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

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

389 lines
10 KiB
C++

#include "stdafx.h"
#include "VineTile.h"
#include "Material.h"
#include "JavaMath.h"
#include "Facing.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.item.h"
#include "net.minecraft.stats.h"
#include "net.minecraft.world.level.biome.h"
VineTile::VineTile(int id) : Tile(id, Material::replaceable_plant, isSolidRender() )
{
setTicking(true);
}
void VineTile::updateDefaultShape()
{
setShape(0, 0, 0, 1, 1, 1);
}
int VineTile::getRenderShape()
{
return SHAPE_VINE;
}
bool VineTile::isSolidRender(bool isServerLevel)
{
return false;
}
bool VineTile::isCubeShaped()
{
return false;
}
void VineTile::updateShape(LevelSource *level, int x, int y, int z, int forceData, shared_ptr<TileEntity> forceEntity) // 4J added forceData, forceEntity param
{
const float thickness = 1.0f / 16.0f;
int facings = level->getData(x, y, z);
float minX = 1;
float minY = 1;
float minZ = 1;
float maxX = 0;
float maxY = 0;
float maxZ = 0;
bool hasWall = facings > 0;
if ((facings & VINE_WEST) != 0)
{
maxX = Math::_max(maxX, thickness);
minX = 0;
minY = 0;
maxY = 1;
minZ = 0;
maxZ = 1;
hasWall = true;
}
if ((facings & VINE_EAST) != 0)
{
minX = Math::_min(minX, 1 - thickness);
maxX = 1;
minY = 0;
maxY = 1;
minZ = 0;
maxZ = 1;
hasWall = true;
}
if ((facings & VINE_NORTH) != 0)
{
maxZ = Math::_max(maxZ, thickness);
minZ = 0;
minX = 0;
maxX = 1;
minY = 0;
maxY = 1;
hasWall = true;
}
if ((facings & VINE_SOUTH) != 0)
{
minZ = Math::_min(minZ, 1 - thickness);
maxZ = 1;
minX = 0;
maxX = 1;
minY = 0;
maxY = 1;
hasWall = true;
}
if (!hasWall && isAcceptableNeighbor(level->getTile(x, y + 1, z)))
{
minY = Math::_min(minY, 1 - thickness);
maxY = 1;
minX = 0;
maxX = 1;
minZ = 0;
maxZ = 1;
}
setShape(minX, minY, minZ, maxX, maxY, maxZ);
}
AABB *VineTile::getAABB(Level *level, int x, int y, int z)
{
return NULL;
}
bool VineTile::mayPlace(Level *level, int x, int y, int z, int face)
{
switch (face)
{
default:
return false;
case Facing::UP:
return isAcceptableNeighbor(level->getTile(x, y + 1, z));
case Facing::NORTH:
return isAcceptableNeighbor(level->getTile(x, y, z + 1));
case Facing::SOUTH:
return isAcceptableNeighbor(level->getTile(x, y, z - 1));
case Facing::EAST:
return isAcceptableNeighbor(level->getTile(x - 1, y, z));
case Facing::WEST:
return isAcceptableNeighbor(level->getTile(x + 1, y, z));
}
}
bool VineTile::isAcceptableNeighbor(int id)
{
if (id == 0) return false;
Tile *tile = Tile::tiles[id];
if (tile->isCubeShaped() && tile->material->blocksMotion()) return true;
return false;
}
bool VineTile::updateSurvival(Level *level, int x, int y, int z)
{
int facings = level->getData(x, y, z);
int newFacings = facings;
if (newFacings > 0)
{
for (int d = 0; d <= 3; d++)
{
int facing = 1 << d;
if ((facings & facing) != 0)
{
if (!isAcceptableNeighbor(level->getTile(x + Direction::STEP_X[d], y, z + Direction::STEP_Z[d])))
{
// no attachment in this direction,
// verify that there is vines hanging above
if (level->getTile(x, y + 1, z) != id || (level->getData(x, y + 1, z) & facing) == 0)
{
newFacings &= ~facing;
}
}
}
}
}
if (newFacings == 0)
{
// the block will die unless it has a roof
if (!isAcceptableNeighbor(level->getTile(x, y + 1, z)))
{
return false;
