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authordaoge_cmd <3523206925@qq.com>2026-03-01 12:16:08 +0800
committerdaoge_cmd <3523206925@qq.com>2026-03-01 12:16:08 +0800
commitb691c43c44ff180d10e7d4a9afc83b98551ff586 (patch)
tree3e9849222cbc6ba49f2f1fc6e5fe7179632c7390 /Minecraft.World/LiquidTile.cpp
parentdef8cb415354ac390b7e89052a50605285f1aca9 (diff)
Initial commit
Diffstat (limited to 'Minecraft.World/LiquidTile.cpp')
-rw-r--r--Minecraft.World/LiquidTile.cpp418
1 files changed, 418 insertions, 0 deletions
diff --git a/Minecraft.World/LiquidTile.cpp b/Minecraft.World/LiquidTile.cpp
new file mode 100644
index 00000000..466589a4
--- /dev/null
+++ b/Minecraft.World/LiquidTile.cpp
@@ -0,0 +1,418 @@
+#include "stdafx.h"
+#include "JavaMath.h"
+#include "net.minecraft.world.level.h"
+#include "net.minecraft.world.level.biome.h"
+#include "net.minecraft.world.h"
+#include "LiquidTile.h"
+#include "Facing.h"
+#include "SoundTypes.h"
+
+const wstring LiquidTile::TEXTURE_LAVA_STILL = L"lava";
+const wstring LiquidTile::TEXTURE_WATER_STILL = L"water";
+const wstring LiquidTile::TEXTURE_WATER_FLOW = L"water_flow";
+const wstring LiquidTile::TEXTURE_LAVA_FLOW = L"lava_flow";
+
+LiquidTile::LiquidTile(int id, Material *material) : Tile(id, material,isSolidRender())
+{
+ float yo = 0;
+ float e = 0;
+
+ setShape(0 + e, 0 + yo, 0 + e, 1 + e, 1 + yo, 1 + e);
+ setTicking(true);
+}
+
+bool LiquidTile::isPathfindable(LevelSource *level, int x, int y, int z)
+{
+ return material != Material::lava;
+}
+
+int LiquidTile::getColor() const
+{
+ return 0xffffff;
+}
+
+int LiquidTile::getColor(LevelSource *level, int x, int y, int z)
+{
+
+ return getColor(level, x, y, z, 0);
+}
+
+int LiquidTile::getColor(LevelSource *level, int x, int y, int z, int d)
+{
+ if (material == Material::water)
+ {
+ int totalRed = 0;
+ int totalGreen = 0;
+ int totalBlue = 0;
+
+ for (int oz = -1; oz <= 1; oz++)
+ {
+ for (int ox = -1; ox <= 1; ox++)
+ {
+ int waterColor = level->getBiome(x + ox, z + oz)->getWaterColor();
+
+ totalRed += (waterColor & 0xff0000) >> 16;
+ totalGreen += (waterColor & 0xff00) >> 8;
+ totalBlue += (waterColor & 0xff);
+ }
+ }
+
+ return (((totalRed / 9) & 0xFF) << 16) | (((totalGreen / 9) & 0xFF) << 8) | (((totalBlue / 9) & 0xFF));
+ }
+ return 0xffffff;
+}
+
+float LiquidTile::getHeight(int d)
+{
+ if (d >= 8) d = 0;
+ return (d + 1) / 9.0f;
+}
+
+Icon *LiquidTile::getTexture(int face, int data)
+{
+ if (face == Facing::DOWN || face == Facing::UP)
+ {
+ return icons[0];
+ }
+ else
+ {
+ return icons[1];
+ }
+}
+
+int LiquidTile::getDepth(Level *level, int x, int y, int z)
+{
+ if (level->getMaterial(x, y, z) == material) return level->getData(x, y, z);
+ else return -1;
+}
+
+int LiquidTile::getRenderedDepth(LevelSource *level, int x, int y, int z)
+{
+ if (level->getMaterial(x, y, z) != material) return -1;
+ int d = level->getData(x, y, z);
+ if (d >= 8) d = 0;
+ return d;
+}
+
+bool LiquidTile::isCubeShaped()
+{
+ return false;
+}
+
+bool LiquidTile::isSolidRender(bool isServerLevel)
