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5 Commits
fix-ios-co
...
eac71a93d1
| Author | SHA1 | Date | |
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eac71a93d1 | ||
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fa249728e5 | ||
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84e8744387 | ||
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27f0287986 | ||
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109bbcfdb1 |
@@ -1125,6 +1125,7 @@ void Minecraft::init()
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textures = new Textures(&options, platform());
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textures->addDynamicTexture(new WaterTexture());
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textures->addDynamicTexture(new WaterSideTexture());
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textures->addDynamicTexture(new FireTexture());
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gui.texturesLoaded(textures);
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levelRenderer = new LevelRenderer(this);
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@@ -13,6 +13,7 @@
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#include "../../world/level/tile/BedTile.h"
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#include "../../world/level/tile/StemTile.h"
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#include "../../world/level/tile/StairTile.h"
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#include "../../world/level/tile/FireTile.h"
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#include "../../world/Direction.h"
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#include "../../world/Facing.h"
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#include "tileentity/TileEntityRenderer.h"
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@@ -157,8 +158,8 @@ bool TileRenderer::tesselateInWorld( Tile* tt, int x, int y, int z )
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return tesselateRowInWorld(tt, x, y, z);
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} else if (shape == Tile::SHAPE_TORCH) {
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return tesselateTorchInWorld(tt, x, y, z);
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//} else if (shape == Tile::SHAPE_FIRE) {
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// return tesselateFireInWorld(tt, x, y, z);
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} else if (shape == Tile::SHAPE_FIRE) {
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return tesselateFireInWorld(tt, x, y, z);
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//} else if (shape == Tile::SHAPE_RED_DUST) {
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// return tesselateDustInWorld(tt, x, y, z);
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} else if (shape == Tile::SHAPE_LADDER) {
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@@ -222,6 +223,278 @@ bool TileRenderer::tesselateTorchInWorld( Tile* tt, int x, int y, int z )
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return true;
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}
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bool TileRenderer::tesselateFireInWorld( Tile* tt, int x, int y, int z )
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{
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// @todo: fire alpha transparency seems to be scuffed, also it seems i might have messed up the second layer while porting from lce/java , need to look into it - shredder
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Tesselator& t = Tesselator::instance;
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int tex = tt->getTexture(0);
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if (fixedTexture >= 0) tex = fixedTexture;
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float br = tt->getBrightness( level, x, y, z );
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t.color( br, br, br );
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int xt = ((tex & 0xf) << 4);
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int yt = tex & 0xf0;
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float u0 = (xt) / 256.0f;
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float u1 = (xt + 15.99f) / 256.0f;
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float v0 = (yt) / 256.0f;
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float v1 = (yt + 15.99f) / 256.0f;
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float h = 1.4f;
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if ( level->isSolidBlockingTile( x, y - 1, z ) || Tile::fire->canBurn( level, x, y - 1, z ) )
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{
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float x0 = x + 0.5f + 0.2f;
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float x1 = x + 0.5f - 0.2f;
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float z0 = z + 0.5f + 0.2f;
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float z1 = z + 0.5f - 0.2f;
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float x0_ = x + 0.5f - 0.3f;
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float x1_ = x + 0.5f + 0.3f;
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float z0_ = z + 0.5f - 0.3f;
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float z1_ = z + 0.5f + 0.3f;