}
}
if (newFacings != facings)
{
level->setData(x, y, z, newFacings, Tile::UPDATE_CLIENTS);
}
return true;
}
int VineTile::getColor() const
{
return FoliageColor::getDefaultColor();
}
int VineTile::getColor(int auxData)
{
return FoliageColor::getDefaultColor();
}
int VineTile::getColor(LevelSource *level, int x, int y, int z, int data)
{
return getColor(level, x, y, z);
}
int VineTile::getColor(LevelSource *level, int x, int y, int z)
{
return level->getBiome(x, z)->getFolageColor();
}
void VineTile::neighborChanged(Level *level, int x, int y, int z, int type)
{
if (!level->isClientSide && !updateSurvival(level, x, y, z))
{
spawnResources(level, x, y, z, level->getData(x, y, z), 0);
level->removeTile(x, y, z);
}
}
void VineTile::tick(Level *level, int x, int y, int z, Random *random)
{
if (!level->isClientSide)
{
if (level->random->nextInt(4) == 0)
{
// 4J - Brought side spread check forward from 1.2.3
int r = 4;
int max = 5;
bool noSideSpread = false;
for (int xx = x - r; xx <= x + r; xx++)
{
for (int zz = z - r; zz <= z + r; zz++)
for (int yy = y - 1; yy <= y + 1; yy++)
{
if (level->getTile(xx, yy, zz) == id && --max <= 0)
{
noSideSpread = true;
goto testLoop;
}
}
testLoop: if(noSideSpread) break;
}
int currentFacings = level->getData(x, y, z);
int testFacing = level->random->nextInt(6);
int testDirection = Direction::FACING_DIRECTION[testFacing];
if (testFacing == Facing::UP && y < (Level::maxBuildHeight - 1) && level->isEmptyTile(x, y + 1, z))
{
// 4J - Brought side spread check forward from 1.2.3
if (noSideSpread) return;
// grow upwards, but only if there is something to cling to
int spawnFacings = level->random->nextInt(16) & currentFacings;
if (spawnFacings > 0)
{
for (int d = 0; d <= 3; d++)
{
if (!isAcceptableNeighbor(level->getTile(x + Direction::STEP_X[d], y + 1, z + Direction::STEP_Z[d])))
{
spawnFacings &= ~(1 << d);
}
}
if (spawnFacings > 0)
{
level->setTileAndData(x, y + 1, z, id, spawnFacings, Tile::UPDATE_CLIENTS);
}
}
}
else if (testFacing >= Facing::NORTH && testFacing <= Facing::EAST && (currentFacings & (1 << testDirection)) == 0)
{
// 4J - Brought side spread check forward from 1.2.3
if (noSideSpread) return;
int edgeTile = level->getTile(x + Direction::STEP_X[testDirection], y, z + Direction::STEP_Z[testDirection]);
if (edgeTile == 0 || Tile::tiles[edgeTile] == NULL)
{
// if the edge tile is air, we could possibly cling
// to something
int left = (testDirection + 1) & 3;
int right = (testDirection + 3) & 3;
// attempt to grow straight onto solid tiles
if ((currentFacings & (1 << left)) != 0
&& isAcceptableNeighbor(level->getTile(x + Direction::STEP_X[testDirection] + Direction::STEP_X[left], y, z + Direction::STEP_Z[testDirection] + Direction::STEP_Z[left])))
{
level->setTileAndData(x + Direction::STEP_X[testDirection], y, z + Direction::STEP_Z[testDirection], id, 1 << left, Tile::UPDATE_CLIENTS);
}
else if ((currentFacings & (1 << right)) != 0
&& isAcceptableNeighbor(level->getTile(x + Direction::STEP_X[testDirection] + Direction::STEP_X[right], y, z + Direction::STEP_Z[testDirection] + Direction::STEP_Z[right])))
{
level->setTileAndData(x + Direction::STEP_X[testDirection], y, z + Direction::STEP_Z[testDirection], id, 1 << right, Tile::UPDATE_CLIENTS);
}
// attempt to grow around corners, but only if the