+{
+ return false;
+}
+
+bool LiquidTile::mayPick(int data, bool liquid)
+{
+ return liquid && data == 0;
+}
+
+bool LiquidTile::isSolidFace(LevelSource *level, int x, int y, int z, int face)
+{
+ Material *m = level->getMaterial(x, y, z);
+ if (m == this->material) return false;
+ if (face == Facing::UP) return true;
+ if (m == Material::ice) return false;
+
+ return Tile::isSolidFace(level, x, y, z, face);
+}
+
+bool LiquidTile::shouldRenderFace(LevelSource *level, int x, int y, int z, int face)
+{
+ Material *m = level->getMaterial(x, y, z);
+ if (m == this->material) return false;
+ if (face == Facing::UP) return true;
+ if (m == Material::ice) return false;
+ return Tile::shouldRenderFace(level, x, y, z, face);
+}
+
+AABB *LiquidTile::getAABB(Level *level, int x, int y, int z)
+{
+ return NULL;
+}
+
+int LiquidTile::getRenderShape()
+{
+ return Tile::SHAPE_WATER;
+}
+
+int LiquidTile::getResource(int data, Random *random, int playerBonusLevel)
+{
+ return 0;
+}
+
+int LiquidTile::getResourceCount(Random *random)
+{
+ return 0;
+}
+
+Vec3 *LiquidTile::getFlow(LevelSource *level, int x, int y, int z)
+{
+ Vec3 *flow = Vec3::newTemp(0,0,0);
+ int mid = getRenderedDepth(level, x, y, z);
+ for (int d = 0; d < 4; d++)
+ {
+
+ int xt = x;
+ int yt = y;
+ int zt = z;
+
+ if (d == 0) xt--;
+ if (d == 1) zt--;
+ if (d == 2) xt++;
+ if (d == 3) zt++;
+
+ int t = getRenderedDepth(level, xt, yt, zt);
+ if (t < 0)
+ {
+ if (!level->getMaterial(xt, yt, zt)->blocksMotion())
+ {
+ t = getRenderedDepth(level, xt, yt - 1, zt);
+ if (t >= 0)
+ {
+ int dir = t - (mid - 8);
+ flow = flow->add((xt - x) * dir, (yt - y) * dir, (zt - z) * dir);
+ }
+ }
+ } else
+ {
+ if (t >= 0)
+ {
+ int dir = t - mid;
+ flow = flow->add((xt - x) * dir, (yt - y) * dir, (zt - z) * dir);
+ }
+ }
+
+ }
+ if (level->getData(x, y, z) >= 8)
+ {
+ bool ok = false;
+ if (ok || isSolidFace(level, x, y, z - 1, 2)) ok = true;
+ if (ok || isSolidFace(level, x, y, z + 1, 3)) ok = true;
+ if (ok || isSolidFace(level, x - 1, y, z, 4)) ok = true;
+ if (ok || isSolidFace(level, x + 1, y, z, 5)) ok = true;
+ if (ok || isSolidFace(level, x, y + 1, z - 1, 2)) ok = true;
+ if (ok || isSolidFace(level, x, y + 1, z + 1, 3)) ok = true;
+ if (ok || isSolidFace(level, x - 1, y + 1, z, 4)) ok = true;
+ if (ok || isSolidFace(level, x + 1, y + 1, z, 5)) ok = true;
+ if (ok) flow = flow->normalize()->add(0, -6, 0);
+ }
+ flow = flow->normalize();
+ return flow;
+}
+
+void LiquidTile::handleEntityInside(Level *level, int x, int y, int z, shared_ptr<Entity> e, Vec3 *current)
+{
+ Vec3 *flow = getFlow(level, x, y, z);
+ current->x += flow->x;
+ current->y += flow->y;
+ current->z += flow->z;
+}
+
+int LiquidTile::getTickDelay()
+{
+ if (material == Material::water) return 5;
+ if (material == Material::lava) return 30;
+ return 0;
+}
+
+// 4J - change brought forward from 1.8.2
+int LiquidTile::getLightColor(LevelSource *level, int x, int y, int z, int tileId/*=-1*/)
+{
