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.
380 lines
9.6 KiB
C++
380 lines
9.6 KiB
C++
#include "stdafx.h"
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#include "net.minecraft.world.level.biome.h"
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#include "net.minecraft.world.level.chunk.h"
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#include "net.minecraft.world.level.dimension.h"
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#include "net.minecraft.world.level.tile.h"
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#include "net.minecraft.world.level.redstone.h"
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#include "Material.h"
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#include "Level.h"
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#include "Region.h"
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Region::~Region()
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{
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for(unsigned int i = 0; i < chunks->length; ++i)
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{
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LevelChunkArray *lca = (*chunks)[i];
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delete [] lca->data;
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delete lca;
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}
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delete [] chunks->data;
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delete chunks;
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// AP - added a caching system for Chunk::rebuild to take advantage of
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if( CachedTiles )
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{
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free(CachedTiles);
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}
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}
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Region::Region(Level *level, int x1, int y1, int z1, int x2, int y2, int z2, int r)
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{
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this->level = level;
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xc1 = (x1 - r) >> 4;
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zc1 = (z1 - r) >> 4;
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int xc2 = (x2 + r) >> 4;
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int zc2 = (z2 + r) >> 4;
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chunks = new LevelChunk2DArray(xc2 - xc1 + 1, zc2 - zc1 + 1);
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allEmpty = true;
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for (int xc = xc1; xc <= xc2; xc++)
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{
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for (int zc = zc1; zc <= zc2; zc++)
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{
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LevelChunk *chunk = level->getChunk(xc, zc);
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if(chunk != NULL)
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{
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LevelChunkArray *lca = (*chunks)[xc - xc1];
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lca->data[zc - zc1] = chunk;
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}
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}
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}
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for (int xc = (x1 >> 4); xc <= (x2 >> 4); xc++)
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{
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for (int zc = (z1 >> 4); zc <= (z2 >> 4); zc++)
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{
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LevelChunkArray *lca = (*chunks)[xc - xc1];
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LevelChunk *chunk = lca->data[zc - zc1];
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if (chunk != NULL)
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{
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if (!chunk->isYSpaceEmpty(y1, y2))
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{
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allEmpty = false;
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}
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}
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}
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}
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// AP - added a caching system for Chunk::rebuild to take advantage of
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xcCached = -1;
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zcCached = -1;
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CachedTiles = NULL;
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}
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bool Region::isAllEmpty()
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{
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return allEmpty;
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}
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int Region::getTile(int x, int y, int z)
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{
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if (y < 0) return 0;
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if (y >= Level::maxBuildHeight) return 0;
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int xc = (x >> 4);
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int zc = (z >> 4);
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#ifdef __PSVITA__
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// AP - added a caching system for Chunk::rebuild to take advantage of
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if( CachedTiles && xc == xcCached && zc == zcCached )
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{
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unsigned char* Tiles = CachedTiles;
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Tiles += y;
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if(y >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT)
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{
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Tiles += Level::COMPRESSED_CHUNK_SECTION_TILES - Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
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}
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return Tiles[ ( (x & 15) << 11 ) | ( (z & 15) << 7 ) ];
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}
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#endif
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xc -= xc1;
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zc -= zc1;
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if (xc < 0 || xc >= (int)chunks->length || zc < 0 || zc >= (int)(*chunks)[xc]->length)
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{
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return 0;
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}
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LevelChunk *lc = (*chunks)[xc]->data[zc];
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if (lc == NULL) return 0;
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return lc->getTile(x & 15, y, z & 15);
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}
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// AP - added a caching system for Chunk::rebuild to take advantage of
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void Region::setCachedTiles(unsigned char *tiles, int xc, int zc)
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{
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xcCached = xc;
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zcCached = zc;
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int size = 16 * 16 * Level::maxBuildHeight;
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if( CachedTiles == NULL )
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{
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CachedTiles = (unsigned char *) malloc(size);
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}
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memcpy(CachedTiles, tiles, size);
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}
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LevelChunk* Region::getLevelChunk(int x, int y, int z)
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{
