ultraWarm) dropOff = 2;
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bool becomeStatic = true;
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int tickDelay = getTickDelay(level);
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if (depth > 0)
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{
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int highest = -100;
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maxCount = 0;
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highest = getHighest(level, x - 1, y, z, highest);
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highest = getHighest(level, x + 1, y, z, highest);
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highest = getHighest(level, x, y, z - 1, highest);
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highest = getHighest(level, x, y, z + 1, highest);
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int newDepth = highest + dropOff;
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if (newDepth >= 8 || highest < 0)
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{
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newDepth = -1;
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}
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if (getDepth(level, x, y + 1, z) >= 0)
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{
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int above = getDepth(level, x, y + 1, z);
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if (above >= 8) newDepth = above;
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else newDepth = above + 8;
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}
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if (maxCount >= 2 && material == Material::water)
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{
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// Only spread spring if it's on top of an existing spring, or
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// on top of solid ground.
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if (level->getMaterial(x, y - 1, z)->isSolid())
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{
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newDepth = 0;
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}
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else if (level->getMaterial(x, y - 1, z) == material && level->getData(x, y - 1, z) == 0)
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{
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newDepth = 0;
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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 (depth < 8 && newDepth < 8)
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{
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if (newDepth > depth)
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{
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if (random->nextInt(4) != 0)
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{
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tickDelay = tickDelay * 4;
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}
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}
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}
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}
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if (newDepth == depth)
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{
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if (becomeStatic)
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{
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setStatic(level, x, y, z);
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}
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}
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else
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{
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depth = newDepth;
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if (depth < 0)
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{
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level->removeTile(x, y, z);
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}
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else
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{
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level->setData(x, y, z, depth, Tile::UPDATE_CLIENTS);
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level->addToTickNextTick(x, y, z, id, tickDelay);
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level->updateNeighborsAt(x, y, z, id);
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}
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}
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}
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else
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{
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setStatic(level, x, y, z);
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}
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if (canSpreadTo(level, x, y - 1, z))
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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::water)
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{
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level->setTileAndUpdate(x, y - 1, z, Tile::stone_Id);
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fizz(level, x, y - 1, z);
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return;
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}
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}
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if (depth >= 8) trySpreadTo(level, x, y - 1, z, depth);
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else trySpreadTo(level, x, y - 1, z, depth + 8);
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}
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else if (depth >= 0 && (depth == 0 || isWaterBlocking(level, x, y - 1, z)))
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{
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bool *spreads = getSpread(level, x, y, z);
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int neighbor = depth + dropOff;
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if (depth >= 8)
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{
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neighbor = 1;
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}
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if (neighbor >= 8) return;
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if (spreads[0]) trySpreadTo(level, x - 1, y, z, neighbor);
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if (spreads[1]) trySpreadTo(level, x + 1, y, z, neighbor);
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if (spreads[2]) trySpreadTo(level, x, y, z - 1, neighbor);
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if (spreads[3]) trySpreadTo(level, x, y, z + 1, neighbor);
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}
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}
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void LiquidTileDynamic::trySpreadTo(Level *level, int x, int y, int z, int neighbor)
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{
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if (canSpreadTo(level, x, y, z))
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{
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{
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int old = level->getTile(x, y, z);
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if (old > 0)
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{
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if (material == Material::lava)
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{
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fizz(level, x, y, z);
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}
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else
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{
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Tile::tiles[old]->spawnResources(level, x, y, z, level->getData(x, y, z), 0);
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}
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}
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}
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level->setTileAndData(x, y, z, id, neighbor, Tile::UPDATE_ALL);
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}
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}
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int LiquidTileDynamic::getSlopeDistance(Level *level, int x, int y, int z, int pass, int from)
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{
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int lowest = 1000;
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for (int d = 0; d < 4; d++)
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{
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if (d == 0 && from == 1) continue;
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if (d == 1 && from == 0) continue;
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if (d == 2 && from == 3) continue;
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if (d == 3 && from == 2) continue;
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int xx = x;
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int yy = y;