+ // 4J - note that this code seems to basically be a hack to fix a problem where post-processed things like lakes aren't getting lit properly
+ int a = level->getLightColor(x, y, z, 0, tileId);
+ int b = level->getLightColor(x, y + 1, z, 0, tileId);
+
+ int aa = a & 0xff;
+ int ba = b & 0xff;
+ int ab = (a >> 16) & 0xff;
+ int bb = (b >> 16) & 0xff;
+
+ return (aa > ba ? aa : ba) | ((ab > bb ? ab : bb) << 16);
+}
+
+float LiquidTile::getBrightness(LevelSource *level, int x, int y, int z)
+{
+ float a = level->getBrightness(x, y, z);
+ float b = level->getBrightness(x, y + 1, z);
+ return a > b ? a : b;
+}
+
+int LiquidTile::getRenderLayer()
+{
+ return material == Material::water ? 1 : 0;
+}
+
+void LiquidTile::animateTick(Level *level, int x, int y, int z, Random *random)
+{
+ if (material == Material::water)
+ {
+ if (random->nextInt(10) == 0)
+ {
+ int d = level->getData(x, y, z);
+ if (d <= 0 || d >= 8)
+ {
+ level->addParticle(eParticleType_suspended, x + random->nextFloat(), y + random->nextFloat(), z + random->nextFloat(), 0, 0, 0);
+ }
+ }
+ // 4J-PB - this loop won't run!
+ for (int i = 0; i < 0; i++)
+ { // This was an attempt to add foam to
+ // the bottoms of waterfalls. It
+ // didn't went ok.
+ int dir = random->nextInt(4);
+ int xt = x;
+ int zt = z;
+ if (dir == 0) xt--;
+ if (dir == 1) xt++;
+ if (dir == 2) zt--;
+ if (dir == 3) zt++;
+ if (level->getMaterial(xt, y, zt) == Material::air && (level->getMaterial(xt, y - 1, zt)->blocksMotion() || level->getMaterial(xt, y - 1, zt)->isLiquid()))
+ {
+ float r = 1 / 16.0f;
+ double xx = x + random->nextFloat();
+ double yy = y + random->nextFloat();
+ double zz = z + random->nextFloat();
+ if (dir == 0) xx = x - r;
+ if (dir == 1) xx = x + 1 + r;
+ if (dir == 2) zz = z - r;
+ if (dir == 3) zz = z + 1 + r;
+
+ double xd = 0;
+ double zd = 0;
+
+ if (dir == 0) xd = -r;
+ if (dir == 1) xd = +r;
+ if (dir == 2) zd = -r;
+ if (dir == 3) zd = +r;
+
+ level->addParticle(eParticleType_splash, xx, yy, zz, xd, 0, zd);
+ }
+ }
+ }
+ if (material == Material::water && random->nextInt(64) == 0)
+ {
+ int d = level->getData(x, y, z);
+ if (d > 0 && d < 8)
+ {
+ level->playLocalSound(x + 0.5f, y + 0.5f, z + 0.5f, eSoundType_LIQUID_WATER, random->nextFloat() * 0.25f + 0.75f, random->nextFloat() * 1.0f + 0.5f);
+ }
+ }
+ if (material == Material::lava)
+ {
+ if (level->getMaterial(x, y + 1, z) == Material::air && !level->isSolidRenderTile(x, y + 1, z))
+ {
+ if (random->nextInt(100) == 0)
+ {
+ ThreadStorage *tls = (ThreadStorage *)TlsGetValue(Tile::tlsIdxShape);
+ double xx = x + random->nextFloat();
+ double yy = y + tls->yy1;
+ double zz = z + random->nextFloat();
+ level->addParticle(eParticleType_lava, xx, yy, zz, 0, 0, 0);
+ // 4J - new sound brought forward from 1.2.3
+ level->playLocalSound(xx, yy, zz, eSoundType_LIQUID_LAVA_POP, 0.2f + random->nextFloat() * 0.2f, 0.9f + random->nextFloat() * 0.15f);
+ }
+ // 4J - new sound brought forward from 1.2.3
+ if (random->nextInt(200) == 0)
+ {
+ level->playLocalSound(x, y, z, eSoundType_LIQUID_LAVA, 0.2f + random->nextFloat() * 0.2f, 0.9f + random->nextFloat() * 0.15f);
