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-rw-r--r--Minecraft.World/Region.cpp364
1 files changed, 364 insertions, 0 deletions
diff --git a/Minecraft.World/Region.cpp b/Minecraft.World/Region.cpp
new file mode 100644
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--- /dev/null
+++ b/Minecraft.World/Region.cpp
@@ -0,0 +1,364 @@
+#include "stdafx.h"
+#include "net.minecraft.world.level.biome.h"
+#include "net.minecraft.world.level.chunk.h"
+#include "net.minecraft.world.level.dimension.h"
+#include "net.minecraft.world.level.tile.h"
+#include "Material.h"
+#include "Level.h"
+
+#include "Region.h"
+
+
+Region::~Region()
+{
+ for(unsigned int i = 0; i < chunks->length; ++i)
+ {
+ LevelChunkArray *lca = (*chunks)[i];
+ delete [] lca->data;
+ delete lca;
+ }
+ delete [] chunks->data;
+ delete chunks;
+
+ // AP - added a caching system for Chunk::rebuild to take advantage of
+ if( CachedTiles )
+ {
+ free(CachedTiles);
+ }
+}
+
+Region::Region(Level *level, int x1, int y1, int z1, int x2, int y2, int z2)
+{
+ this->level = level;
+
+ xc1 = x1 >> 4;
+ zc1 = z1 >> 4;
+ int xc2 = x2 >> 4;
+ int zc2 = z2 >> 4;
+
+ chunks = new LevelChunk2DArray(xc2 - xc1 + 1, zc2 - zc1 + 1);
+
+ allEmpty = true;
+ for (int xc = xc1; xc <= xc2; xc++)
+ {
+ for (int zc = zc1; zc <= zc2; zc++)
+ {
+ LevelChunk *chunk = level->getChunk(xc, zc);
+ if(chunk != NULL)
+ {
+ LevelChunkArray *lca = (*chunks)[xc - xc1];
+ lca->data[zc - zc1] = chunk;
+ //(*chunks)[xc - xc1].data[zc - zc1] = level->getChunk(xc, zc);
+ if (!chunk->isYSpaceEmpty(y1, y2))
+ {
+ allEmpty = false;
+ }
+ }
+ }
+ }
+
+ // AP - added a caching system for Chunk::rebuild to take advantage of
+ xcCached = -1;
+ zcCached = -1;
+ CachedTiles = NULL;
+}
+
+bool Region::isAllEmpty()
+{
+ return allEmpty;
+}
+
+int Region::getTile(int x, int y, int z)
+{
+ if (y < 0) return 0;
+ if (y >= Level::maxBuildHeight) return 0;
+
+ int xc = (x >> 4);
+ int zc = (z >> 4);
+
+#ifdef __PSVITA__
+ // AP - added a caching system for Chunk::rebuild to take advantage of
+ if( CachedTiles && xc == xcCached && zc == zcCached )
+ {
+ unsigned char* Tiles = CachedTiles;
+ Tiles += y;
+ if(y >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT)
+ {
+ Tiles += Level::COMPRESSED_CHUNK_SECTION_TILES - Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
+ }
+
+ return Tiles[ ( (x & 15) << 11 ) | ( (z & 15) << 7 ) ];
+ }
+#endif
+
+ xc -= xc1;
+ zc -= zc1;
+
+ if (xc < 0 || xc >= (int)chunks->length || zc < 0 || zc >= (int)(*chunks)[xc]->length)
+ {
+ return 0;
+ }
+
+ LevelChunk *lc = (*chunks)[xc]->data[zc];
+ if (lc == NULL) return 0;
+
+ return lc->getTile(x & 15, y, z & 15);
+}
+
+// AP - added a caching system for Chunk::rebuild to take advantage of
+void Region::setCachedTiles(unsigned char *tiles, int xc, int zc)