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t.vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z + 1 ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z + 1 ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z + 0 ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z + 0 ), ( float )( u0 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x1_ ), ( float )( y + h ), ( float )( z + 0 ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z + 0 ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z + 1 ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x1_ ), ( float )( y + h ), ( float )( z + 1 ), ( float )( u0 ), ( float )( v0 ) );
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u0 = (xt) / 256.0f;
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u1 = (xt + 15.99f) / 256.0f;
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v0 = (yt) / 256.0f;
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v1 = (yt + 15.99f) / 256.0f;
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t.vertexUV( ( float )( x + 1 ), ( float )( y + h ), ( float )( z1_ ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 0 ), ( float )( y + h ), ( float )( z1_ ), ( float )( u0 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 0 ), ( float )( y + h ), ( float )( z0_ ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1 ), ( float )( y + h ), ( float )( z0_ ), ( float )( u0 ), ( float )( v0 ) );
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x0 = x + 0.5f - 0.5f;
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x1 = x + 0.5f + 0.5f;
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z0 = z + 0.5f - 0.5f;
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z1 = z + 0.5f + 0.5f;
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x0_ = x + 0.5f - 0.4f;
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x1_ = x + 0.5f + 0.4f;
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z0_ = z + 0.5f - 0.4f;
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z1_ = z + 0.5f + 0.4f;
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t.vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z + 0 ), ( float )( u0 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z + 0 ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z + 1 ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z + 1 ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x1_ ), ( float )( y + h ), ( float )( z + 1 ), ( float )( u0 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z + 1 ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z + 0 ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x1_ ), ( float )( y + h ), ( float )( z + 0 ), ( float )( u1 ), ( float )( v0 ) );
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u0 = (xt) / 256.0f;
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u1 = (xt + 15.99f) / 256.0f;
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v0 = (yt) / 256.0f;
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v1 = (yt + 15.99f) / 256.0f;
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t.vertexUV( ( float )( x + 0 ), ( float )( y + h ), ( float )( z1_ ), ( float )( u0 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1 ), ( float )( y + h ), ( float )( z1_ ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 1 ), ( float )( y + h ), ( float )( z0_ ), ( float )( u0 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 0 ), ( float )( y + h ), ( float )( z0_ ), ( float )( u1 ), ( float )( v0 ) );
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}
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else
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{
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float r = 0.2f;
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float yo = 1 / 16.0f;
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if ( ( ( x + y + z ) & 1 ) == 1 )
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{
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u0 = (xt) / 256.0f;
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u1 = (xt + 15.99f) / 256.0f;
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v0 = (yt) / 256.0f;
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v1 = (yt + 15.99f) / 256.0f;
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}
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if ( ( ( x / 2 + y / 2 + z / 2 ) & 1 ) == 1 )
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{
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float tmp = u1;
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u1 = u0;
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u0 = tmp;
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}
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if ( Tile::fire->canBurn( level, x - 1, y, z ) )
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{
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t.vertexUV( ( float )( x + r ), ( float )( y + h + yo ), ( float )( z +
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1.0f ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
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1.0f ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
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0.0f ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + r ), ( float )( y + h + yo ), ( float )( z +
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0.0f ), ( float )( u0 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + r ), ( float )( y + h + yo ), ( float )( z +
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0.0f ), ( float )( u0 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
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0.0f ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
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1.0f ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + r ), ( float )( y + h + yo ), ( float )( z +
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1.0f ), ( float )( u1 ), ( float )( v0 ) );