+ }
+ }
+ }
+
+ if (random->nextInt(10) == 0)
+ {
+ if (level->isTopSolidBlocking(x, y - 1, z) && !level->getMaterial(x, y - 2, z)->blocksMotion())
+ {
+ double xx = x + random->nextFloat();
+ double yy = y - 1.05;
+ double zz = z + random->nextFloat();
+
+ if (material == Material::water) level->addParticle(eParticleType_dripWater, xx, yy, zz, 0, 0, 0);
+ else level->addParticle(eParticleType_dripLava, xx, yy, zz, 0, 0, 0);
+ }
+ }
+}
+
+double LiquidTile::getSlopeAngle(LevelSource *level, int x, int y, int z, Material *m)
+{
+ Vec3 *flow = NULL;
+ if (m == Material::water) flow = ((LiquidTile *) Tile::water)->getFlow(level, x, y, z);
+ if (m == Material::lava) flow = ((LiquidTile *) Tile::lava)->getFlow(level, x, y, z);
+ if (flow->x == 0 && flow->z == 0) return -1000;
+ return atan2(flow->z, flow->x) - PI / 2;
+}
+
+void LiquidTile::onPlace(Level *level, int x, int y, int z)
+{
+ updateLiquid(level, x, y, z);
+}
+
+void LiquidTile::neighborChanged(Level *level, int x, int y, int z, int type)
+{
+ updateLiquid(level, x, y, z);
+}
+
+void LiquidTile::updateLiquid(Level *level, int x, int y, int z)
+{
+ if (level->getTile(x, y, z) != id) return;
+ if (material == Material::lava)
+ {
+ bool water = false;
+ if (water || level->getMaterial(x, y, z - 1) == Material::water) water = true;
+ if (water || level->getMaterial(x, y, z + 1) == Material::water) water = true;
+ if (water || level->getMaterial(x - 1, y, z) == Material::water) water = true;
+ if (water || level->getMaterial(x + 1, y, z) == Material::water) water = true;
+ if (water || level->getMaterial(x, y + 1, z) == Material::water) water = true;
+ if (water)
+ {
+ int data = level->getData(x, y, z);
+ if (data == 0)
+ {
+ level->setTile(x, y, z, Tile::obsidian_Id);
+ }
+ else if (data <= 4)
+ {
+ level->setTile(x, y, z, Tile::stoneBrick_Id);
+ }
+ fizz(level, x, y, z);
+ }
+ }
+
+}
+
+void LiquidTile::fizz(Level *level, int x, int y, int z)
+{
+ MemSect(31);
+ level->playSound(x + 0.5f, y + 0.5f, z + 0.5f, eSoundType_RANDOM_FIZZ, 0.5f, 2.6f + (level->random->nextFloat() - level->random->nextFloat()) * 0.8f);
+ MemSect(0);
+ for (int i = 0; i < 8; i++)
+ {
+ level->addParticle(eParticleType_largesmoke, x +Math::random(), y + 1.2, z + Math::random(), 0, 0, 0);
+ }
+}
+
+void LiquidTile::registerIcons(IconRegister *iconRegister)
+{
+ if (material == Material::lava)
+ {
+ icons[0] = iconRegister->registerIcon(TEXTURE_LAVA_STILL);
+ icons[1] = iconRegister->registerIcon(TEXTURE_LAVA_FLOW);
+ }
+ else
+ {
+ icons[0] = iconRegister->registerIcon(TEXTURE_WATER_STILL);
+ icons[1] = iconRegister->registerIcon(TEXTURE_WATER_FLOW);
+ }
+}
+
+Icon *LiquidTile::getTexture(const wstring &name)
+{
+ if (name.compare(TEXTURE_WATER_STILL)==0) return Tile::water->icons[0];
+ if (name.compare(TEXTURE_WATER_FLOW)==0) return Tile::water->icons[1];
+ if (name.compare(TEXTURE_LAVA_STILL)==0) return Tile::lava->icons[0];
+ if (name.compare(TEXTURE_LAVA_FLOW)==0) return Tile::lava->icons[1];
+ return NULL;
+}