// base tile is solid
else if ((currentFacings & (1 << left)) != 0
&& level->isEmptyTile(x + Direction::STEP_X[testDirection] + Direction::STEP_X[left], y, z + Direction::STEP_Z[testDirection] + Direction::STEP_Z[left])
&& isAcceptableNeighbor(level->getTile(x + Direction::STEP_X[left], y, z + Direction::STEP_Z[left])))
{
level->setTileAndData(x + Direction::STEP_X[testDirection] + Direction::STEP_X[left], y, z + Direction::STEP_Z[testDirection] + Direction::STEP_Z[left], id,
1 << ((testDirection + 2) & 3), Tile::UPDATE_CLIENTS);
}
else if ((currentFacings & (1 << right)) != 0
&& level->isEmptyTile(x + Direction::STEP_X[testDirection] + Direction::STEP_X[right], y, z + Direction::STEP_Z[testDirection] + Direction::STEP_Z[right])
&& isAcceptableNeighbor(level->getTile(x + Direction::STEP_X[right], y, z + Direction::STEP_Z[right])))
{
level->setTileAndData(x + Direction::STEP_X[testDirection] + Direction::STEP_X[right], y, z + Direction::STEP_Z[testDirection] + Direction::STEP_Z[right], id,
1 << ((testDirection + 2) & 3), Tile::UPDATE_CLIENTS);
}
// attempt to grow onto the ceiling
else if (isAcceptableNeighbor(level->getTile(x + Direction::STEP_X[testDirection], y + 1, z + Direction::STEP_Z[testDirection])))
{
level->setTileAndData(x + Direction::STEP_X[testDirection], y, z + Direction::STEP_Z[testDirection], id, 0, Tile::UPDATE_CLIENTS);
}
}
else if (Tile::tiles[edgeTile]->material->isSolidBlocking() && Tile::tiles[edgeTile]->isCubeShaped())
{
// we have a wall that we can cling to
level->setData(x, y, z, currentFacings | (1 << testDirection), Tile::UPDATE_CLIENTS);
}
}
// growing downwards happens more often than the other
// directions
else if (y > 1)
{
int belowTile = level->getTile(x, y - 1, z);
// grow downwards into air
if (belowTile == 0)
{
int spawnFacings = level->random->nextInt(16) & currentFacings;
if (spawnFacings > 0)
{
level->setTileAndData(x, y - 1, z, id, spawnFacings, Tile::UPDATE_CLIENTS);
}
}
else if (belowTile == id)
{
int spawnFacings = level->random->nextInt(16) & currentFacings;
int belowData = level->getData(x, y - 1, z);
if (belowData != (belowData | spawnFacings))
{
level->setData(x, y - 1, z, belowData | spawnFacings, Tile::UPDATE_CLIENTS);
}
}
}
}
}
}
int VineTile::getPlacedOnFaceDataValue(Level *level, int x, int y, int z, int face, float clickX, float clickY, float clickZ, int itemValue)
{
int facings = 0;
switch (face)
{
case Facing::NORTH:
facings = VINE_SOUTH;
break;
case Facing::SOUTH:
facings = VINE_NORTH;
break;
case Facing::WEST:
facings = VINE_EAST;
break;
case Facing::EAST:
facings = VINE_WEST;
break;
}
if (facings != 0)
{
return facings;
}
return itemValue;
}
int VineTile::getResource(int data, Random *random, int playerBonusLevel)
{
return 0;
}
int VineTile::getResourceCount(Random *random)
{
return 0;
}
void VineTile::playerDestroy(Level *level, shared_ptr<Player>player, int x, int y, int z, int data)
{
if (!level->isClientSide && player->getSelectedItem() != NULL && player->getSelectedItem()->id == Item::shears->id)
{
player->awardStat(
GenericStats::blocksMined(id),
GenericStats::param_blocksMined(id,data,1)
);
// drop leaf block instead of sapling
popResource(level, x, y, z, shared_ptr<ItemInstance>(new ItemInstance(Tile::vine, 1, 0)));
}
else
{
Tile::playerDestroy(level, player, x, y, z, data);
}
}