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}
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if ( Tile::fire->canBurn( level, x + 1, y, z ) )
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{
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t.vertexUV( ( float )( x + 1 - r ), ( float )( y + h + yo ), ( float )( z +
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0.0f ), ( float )( u0 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 1 - 0 ), ( float )( y + 0 + yo ), ( float )( z +
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0.0f ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1 - 0 ), ( float )( y + 0 + yo ), ( float )( z +
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1.0f ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1 - r ), ( float )( y + h + yo ), ( float )( z +
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1.0f ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 1.0f - r ), ( float )( y + h + yo ), ( float )( z +
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1.0f ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 1.0f - 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
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1.0f ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1.0f - 0 ), ( float )( y + 0.0f + yo ), ( float )( z +
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0.0f ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1.0f - r ), ( float )( y + h + yo ), ( float )( z +
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0.0f ), ( float )( u0 ), ( float )( v0 ) );
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}
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if ( Tile::fire->canBurn( level, x, y, z - 1 ) )
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{
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y + h + yo ), ( float )( z +
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r ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
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0.0f ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
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0.0f ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1.0f ), ( float )( y + h + yo ), ( float )( z +
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r ), ( float )( u0 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 1.0f ), ( float )( y + h + yo ), ( float )( z +
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r ), ( float )( u0 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 1.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
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0.0f ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
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0.0f ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y + h + yo ), ( float )( z +
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r ), ( float )( u1 ), ( float )( v0 ) );
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}
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if ( Tile::fire->canBurn( level, x, y, z + 1 ) )
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{
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t.vertexUV( ( float )( x + 1.0f ), ( float )( y + h + yo ), ( float )( z + 1.0f -
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r ), ( float )( u0 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 1.0f ), ( float )( y + 0.0f + yo ), ( float )( z + 1.0f -
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0.0f ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z + 1.0f -
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0.0f ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y + h + yo ), ( float )( z + 1.0f -
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r ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y + h + yo ), ( float )( z + 1.0f -
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r ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z + 1.0f -
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0.0f ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1.0f ), ( float )( y + 0.0f + yo ), ( float )( z + 1.0f -
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0.0f ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1.0f ), ( float )( y + h + yo ), ( float )( z + 1.0f -
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r ), ( float )( u0 ), ( float )( v0 ) );
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}
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if ( Tile::fire->canBurn( level, x, y + 1.0f, z ) )
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{
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double x0 = x + 0.5f + 0.5f;
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double x1 = x + 0.5f - 0.5f;
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double z0 = z + 0.5f + 0.5f;
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double z1 = z + 0.5f - 0.5f;
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double x0_ = x + 0.5f - 0.5f;
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double x1_ = x + 0.5f + 0.5f;
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double z0_ = z + 0.5f - 0.5f;
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double z1_ = z + 0.5f + 0.5f;
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u0 = (xt) / 256.0f;
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u1 = (xt + 15.99f) / 256.0f;
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v0 = (yt) / 256.0f;
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v1 = (yt + 15.99f) / 256.0f;
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y += 1;