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if (y < 0) return 0;
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if (y >= Level::maxBuildHeight) return NULL;
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int xc = (x >> 4) - xc1;
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int zc = (z >> 4) - zc1;
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if (xc < 0 || xc >= (int)chunks->length || zc < 0 || zc >= (int)(*chunks)[xc]->length)
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{
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return NULL;
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}
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LevelChunk *lc = (*chunks)[xc]->data[zc];
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return lc;
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}
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shared_ptr<TileEntity> Region::getTileEntity(int x, int y, int z)
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{
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int xc = (x >> 4) - xc1;
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int zc = (z >> 4) - zc1;
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return (*chunks)[xc]->data[zc]->getTileEntity(x & 15, y, z & 15);
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}
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int Region::getLightColor(int x, int y, int z, int emitt, int tileId/*=-1*/)
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{
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int s = getBrightnessPropagate(LightLayer::Sky, x, y, z, tileId);
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int b = getBrightnessPropagate(LightLayer::Block, x, y, z, tileId);
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if (b < emitt) b = emitt;
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return s << 20 | b << 4;
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}
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float Region::getBrightness(int x, int y, int z, int emitt)
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{
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int n = getRawBrightness(x, y, z);
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if (n < emitt) n = emitt;
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return level->dimension->brightnessRamp[n];
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}
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float Region::getBrightness(int x, int y, int z)
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{
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return level->dimension->brightnessRamp[getRawBrightness(x, y, z)];
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}
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int Region::getRawBrightness(int x, int y, int z)
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{
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return getRawBrightness(x, y, z, true);
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}
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int Region::getRawBrightness(int x, int y, int z, bool propagate)
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{
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if (x < -Level::MAX_LEVEL_SIZE || z < -Level::MAX_LEVEL_SIZE || x >= Level::MAX_LEVEL_SIZE || z > Level::MAX_LEVEL_SIZE)
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{
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return Level::MAX_BRIGHTNESS;
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}
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if (propagate)
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{
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int id = getTile(x, y, z);
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switch(id)
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{
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case Tile::stoneSlabHalf_Id:
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case Tile::woodSlabHalf_Id:
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case Tile::farmland_Id:
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case Tile::stairs_stone_Id:
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case Tile::stairs_wood_Id:
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{
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int br = getRawBrightness(x, y + 1, z, false);
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int br1 = getRawBrightness(x + 1, y, z, false);
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int br2 = getRawBrightness(x - 1, y, z, false);
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int br3 = getRawBrightness(x, y, z + 1, false);
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int br4 = getRawBrightness(x, y, z - 1, false);
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if (br1 > br) br = br1;
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if (br2 > br) br = br2;
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if (br3 > br) br = br3;
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if (br4 > br) br = br4;
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return br;
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}
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break;
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}
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}
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if (y < 0) return 0;
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if (y >= Level::maxBuildHeight)
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{
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int br = Level::MAX_BRIGHTNESS - level->skyDarken;
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if (br < 0) br = 0;
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return br;
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}
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int xc = (x >> 4) - xc1;
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int zc = (z >> 4) - zc1;
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return (*chunks)[xc]->data[zc]->getRawBrightness(x & 15, y, z & 15, level->skyDarken);
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}
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int Region::getData(int x, int y, int z)
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{
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if (y < 0) return 0;
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if (y >= Level::maxBuildHeight) return 0;
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int xc = (x >> 4) - xc1;
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int zc = (z >> 4) - zc1;
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return (*chunks)[xc]->data[zc]->getData(x & 15, y, z & 15);
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}
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Material *Region::getMaterial(int x, int y, int z)
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{
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int t = getTile(x, y, z);
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if (t == 0) return Material::air;
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return Tile::tiles[t]->material;
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}
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BiomeSource *Region::getBiomeSource()
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{
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return level->getBiomeSource();
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}
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Biome *Region::getBiome(int x, int z)
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{
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return level->getBiome(x, z);
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}
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bool Region::isSolidRenderTile(int x, int y, int z)
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{
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Tile *tile = Tile::tiles[getTile(x, y, z)];
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if (tile == NULL) return false;
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// 4J - addition here to make rendering big blocks of leaves more efficient. Normally leaves never consider themselves as solid, so
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// blocks of leaves will have all sides of each block completely visible. Changing to consider as solid if this block is surrounded by
