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.
190 lines
3.9 KiB
C++
190 lines
3.9 KiB
C++
#include "stdafx.h"
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#include "net.minecraft.world.level.h"
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#include "net.minecraft.world.level.tile.h"
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#include "net.minecraft.world.phys.h"
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#include "net.minecraft.world.h"
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#include "net.minecraft.h"
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#include "WallTile.h"
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const float WallTile::WALL_WIDTH = 3.0f / 16.0f;
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const float WallTile::WALL_HEIGHT = 13.0f / 16.0f;
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const float WallTile::POST_WIDTH = 4.0f / 16.0f;
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const float WallTile::POST_HEIGHT = 16.0f / 16.0f;
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const unsigned int WallTile::COBBLE_NAMES[2] = { IDS_TILE_COBBLESTONE_WALL,
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IDS_TILE_COBBLESTONE_WALL_MOSSY,
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};
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WallTile::WallTile(int id, Tile *baseTile) : Tile(id, baseTile->material, isSolidRender())
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{
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setDestroyTime(baseTile->destroySpeed);
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setExplodeable(baseTile->explosionResistance / 3);
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setSoundType(baseTile->soundType);
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}
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Icon *WallTile::getTexture(int face, int data)
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{
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if (data == TYPE_MOSSY)
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{
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return Tile::mossyCobblestone->getTexture(face);
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}
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return Tile::cobblestone->getTexture(face);
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}
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int WallTile::getRenderShape()
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{
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return SHAPE_WALL;
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}
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bool WallTile::isCubeShaped()
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{
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return false;
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}
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bool WallTile::isPathfindable(LevelSource *level, int x, int y, int z)
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{
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return false;
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}
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bool WallTile::isSolidRender(bool isServerLevel)
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{
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return false;
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}
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void WallTile::updateShape(LevelSource *level, int x, int y, int z, int forceData, shared_ptr<TileEntity> forceEntity)
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{
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bool n = connectsTo(level, x, y, z - 1);
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bool s = connectsTo(level, x, y, z + 1);
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bool w = connectsTo(level, x - 1, y, z);
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bool e = connectsTo(level, x + 1, y, z);
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float west = .5f - POST_WIDTH;
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float east = .5f + POST_WIDTH;
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float north = .5f - POST_WIDTH;
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float south = .5f + POST_WIDTH;
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float up = POST_HEIGHT;
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if (n)
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{
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north = 0;
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}
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if (s)
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{
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south = 1;
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}
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if (w)
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{
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west = 0;
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}
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if (e)
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{
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east = 1;
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}
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if (n && s && !w && !e)
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{
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up = WALL_HEIGHT;
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west = .5f - WALL_WIDTH;
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east = .5f + WALL_WIDTH;
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}
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else if (!n && !s && w && e)
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{
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up = WALL_HEIGHT;
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north = .5f - WALL_WIDTH;
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south = .5f + WALL_WIDTH;
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}
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setShape(west, 0, north, east, up, south);
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}
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AABB *WallTile::getAABB(Level *level, int x, int y, int z)
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{
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// 4J-JEV: Changed to avoid race conditions associated with calling update shape.
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bool n = connectsTo(level, x, y, z - 1);
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bool s = connectsTo(level, x, y, z + 1);
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bool w = connectsTo(level, x - 1, y, z);
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bool e = connectsTo(level, x + 1, y, z);
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float west = .5f - POST_WIDTH;
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float east = .5f + POST_WIDTH;
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float north = .5f - POST_WIDTH;
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float south = .5f + POST_WIDTH;
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float up = POST_HEIGHT;
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if (n)
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{
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north = 0;
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}
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if (s)
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{
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south = 1;
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}
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if (w)
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{
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west = 0;
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}
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if (e)
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{
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east = 1;
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}
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/* 4J-JEV:
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Stopping the width changing here, it's causing cows/mobs/passers-by to 'jump' up when they are pressed against the
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wall and then the wall section is upgraded to a wall post expanding the bounding box.
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It's only a 1/16 of a block difference, it shouldn't matter if we leave it a little larger.
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*/
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if (n && s && !w && !e)
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{
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up = WALL_HEIGHT;
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//west = .5f - WALL_WIDTH;
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//east = .5f + WALL_WIDTH;
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}
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else if (!n && !s && w && e)
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{
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up = WALL_HEIGHT;
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//north = .5f - WALL_WIDTH;
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//south = .5f + WALL_WIDTH;
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}
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return AABB::newTemp(x+west, y, z+north, x+east, y+1.5f, z+south);
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}
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bool WallTile::connectsTo(LevelSource *level, int x, int y, int z)
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{
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int tile = level->getTile(x, y, z);
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if (tile == id || tile == Tile::fenceGate_Id)
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{
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return true;
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}
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Tile *tileInstance = Tile::tiles[tile];
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if (tileInstance != NULL)
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{
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if (tileInstance->material->isSolidBlocking() && tileInstance->isCubeShaped())
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{
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return tileInstance->material != Material::vegetable;
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}
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}
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return false;
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}
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int WallTile::getSpawnResourcesAuxValue(int data)
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{
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return data;
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}
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bool WallTile::shouldRenderFace(LevelSource *level, int x, int y, int z, int face)
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{
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if (face == Facing::DOWN)
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{
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return Tile::shouldRenderFace(level, x, y, z, face);
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}
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return true;
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}
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void WallTile::registerIcons(IconRegister *iconRegister)
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{
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// None
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}
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