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h = -0.2f;
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if ( ( ( x + y + z ) & 1 ) == 0 )
|
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{
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t.vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z +
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||||
0 ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z +
|
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0 ), ( float )( u1 ), ( float )( v1 ) );
|
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t.vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z +
|
||||
1 ), ( float )( u0 ), ( float )( v1 ) );
|
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t.vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z +
|
||||
1 ), ( float )( u0 ), ( float )( v0 ) );
|
||||
|
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u0 = (xt) / 256.0f;
|
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u1 = (xt + 15.99f) / 256.0f;
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v0 = (yt) / 256.0f;
|
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v1 = (yt + 15.99f) / 256.0f;
|
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|
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t.vertexUV( ( float )( x1_ ), ( float )( y + h ), ( float )( z +
|
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1.0f ), ( float )( u1 ), ( float )( v0 ) );
|
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t.vertexUV( ( float )( x1 ), ( float )( y + 0.0f ), ( float )( z +
|
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1.0f ), ( float )( u1 ), ( float )( v1 ) );
|
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t.vertexUV( ( float )( x1 ), ( float )( y + 0.0f ), ( float )( z +
|
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0 ), ( float )( u0 ), ( float )( v1 ) );
|
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t.vertexUV( ( float )( x1_ ), ( float )( y + h ), ( float )( z +
|
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0 ), ( float )( u0 ), ( float )( v0 ) );
|
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}
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else
|
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{
|
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y +
|
||||
h ), ( float )( z1_ ), ( float )( u1 ), ( float )( v0 ) );
|
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y +
|
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0.0f ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) );
|
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t.vertexUV( ( float )( x + 1.0f ), ( float )( y +
|
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0.0f ), ( float )( z1 ), ( float )( u0 ), ( float )( v1 ) );
|
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t.vertexUV( ( float )( x + 1.0f ), ( float )( y +
|
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h ), ( float )( z1_ ), ( float )( u0 ), ( float )( v0 ) );
|
||||
|
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u0 = (xt) / 256.0f;
|
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u1 = (xt + 15.99f) / 256.0f;
|
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v0 = (yt) / 256.0f;
|
||||
v1 = (yt + 15.99f) / 256.0f;
|
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|
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t.vertexUV( ( float )( x + 1.0f ), ( float )( y +
|
||||
h ), ( float )( z0_ ), ( float )( u1 ), ( float )( v0 ) );
|
||||
t.vertexUV( ( float )( x + 1.0f ), ( float )( y +
|
||||
0.0f ), ( float )( z0 ), ( float )( u1 ), ( float )( v1 ) );
|
||||
t.vertexUV( ( float )( x + 0.0f ), ( float )( y +
|
||||
0.0f ), ( float )( z0 ), ( float )( u0 ), ( float )( v1 ) );
|
||||
t.vertexUV( ( float )( x + 0.0f ), ( float )( y +
|
||||
h ), ( float )( z0_ ), ( float )( u0 ), ( float )( v0 ) );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
|
||||
bool TileRenderer::tesselateLadderInWorld( Tile* tt, int x, int y, int z )
|
||||
{
|
||||
Tesselator& t = Tesselator::instance;
|
||||
|
||||
@@ -34,6 +34,8 @@ public:
|
||||
bool tesselateFenceGateInWorld(FenceGateTile* tt, int x, int y, int z);
|
||||
bool tesselateBedInWorld(Tile *tt, int x, int y, int z);
|
||||
bool tesselateRowInWorld(Tile* tt, int x, int y, int z);
|
||||
bool tesselateFireInWorld(Tile* tt, int x, int y, int z);
|
||||
|
||||
|
||||
void tesselateTorch(Tile* tt, float x, float y, float z, float xxa, float zza);
|
||||
void tesselateCrossTexture(Tile* tt, int data, float x, float y, float z);
|
||||
|
||||
@@ -206,3 +206,93 @@ void WaterSideTexture::tick() {
|
||||
pixels[i * 4 + 3] = a;
|
||||
}
|
||||
}
|
||||
|
||||
FireTexture::FireTexture()
|
||||
: super(((Tile*)Tile::fire)->tex),
|
||||
_tick(0),
|
||||
_frame(0)
|
||||
{
|
||||
current = new float[16*20];
|
||||
next = new float[16*20];
|
||||
heat = new float[16*20];
|
||||
heata = new float[16*20];
|
||||
|
||||
for (int i = 0; i < 256; ++i) {
|
||||
current[i] = 0;
|
||||
next[i] = 0;
|
||||
heat[i] = 0;
|
||||
heata[i] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
FireTexture::~FireTexture() {
|
||||
delete[] current;
|
||||
delete[] next;
|
||||
delete[] heat;
|
||||
delete[] heata;
|
||||
}
|
||||
|
||||
|
||||
// oh boy time to implement fire textures, i am so fucked - shredder
|
||||
|
||||
void FireTexture::tick() {
|
||||
// loop generates fire texture on the empty texture grid, hopefully shouldnt be too taxing on older hardware - shredder
|
||||
for (int x = 0; x < 16; x++) {
|
||||
for (int y = 0; y < 20; y++) {
|
||||
int count = 18;
|
||||
float pow = this->current[x + (y + 1) % 20 * 16] * (float)(count);
|
||||
for (int xx = x - 1; xx <= x + 1; xx++) {
|
||||