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// other leaves (or solid things). This is paired with another change in Tile::getTexture which makes such solid tiles actually visibly solid (these
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// textures exist already for non-fancy graphics). Note: this tile-specific code is here rather than making some new virtual method in the tiles,
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// for the sake of efficiency - I don't imagine we'll be doing much more of this sort of thing
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if( tile->id == Tile::leaves_Id )
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{
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int axo[6] = { 1,-1, 0, 0, 0, 0};
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int ayo[6] = { 0, 0, 1,-1, 0, 0};
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int azo[6] = { 0, 0, 0, 0, 1,-1};
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for( int i = 0; i < 6; i++ )
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{
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int t = getTile(x + axo[i], y + ayo[i] , z + azo[i]);
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if( ( t != Tile::leaves_Id ) && ( ( Tile::tiles[t] == NULL ) || !Tile::tiles[t]->isSolidRender() ) )
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{
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return false;
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}
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}
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return true;
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}
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return tile->isSolidRender();
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}
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bool Region::isSolidBlockingTile(int x, int y, int z)
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{
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Tile *tile = Tile::tiles[getTile(x, y, z)];
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if (tile == NULL) return false;
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return tile->material->blocksMotion() && tile->isCubeShaped();
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}
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bool Region::isTopSolidBlocking(int x, int y, int z)
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{
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Tile *tile = Tile::tiles[getTile(x, y, z)];
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return level->isTopSolidBlocking(tile, getData(x, y, z));
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}
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bool Region::isEmptyTile(int x, int y, int z)
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{
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Tile *tile = Tile::tiles[getTile(x, y, z)];
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return (tile == NULL);
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}
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// 4J - brought forward from 1.8.2
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int Region::getBrightnessPropagate(LightLayer::variety layer, int x, int y, int z, int tileId)
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{
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if (y < 0) y = 0;
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if (y >= Level::maxBuildHeight) y = Level::maxBuildHeight - 1;
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if (y < 0 || y >= Level::maxBuildHeight || x < -Level::MAX_LEVEL_SIZE || z < -Level::MAX_LEVEL_SIZE || x >= Level::MAX_LEVEL_SIZE || z > Level::MAX_LEVEL_SIZE)
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{
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// 4J Stu - The java LightLayer was an enum class type with a member "surrounding" which is what we
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// were returning here. Surrounding has the same value as the enum value in our C++ code, so just cast
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// it to an int
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return (int)layer;
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}
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if (layer == LightLayer::Sky && level->dimension->hasCeiling)
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{
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return 0;
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}
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int id = tileId > -1 ? tileId : getTile(x, y, z);
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if (Tile::propagate[id])
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{
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int br = getBrightness(layer, x, y + 1, z); if( br == 15 ) return 15;
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int br1 = getBrightness(layer, x + 1, y, z); if( br1 == 15 ) return 15;
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int br2 = getBrightness(layer, x - 1, y, z); if( br2 == 15 ) return 15;
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int br3 = getBrightness(layer, x, y, z + 1); if( br3 == 15 ) return 15;
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int br4 = getBrightness(layer, x, y, z - 1); if( br4 == 15 ) return 15;
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if (br1 > br) br = br1;
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if (br2 > br) br = br2;
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if (br3 > br) br = br3;
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if (br4 > br) br = br4;
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return br;
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}
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int xc = (x >> 4) - xc1;
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int zc = (z >> 4) - zc1;
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return (*chunks)[xc]->data[zc]->getBrightness(layer, x & 15, y, z & 15);
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}
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// 4J - brought forward from 1.8.2
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int Region::getBrightness(LightLayer::variety layer, int x, int y, int z)
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{
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if (y < 0) y = 0;
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if (y >= Level::maxBuildHeight) y = Level::maxBuildHeight - 1;
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if (y < 0 || y >= Level::maxBuildHeight || x < -Level::MAX_LEVEL_SIZE || z < -Level::MAX_LEVEL_SIZE || x >= Level::MAX_LEVEL_SIZE || z > Level::MAX_LEVEL_SIZE)
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{
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// 4J Stu - The java LightLayer was an enum class type with a member "surrounding" which is what we
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// were returning here. Surrounding has the same value as the enum value in our C++ code, so just cast
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// it to an int
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return (int)layer;
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}
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int xc = (x >> 4) - xc1;
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int zc = (z >> 4) - zc1;
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return (*chunks)[xc]->data[zc]->getBrightness(layer, x & 15, y, z & 15);
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}
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int Region::getMaxBuildHeight()
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{
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return Level::maxBuildHeight;
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}
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int Region::getDirectSignal(int x, int y, int z, int dir)
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{
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int t = getTile(x, y, z);
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if (t == 0) return Redstone::SIGNAL_NONE;
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return Tile::tiles[t]->getDirectSignal(this, x, y, z, dir);
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} |