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int zz = z;
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if (d == 0) xx--;
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if (d == 1) xx++;
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if (d == 2) zz--;
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if (d == 3) zz++;
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if (isWaterBlocking(level, xx, yy, zz))
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{
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continue;
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} else if (level->getMaterial(xx, yy, zz) == material && level->getData(xx, yy, zz) == 0)
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{
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continue;
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}
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else
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{
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if (isWaterBlocking(level, xx, yy - 1, zz))
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{
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if (pass < 4)
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{
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int v = getSlopeDistance(level, xx, yy, zz, pass + 1, d);
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if (v < lowest) lowest = v;
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}
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}
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else
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{
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return pass;
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}
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}
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}
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return lowest;
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}
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bool *LiquidTileDynamic::getSpread(Level *level, int x, int y, int z)
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{
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for (int d = 0; d < 4; d++)
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{
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dist[d] = 1000;
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int xx = x;
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int yy = y;
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int zz = z;
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if (d == 0) xx--;
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if (d == 1) xx++;
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if (d == 2) zz--;
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if (d == 3) zz++;
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if (isWaterBlocking(level, xx, yy, zz))
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{
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continue;
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}
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else if (level->getMaterial(xx, yy, zz) == material && level->getData(xx, yy, zz) == 0)
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{
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continue;
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}
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{
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if (isWaterBlocking(level, xx, yy - 1, zz))
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{
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dist[d] = getSlopeDistance(level, xx, yy, zz, 1, d);
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}
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else
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{
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dist[d] = 0;
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}
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}
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}
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int lowest = dist[0];
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for (int d = 1; d < 4; d++)
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{
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if (dist[d] < lowest) lowest = dist[d];
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}
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for (int d = 0; d < 4; d++)
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{
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result[d] = (dist[d] == lowest);
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}
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return result;
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}
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bool LiquidTileDynamic::isWaterBlocking(Level *level, int x, int y, int z)
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{
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int t = level->getTile(x, y, z);
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if (t == Tile::door_wood_Id || t == Tile::door_iron_Id || t == Tile::sign_Id || t == Tile::ladder_Id || t == Tile::reeds_Id)
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{
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return true;
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}
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if (t == 0) return false;
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Material *m = Tile::tiles[t]->material;
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if (m == Material::portal) return true;
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if (m->blocksMotion()) return true;
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return false;
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}
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int LiquidTileDynamic::getHighest(Level *level, int x, int y, int z, int current)
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{
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int d = getDepth(level, x, y, z);
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if (d < 0) return current;
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if (d == 0) maxCount++;
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if (d >= 8)
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{
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d = 0;
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}
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return current < 0 || d < current ? d : current;
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}
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bool LiquidTileDynamic::canSpreadTo(Level *level, int x, int y, int z)
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{
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// 4J added - don't try and spread out of our restricted map. If we don't do this check then tiles at the edge of the world will try and spread outside as the outside tiles report that they contain
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// only air. The fact that this successfully spreads then updates the neighbours of the tile outside of the map, one of which is the original tile just inside the map, which gets set back to being
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// dynamic, and added to the pending ticks array.
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int xc = x >> 4;
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int zc = z >> 4;
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int ix = xc + (level->chunkSourceXZSize/2);
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int iz = zc + (level->chunkSourceXZSize/2);
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if( ( ix < 0 ) || ( ix >= level->chunkSourceXZSize ) ) return false;
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if( ( iz < 0 ) || ( iz >= level->chunkSourceXZSize ) ) return false;
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Material *target = level->getMaterial(x, y, z);
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if (target == material) return false;
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if (target == Material::lava) return false;
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return !isWaterBlocking(level, x, y, z);
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}
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void LiquidTileDynamic::onPlace(Level *level, int x, int y, int z)
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{
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LiquidTile::onPlace(level, x, y, z);
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if (level->getTile(x, y, z) == id)
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{
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level->addToTickNextTick(x, y, z, id, getTickDelay(level));
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}
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}
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bool LiquidTileDynamic::canInstantlyTick()
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{
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return true;
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} |