for (int yy = y; yy <= y + 1; yy++) {
|
||||
if (xx >= 0 && yy >= 0 && xx < 16 && yy < 20) {
|
||||
pow += this->current[xx + yy * 16];
|
||||
}
|
||||
count++;
|
||||
}
|
||||
}
|
||||
this->next[x + y * 16] = pow / (float(count) * 1.06f);
|
||||
if (y >= 19) {
|
||||
this->next[x + y * 16] = float(Mth::random() * Mth::random() * Mth::random() * 4.0 + Mth::random() * 0.1f + 0.2f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// hopefully this doesn't cause any mysterious issues - shredder
|
||||
float* tmp = next;
|
||||
next = current;
|
||||
current = tmp;
|
||||
|
||||
for (int i = 0; i < 256; i++) {
|
||||
float pow = this->current[i] * 1.8f;
|
||||
if (pow > 1.0f) {
|
||||
pow = 1.0f;
|
||||
}
|
||||
if (pow < 0.0f) {
|
||||
pow = 0.0f;
|
||||
}
|
||||
|
||||
|
||||
int r = (int) (pow * 155.0f + 100.0f);
|
||||
int g = (int)(pow * pow * 255.0f);
|
||||
int b = (int)(pow * pow * pow * pow * pow * pow * pow * pow * pow * pow * 255.0f);
|
||||
int a = 255;
|
||||
if (pow < 0.5f) {
|
||||
a = 0;
|
||||
}
|
||||
|
||||
// @TODO: cant be arsed rn to implement the anaglyph3d check would be nice to check if it does - shredder
|
||||
//if (this->anaglyph3d) {
|
||||
// float rr = (r * 30 + g * 59 + b * 11) / 100;
|
||||
// float gg = (r * 30 + g * 70) / 100;
|
||||
// float bb = (r * 30 + b * 70) / 100;
|
||||
// r = rr;
|
||||
// g = gg;
|
||||
// b = bb;
|
||||
//}
|
||||
|
||||
pixels[i * 4 + 0] = r;
|
||||
pixels[i * 4 + 1] = g;
|
||||
pixels[i * 4 + 2] = b;
|
||||
pixels[i * 4 + 3] = a;
|
||||
|
||||
}
|
||||
}
|
||||
@@ -56,4 +56,21 @@ public:
|
||||
void tick();
|
||||
};
|
||||
|
||||
class FireTexture: public DynamicTexture
|
||||
{
|
||||
typedef DynamicTexture super;
|
||||
int _tick;
|
||||
int _frame;
|
||||
|
||||
float* current;
|
||||
float* next;
|
||||
float* heat;
|
||||
float* heata;
|
||||
|
||||
public:
|
||||
FireTexture();
|
||||
~FireTexture();
|
||||
|
||||
void tick();
|
||||
};
|
||||
#endif /*NET_MINECRAFT_CLIENT_RENDERER_PTEXTURE__DynamicTexture_H__*/
|
||||
|
||||
@@ -19,7 +19,7 @@ public:
|
||||
setMaxDamage(64);
|
||||
}
|
||||
|
||||
/*
|
||||
|
||||
bool useOn(ItemInstance* instance, Player* player, Level* level, int x, int y, int z, int face, float clickX, float clickY, float clickZ) {
|
||||
if (face == 0) y--;
|
||||
if (face == 1) y++;
|
||||
@@ -30,14 +30,14 @@ public:
|
||||
|
||||
int targetType = level->getTile(x, y, z);
|
||||
if (targetType == 0) {
|
||||
level->playSound(x + 0.5, y + 0.5, z + 0.5, "fire.ignite", 1, sharedRandom.nextFloat() * 0.4f + 0.8f);
|
||||
level->setTile(x, y, z, Tile::fire->id);
|
||||
level->playSound(x + 0.5, y + 0.5, z + 0.5, "fire.ignite", 1, random.nextFloat() * 0.4f + 0.8f);
|
||||
level->setTile(x, y, z, ((Tile*)Tile::fire)->id);
|
||||
}
|
||||
|
||||
instance->hurt(1);
|
||||
return true;
|
||||
}
|
||||
*/
|
||||
|
||||
};
|
||||
|
||||
#endif /*NET_MINECRAFT_WORLD_ITEM__FlintAndSteelItem_H__*/
|
||||
|
||||
@@ -1599,8 +1599,8 @@ bool Level::containsFireTile(const AABB& box) {
|
||||
for (int z = z0; z < z1; z++) {
|
||||
int t = getTile(x, y, z);
|
||||
|
||||
if (/*t == ((Tile*)(Tile::fire))->id
|
||||
||*/ t == Tile::lava->id
|
||||
if (t == ((Tile*)(Tile::fire))->id
|
||||
|| t == Tile::lava->id
|
||||
|| t == Tile::calmLava->id) {
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
|
||||
#include "../levelgen/feature/TreeFeature.h"
|
||||
#include "../levelgen/feature/TallgrassFeature.h"
|
||||
#include "../levelgen/feature/BasicTree.h"
|
||||
|
||||
#include "../../entity/EntityTypes.h"
|
||||
#include "../../entity/MobCategory.h"
|
||||
@@ -140,7 +141,7 @@ void Biome::teardownBiomes() {
|
||||
Feature* Biome::getTreeFeature( Random* random )
|
||||
{
|
||||
if (random->nextInt(10) == 0) {
|
||||
//return /*new*/ BasicTree();
|
||||
return new BasicTree(false);
|
||||
}
|
||||
return new TreeFeature(false);
|
||||
}
|
||||
@@ -148,6 +149,15 @@ Feature* Biome::getGrassFeature( Random* random ) {
|
||||
return new TallgrassFeature(Tile::tallgrass->id, TallGrass::TALL_GRASS);
|
||||
}
|
||||
|
||||
Feature* Biome::getBasicTreeFeature( Random* random )
|
||||
{
|
||||
if (random->nextInt(10) == 0) {
|
||||
return new BasicTree(false);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
Biome* Biome::getBiome( float temperature, float downfall )
|
||||
{
|
||||
int a = (int) (temperature * 63);
|
||||
|
||||
@@ -71,6 +71,7 @@ public:
|
||||
|
||||
virtual Feature* getTreeFeature(Random* random);
|
||||
virtual Feature* getGrassFeature(Random* random);
|
||||
virtual Feature* getBasicTreeFeature(Random* random);
|
||||
|
||||
static Biome* getBiome(float temperature, float downfall);
|
||||
static Biome* _getBiome(float temperature, float downfall);
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
#include "Biome.h"
|
||||
#include "../levelgen/feature/TreeFeature.h"
|
||||
#include "../levelgen/feature/BirchFeature.h"
|
||||
#include "../levelgen/feature/BasicTree.h"
|
||||
|
||||
class ForestBiome: public Biome
|
||||
{
|
||||
@@ -15,7 +16,7 @@ public:
|
||||
return new BirchFeature();
|
||||
}
|
||||
if (random->nextInt(3) == 0) {
|
||||
//return new BasicTree();
|
||||
return new BasicTree(false);
|
||||
}
|
||||
return new TreeFeature(false);
|
||||
}
|
||||
|
||||
@@ -6,13 +6,14 @@
|
||||
#include "Biome.h"
|
||||
#include "../../../util/Random.h"
|
||||
#include "../levelgen/feature/TreeFeature.h"
|
||||
#include "../levelgen/feature/BasicTree.h"
|
||||
|
||||
class RainforestBiome: public Biome
|
||||
{
|
||||
public:
|
||||
Feature* getTreeFeature(Random* random) {
|
||||
if (random->nextInt(3) == 0) {
|
||||
//return new BasicTree();
|
||||
return new BasicTree(false);
|
||||
}
|
||||
return new TreeFeature(false);
|
||||
}
|
||||
|
||||
@@ -370,6 +370,18 @@ void RandomLevelSource::postProcess(ChunkSource* parent, int xt, int zt) {
|
||||
}
|
||||
//printf("placing tree at %d, %d, %d\n", x, y, z);
|
||||
}
|
||||
// for (int i = 0; i < forests; i++) {
|
||||
// int x = xo + random.nextInt(16) + 8;
|
||||
// int z = zo + random.nextInt(16) + 8;
|
||||
//int y = level->getHeightmap(x, z);
|
||||
// Feature* tree = biome->getBasicTreeFeature(&random);
|
||||
//if (tree) {
|
||||
// tree->init(1, 1, 1);
|
||||
// tree->place(level, &random, x, y, z);
|
||||
// delete tree;
|
||||
//}
|
||||
////printf("placing tree at %d, %d, %d\n", x, y, z);
|
||||
// }
|
||||
|
||||
for (int i = 0; i < 2; i++) {
|
||||
int x = xo + random.nextInt(16) + 8;
|
||||
|
||||
446
src/world/level/levelgen/feature/BasicTree.h
Normal file
446
src/world/level/levelgen/feature/BasicTree.h
Normal file
@@ -0,0 +1,446 @@
|
||||
#ifndef NET_MINECRAFT_WORLD_LEVEL_LEVELGEN_FEATURE__BasicTree_H__
|
||||
#define NET_MINECRAFT_WORLD_LEVEL_LEVELGEN_FEATURE__BasicTree_H__
|
||||
|
||||
//package net.minecraft.world.level.levelgen.feature;
|
||||
|
||||
#include "Feature.h"
|
||||
|
||||
#include "../../../../util/Random.h"
|
||||
#include "../../Level.h"
|
||||
|
||||
#include "../../tile/TreeTile.h"
|
||||
|
||||
class Level;
|
||||
|
||||
class BasicTree : public Feature
|
||||
{
|
||||
typedef Feature super;
|
||||
private:
|
||||
|
||||
|
||||
|
||||
unsigned char axisConversionArray[6];
|
||||
Random *rnd;
|
||||
Level *thisLevel;
|
||||
int origin[3];
|
||||
int height;
|
||||
int trunkHeight;
|
||||
double trunkHeightScale;
|
||||
double branchDensity;
|
||||
double branchSlope;
|
||||
double widthScale;
|
||||
double foliageDensity;
|
||||
int trunkWidth;
|
||||
int heightVariance;
|
||||
int foliageHeight;
|
||||
int **foliageCoords;
|
||||
int foliageCoordsLength;
|
||||
void prepare(){
|
||||
trunkHeight = (int) (height * trunkHeightScale);
|
||||
if (trunkHeight >= height) trunkHeight = height - 1;
|
||||
int clustersPerY = (int) (1.382 + pow(foliageDensity * height / 13.0, 2));
|
||||
if (clustersPerY < 1) clustersPerY = 1;
|
||||
int **tempFoliageCoords = new int *[clustersPerY * height];
|
||||
for( int i = 0; i < clustersPerY * height; i++ )
|
||||
{
|
||||
tempFoliageCoords[i] = new int[4];
|
||||
}
|
||||
int y = origin[1] + height - foliageHeight;
|
||||
int clusterCount = 1;
|
||||
int trunkTop = origin[1] + trunkHeight;
|
||||
int relativeY = y - origin[1];
|
||||
|
||||
tempFoliageCoords[0][0] = origin[0];
|
||||
tempFoliageCoords[0][1] = y;
|
||||
tempFoliageCoords[0][2] = origin[2];
|
||||
tempFoliageCoords[0][3] = trunkTop;
|
||||
y--;
|
||||
|
||||
while (relativeY >= 0)
|
||||
{
|
||||
int num = 0;
|
||||
|
||||
float shapefac = treeShape(relativeY);
|
||||
if (shapefac < 0)
|
||||
{
|
||||
y--;
|
||||
relativeY--;
|
||||
continue;
|
||||
}
|
||||
|
||||
double originOffset = 0.5;
|
||||
while (num < clustersPerY)
|
||||
{
|
||||
double radius = widthScale * (shapefac * (rnd->nextFloat() + 0.328));
|
||||
double angle = rnd->nextFloat() * 2.0 * 3.14159;
|
||||
int x = Mth::floor(radius * sin(angle) + origin[0] + originOffset);
|
||||
int z = Mth::floor(radius * cos(angle) + origin[2] + originOffset);
|
||||
int checkStart[] = { x, y, z };
|
||||
int checkEnd[] = { x, y + foliageHeight, z };
|
||||
if (checkLine(checkStart, checkEnd) == -1) {
|
||||
int checkBranchBase[] = { origin[0], origin[1], origin[2] };
|
||||
double distance = sqrt(pow(abs(origin[0] - checkStart[0]), 2.0) + pow(abs(origin[2] - checkStart[2]), 2.0));
|
||||
double branchHeight = distance * branchSlope;
|
||||
if ((checkStart[1] - branchHeight) > trunkTop)
|
||||
{
|
||||
checkBranchBase[1] = trunkTop;
|
||||
}
|
||||
else
|
||||
{
|
||||
checkBranchBase[1] = (int) (checkStart[1] - branchHeight);
|
||||
}
|
||||
if (checkLine(checkBranchBase, checkStart) == -1)
|
||||
{
|
||||
tempFoliageCoords[clusterCount][0] = x;
|
||||
tempFoliageCoords[clusterCount][1] = y;
|
||||
tempFoliageCoords[clusterCount][2] = z;
|
||||
tempFoliageCoords[clusterCount][3] = checkBranchBase[1];
|
||||
clusterCount++;
|
||||
}
|
||||
}
|
||||
num++;
|
||||
}
|
||||
y--;
|
||||
relativeY--;
|
||||
}
|
||||
|
||||
foliageCoordsLength = clusterCount;
|
||||
foliageCoords = tempFoliageCoords;
|
||||
|
||||
for( int i = clusterCount; i < clustersPerY * height; i++ )
|
||||
{
|
||||
delete [] tempFoliageCoords[i];
|
||||
tempFoliageCoords[i] = NULL;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
void crossection(int x, int y, int z, float radius, unsigned char direction, int material)
|
||||
{
|
||||
|
||||
int rad = (int) (radius + 0.618);
|
||||
unsigned char secidx1 = axisConversionArray[direction];
|
||||
unsigned char secidx2 = axisConversionArray[direction + 3];
|
||||
int center[] = { x, y, z };
|
||||
int position[] = { 0, 0, 0 };
|
||||
int offset1 = -rad;
|
||||
int offset2 = -rad;
|
||||
int thismat;
|
||||
position[direction] = center[direction];
|
||||
while (offset1 <= rad)
|
||||
{
|
||||
position[secidx1] = center[secidx1] + offset1;
|
||||
offset2 = -rad;
|
||||
while (offset2 <= rad)
|
||||
{
|
||||
double thisdistance = pow(abs(offset1) + 0.5, 2) + pow(abs(offset2) + 0.5, 2);
|
||||
if (thisdistance > radius * radius)
|
||||
{
|
||||
offset2++;
|
||||
continue;
|
||||
}
|
||||
position[secidx2] = center[secidx2] + offset2;
|
||||
|
||||
thismat = thisLevel->getTile(position[0], position[1], position[2]);
|
||||
|
||||
if (!((thismat == 0) || (thismat == Tile::leaves->id)))
|
||||
{
|
||||
offset2++;
|
||||
continue;
|
||||
}
|
||||
|
||||
placeBlock(thisLevel, position[0], position[1], position[2], material, 0);
|
||||
|
||||
offset2++;
|
||||
}
|
||||
offset1++;
|
||||
}
|
||||
|
||||
}
|
||||
float treeShape(int y){
|
||||
if (y < (((float) height) * 0.3)) return (float) -1.618;
|
||||
float radius = ((float) height) / ((float) 2.0);
|
||||
float adjacent = (((float) height) / ((float) 2.0)) - y;
|
||||
float distance;
|
||||
if (adjacent == 0) distance = radius;
|
||||
else if (abs(adjacent) >= radius) distance = (float) 0.0;
|
||||
else distance = (float) sqrt(pow(abs(radius), 2) - pow(abs(adjacent), 2));
|
||||
distance *= (float) 0.5;
|
||||
return distance;
|
||||
}
|
||||
float foliageShape(int y){
|
||||
if ((y < 0) || (y >= foliageHeight)) return (float) -1;
|
||||
else if ((y == 0) || (y == (foliageHeight - 1))) return (float) 2;
|
||||
else return (float) 3;
|
||||
}
|
||||
void foliageCluster(int x, int y, int z){
|
||||
|
||||
int topy = y + foliageHeight;
|
||||
int cury = topy - 1;
|
||||
float radius;
|
||||
while (cury >= y)
|
||||
{
|
||||
radius = foliageShape(cury - y);
|
||||
crossection(x, cury, z, radius, (unsigned char) 1, Tile::leaves->id);
|
||||
cury--;
|
||||
}
|
||||
|
||||
}
|
||||
void limb(int *start, int *end, int material)
|
||||
{
|
||||
int delta[] = { 0, 0, 0 };
|
||||
unsigned char idx = 0;
|
||||
unsigned char primidx = 0;
|
||||
while (idx < 3)
|
||||
{
|
||||
delta[idx] = end[idx] - start[idx];
|
||||
if (abs(delta[idx]) > abs(delta[primidx]))
|
||||
{
|
||||
primidx = idx;
|
||||
}
|
||||
idx++;
|
||||
}
|
||||
if (delta[primidx] == 0) return;
|
||||
unsigned char secidx1 = axisConversionArray[primidx];
|
||||
unsigned char secidx2 = axisConversionArray[primidx + 3];
|
||||
char primsign;
|
||||
if (delta[primidx] > 0) primsign = 1;
|
||||
else primsign = -1;
|
||||
double secfac1 = ((double) delta[secidx1]) / ((double) delta[primidx]);
|
||||
double secfac2 = ((double) delta[secidx2]) / ((double) delta[primidx]);
|
||||
int coordinate[] = { 0, 0, 0 };
|
||||
int primoffset = 0;
|
||||
int endoffset = delta[primidx] + primsign;
|
||||
while (primoffset != endoffset)
|
||||
{
|
||||
coordinate[primidx] = Mth::floor(start[primidx] + primoffset + 0.5);
|
||||
coordinate[secidx1] = Mth::floor(start[secidx1] + (primoffset * secfac1) + 0.5);
|
||||
coordinate[secidx2] = Mth::floor(start[secidx2] + (primoffset * secfac2) + 0.5);
|
||||
|
||||
int dir = 0;
|
||||
int xdiff = abs(coordinate[0] - start[0]);
|
||||
int zdiff = abs(coordinate[2] - start[2]);
|
||||
int maxdiff = (std::max)(xdiff, zdiff);
|
||||
|
||||
if (maxdiff > 0)
|
||||
{
|
||||
if (xdiff == maxdiff)
|
||||
{
|
||||
dir = 0;
|
||||
}
|
||||
else if (zdiff == maxdiff)
|
||||
{
|
||||
dir = 0;
|
||||
}
|
||||
}
|
||||
placeBlock(thisLevel, coordinate[0], coordinate[1], coordinate[2], material, dir);
|
||||
primoffset += primsign;
|
||||
}
|
||||
}
|
||||
void makeFoliage(){
|
||||
int idx = 0;
|
||||
int finish = foliageCoordsLength;
|
||||
while (idx < finish)
|
||||
{
|
||||
int x = foliageCoords[idx][0];
|
||||
int y = foliageCoords[idx][1];
|
||||
int z = foliageCoords[idx][2];
|
||||
foliageCluster(x, y, z);
|
||||
idx++;
|
||||
}
|
||||
}
|
||||
bool trimBranches(int localY){
|
||||
if (localY < (height * 0.2)) return false;
|
||||
else return true;
|
||||
}
|
||||
void makeTrunk(){
|
||||
int x = origin[0];
|
||||
int startY = origin[1];
|
||||
int topY = origin[1] + trunkHeight;
|
||||
int z = origin[2];
|
||||
int startCoord[] = { x, startY, z };
|
||||
int endCoord[] = { x, topY, z };
|
||||
limb(startCoord, endCoord, Tile::treeTrunk->id);
|
||||
if (trunkWidth == 2)
|
||||
{
|
||||
startCoord[0] += 1;
|
||||
endCoord[0] += 1;
|
||||
limb(startCoord, endCoord, Tile::treeTrunk->id);
|
||||
startCoord[2] += 1;
|
||||
endCoord[2] += 1;
|
||||
limb(startCoord, endCoord, Tile::treeTrunk->id);
|
||||
startCoord[0] += -1;
|
||||
endCoord[0] += -1;
|
||||
limb(startCoord, endCoord, Tile::treeTrunk->id);
|
||||
}
|
||||
}
|
||||
void makeBranches(){
|
||||
int idx = 0;
|
||||
int finish = foliageCoordsLength;
|
||||
int baseCoord[] = { origin[0], origin[1], origin[2] };
|
||||
while (idx < finish)
|
||||
{
|
||||
int *coordValues = foliageCoords[idx];
|
||||
int endCoord[] = { coordValues[0], coordValues[1], coordValues[2] };
|
||||
baseCoord[1] = coordValues[3];
|
||||
int localY = baseCoord[1] - origin[1];
|
||||
if (trimBranches(localY))
|
||||
{
|
||||
limb(baseCoord, endCoord, Tile::treeTrunk->id);
|
||||
}
|
||||
idx++;
|
||||
}
|
||||
}
|
||||
int checkLine(int *start, int *end){
|
||||
|
||||
int delta[] = { 0, 0, 0 };
|
||||
unsigned char idx = 0;
|
||||
unsigned char primidx = 0;
|
||||
while (idx < 3)
|
||||
{
|
||||
delta[idx] = end[idx] - start[idx];
|
||||
if (abs(delta[idx]) > abs(delta[primidx]))
|
||||
{
|
||||
primidx = idx;
|
||||
}
|
||||
idx++;
|
||||
}
|
||||
if (delta[primidx] == 0) return -1;
|
||||
unsigned char secidx1 = axisConversionArray[primidx];
|
||||
unsigned char secidx2 = axisConversionArray[primidx + 3];
|
||||
char primsign;
|
||||
if (delta[primidx] > 0) primsign = 1;
|
||||
else primsign = -1;
|
||||
double secfac1 = ((double) delta[secidx1]) / ((double) delta[primidx]);
|
||||
double secfac2 = ((double) delta[secidx2]) / ((double) delta[primidx]);
|
||||
int coordinate[] = { 0, 0, 0 };
|
||||
int primoffset = 0;
|
||||
int endoffset = delta[primidx] + primsign;
|
||||
int thismat;
|
||||
while (primoffset != endoffset)
|
||||
{
|
||||
coordinate[primidx] = start[primidx] + primoffset;
|
||||
coordinate[secidx1] = Mth::floor(start[secidx1] + (primoffset * secfac1));
|
||||
coordinate[secidx2] = Mth::floor(start[secidx2] + (primoffset * secfac2));
|
||||
thismat = thisLevel->getTile(coordinate[0], coordinate[1], coordinate[2]);
|
||||
if (!((thismat == 0) || (thismat == Tile::leaves->id)))
|
||||
{
|
||||
|
||||
break;
|
||||
}
|
||||
primoffset += primsign;
|
||||
}
|
||||
|
||||
if (primoffset == endoffset)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
return abs(primoffset);
|
||||
}
|
||||
}
|
||||
bool checkLocation(){
|
||||
|
||||
int startPosition[] = { origin[0], origin[1], origin[2] };
|
||||
int endPosition[] = { origin[0], origin[1] + height - 1, origin[2] };
|
||||
|
||||
|
||||
int baseMaterial = thisLevel->getTile(origin[0], origin[1] - 1, origin[2]);
|
||||
if (!((baseMaterial == 2) || (baseMaterial == 3)))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
int allowedHeight = checkLine(startPosition, endPosition);
|
||||
if (allowedHeight == -1)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
else if (allowedHeight < 6)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
height = allowedHeight;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
public:
|
||||
BasicTree(bool doUpdate){
|
||||
axisConversionArray[0] = 2;
|
||||
axisConversionArray[1] = 0;
|
||||
axisConversionArray[2] = 0;
|
||||
axisConversionArray[3] = 1;
|
||||
axisConversionArray[4] = 2;
|
||||
axisConversionArray[5] = 1;
|
||||
rnd = new Random();
|
||||
origin[0] = 0;
|
||||
origin[1] = 0;
|
||||
origin[2] = 0;
|
||||
height = 0;
|
||||
trunkHeight = 0;
|
||||
trunkHeightScale = 0.618;
|
||||
branchDensity = 1.0;
|
||||
branchSlope = 0.381;
|
||||
widthScale = 1.0;
|
||||
foliageDensity = 1.0;
|
||||
trunkWidth = 1;
|
||||
heightVariance = 12;
|
||||
foliageHeight = 4;
|
||||
foliageCoords = NULL;
|
||||
foliageCoordsLength = 0;
|
||||
}
|
||||
virtual ~BasicTree(){
|
||||
delete rnd;
|
||||
|
||||
for( int i = 0; i < foliageCoordsLength; i++ )
|
||||
{
|
||||
delete [] foliageCoords[i];
|
||||
}
|
||||
delete [] foliageCoords;
|
||||
}
|
||||
|
||||
virtual void init(double heightInit, double widthInit, double foliageDensityInit){
|
||||
|
||||
heightVariance = (int) (heightInit * 12);
|
||||
if (heightInit > 0.5) foliageHeight = 5;
|
||||
widthScale = widthInit;
|
||||
foliageDensity = foliageDensityInit;
|
||||
}
|
||||
virtual bool place(Level *level, Random *random, int x, int y, int z){
|
||||
|
||||
thisLevel = level;
|
||||
int seed = random->nextLong();
|
||||
rnd->setSeed(seed);
|
||||
origin[0] = x;
|
||||
origin[1] = y;
|
||||
origin[2] = z;
|
||||
if (height == 0)
|
||||
{
|
||||
height = 5 + rnd->nextInt(heightVariance);
|
||||
}
|
||||
if (!(checkLocation()))
|
||||
{
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
prepare();
|
||||
|
||||
makeFoliage();
|
||||
|
||||
makeTrunk();
|
||||
|
||||
makeBranches();
|
||||
|
||||
return true;
|
||||
}
|
||||
};
|
||||
#endif /*NET_MINECRAFT_WORLD_LEVEL_LEVELGEN_FEATURE__BasicTree_H__*/
|
||||
@@ -38,7 +38,7 @@ public:
|
||||
setFlammable(Tile::tnt->id, FLAME_MEDIUM, BURN_INSTANT);
|
||||
setFlammable(Tile::cloth->id, FLAME_EASY, BURN_EASY);
|
||||
|
||||
//setTicking(true); //@fire
|
||||
setTicking(true); //@fire
|
||||
}
|
||||
|
||||
AABB* getAABB(Level* level, int x, int y, int z) {
|
||||
@@ -70,9 +70,9 @@ public:
|
||||
}
|
||||
|
||||
void tick(Level* level, int x, int y, int z, Random* random) {
|
||||
return; //@fire
|
||||
|
||||
|
||||
bool infiniBurn = false;//level->getTile(x, y - 1, z) == Tile::hellRock->id;
|
||||
bool infiniBurn = level->getTile(x, y - 1, z) == Tile::netherrack->id;
|
||||
|
||||
int age = level->getData(x, y, z);
|
||||
if (age < 15) {
|
||||
@@ -148,7 +148,6 @@ public:
|
||||
}
|
||||
|
||||
void neighborChanged(Level* level, int x, int y, int z, int type) {
|
||||
return; //@fire
|
||||
if (!level->isSolidBlockingTile(x, y - 1, z) && !isValidFireLocation(level, x, y, z)) {
|
||||
level->setTile(x, y, z, 0);
|
||||
return;
|
||||
@@ -156,7 +155,6 @@ public:
|
||||
}
|
||||
|
||||
void onPlace(Level* level, int x, int y, int z) {
|
||||
return; //@fire
|
||||
if (!level->isSolidBlockingTile(x, y - 1, z) && !isValidFireLocation(level, x, y, z)) {
|
||||
level->setTile(x, y, z, 0);
|
||||
return;
|
||||
@@ -169,7 +167,6 @@ public:
|
||||
}
|
||||
|
||||
void ignite(Level* level, int x, int y, int z) {
|
||||
return; //@fire
|
||||
|
||||
bool lit = false;
|
||||
if (!lit) lit = tryIgnite(level, x, y + 1, z);
|
||||
@@ -184,11 +181,10 @@ public:
|
||||
}
|
||||
|
||||
void animateTick(Level* level, int x, int y, int z, Random* random) {
|
||||
return; //@fire
|
||||
|
||||
//if (random.nextInt(24) == 0) {
|
||||
// level->playSound(x + 0.5f, y + 0.5f, z + 0.5f, "fire.fire", 1 + random.nextFloat(), random.nextFloat() * 0.7f + 0.3f);
|
||||
//}
|
||||
if (random->nextInt(24) == 0) {
|
||||
level->playSound(x + 0.5f, y + 0.5f, z + 0.5f, "fire.fire", 1 + random->nextFloat(), random->nextFloat() * 0.7f + 0.3f);
|
||||
}
|
||||
|
||||
if (level->isSolidBlockingTile(x, y - 1, z) || Tile::fire->canBurn(level, x, y - 1, z)) {
|
||||
for (int i = 0; i < 3; i++) {
|
||||
@@ -248,7 +244,6 @@ private:
|
||||
}
|
||||
|
||||
void checkBurn(Level* level, int x, int y, int z, int chance, Random* random) {
|
||||
return; //@fire
|
||||
|
||||
int odds = burnOdds[level->getTile(x, y, z)];
|
||||
if (random->nextInt(chance) < odds) {
|
||||
@@ -265,7 +260,6 @@ private:
|
||||
}
|
||||
|
||||
bool isValidFireLocation(Level* level, int x, int y, int z) {
|
||||
return false; //@fire
|
||||
|
||||
if (canBurn(level, x + 1, y, z)) return true;
|
||||
if (canBurn(level, x - 1, y, z)) return true;
|
||||
@@ -278,7 +272,6 @@ private:
|
||||
}
|
||||
|
||||
int getFireOdds(Level* level, int x, int y, int z) {
|
||||
return 0; //@fire
|
||||
|
||||
int odds = 0;
|
||||
if (!level->isEmptyTile(x, y, z)) return 0;
|
||||
@@ -294,7 +287,6 @@ private:
|
||||
}
|
||||
|
||||
bool tryIgnite(Level* level, int x, int y, int z) {
|
||||
return false; //@fire
|
||||
|
||||
int t = level->getTile(x, y, z);
|
||||
if (t == Tile::fire->id) return true;
|
||||
|
||||
Reference in New Issue
Block a user