+{
+ xcCached = xc;
+ zcCached = zc;
+ int size = 16 * 16 * Level::maxBuildHeight;
+ if( CachedTiles == NULL )
+ {
+ CachedTiles = (unsigned char *) malloc(size);
+ }
+ memcpy(CachedTiles, tiles, size);
+}
+
+LevelChunk* Region::getLevelChunk(int x, int y, int z)
+{
+ if (y < 0) return 0;
+ if (y >= Level::maxBuildHeight) return NULL;
+
+ int xc = (x >> 4) - xc1;
+ int zc = (z >> 4) - zc1;
+
+ if (xc < 0 || xc >= (int)chunks->length || zc < 0 || zc >= (int)(*chunks)[xc]->length)
+ {
+ return NULL;
+ }
+
+ LevelChunk *lc = (*chunks)[xc]->data[zc];
+ return lc;
+}
+
+
+
+shared_ptr<TileEntity> Region::getTileEntity(int x, int y, int z)
+{
+ int xc = (x >> 4) - xc1;
+ int zc = (z >> 4) - zc1;
+
+ return (*chunks)[xc]->data[zc]->getTileEntity(x & 15, y, z & 15);
+}
+
+int Region::getLightColor(int x, int y, int z, int emitt, int tileId/*=-1*/)
+{
+ int s = getBrightnessPropagate(LightLayer::Sky, x, y, z, tileId);
+ int b = getBrightnessPropagate(LightLayer::Block, x, y, z, tileId);
+ if (b < emitt) b = emitt;
+ return s << 20 | b << 4;
+}
+
+float Region::getBrightness(int x, int y, int z, int emitt)
+{
+ int n = getRawBrightness(x, y, z);
+ if (n < emitt) n = emitt;
+ return level->dimension->brightnessRamp[n];
+}
+
+
+float Region::getBrightness(int x, int y, int z)
+{
+ return level->dimension->brightnessRamp[getRawBrightness(x, y, z)];
+}
+
+
+int Region::getRawBrightness(int x, int y, int z)
+{
+ return getRawBrightness(x, y, z, true);
+}
+
+
+int Region::getRawBrightness(int x, int y, int z, bool propagate)
+{
+ if (x < -Level::MAX_LEVEL_SIZE || z < -Level::MAX_LEVEL_SIZE || x >= Level::MAX_LEVEL_SIZE || z > Level::MAX_LEVEL_SIZE)
+ {
+ return Level::MAX_BRIGHTNESS;
+ }
+
+ if (propagate)
+ {
+ int id = getTile(x, y, z);
+ switch(id)
+ {
+ case Tile::stoneSlabHalf_Id:
+ case Tile::woodSlabHalf_Id:
+ case Tile::farmland_Id:
+ case Tile::stairs_stone_Id:
+ case Tile::stairs_wood_Id:
+ {
+ int br = getRawBrightness(x, y + 1, z, false);
+ int br1 = getRawBrightness(x + 1, y, z, false);
+ int br2 = getRawBrightness(x - 1, y, z, false);
+ int br3 = getRawBrightness(x, y, z + 1, false);
+ int br4 = getRawBrightness(x, y, z - 1, false);
+ if (br1 > br) br = br1;
+ if (br2 > br) br = br2;
+ if (br3 > br) br = br3;
+ if (br4 > br) br = br4;
+ return br;
+ }
+ break;
+ }
+ }
+
+ if (y < 0) return 0;
+ if (y >= Level::maxBuildHeight)
+ {
+ int br = Level::MAX_BRIGHTNESS - level->skyDarken;
+ if (br < 0) br = 0;
+ return br;
+ }
+
+ int xc = (x >> 4) - xc1;
+ int zc = (z >> 4) - zc1;
+
+ return (*chunks)[xc]->data[zc]->getRawBrightness(x & 15, y, z & 15, level->skyDarken);
+}
+
+
+int Region::getData(int x, int y, int z)
+{
+ if (y < 0) return 0;
+ if (y >= Level::maxBuildHeight) return 0;
+ int xc = (x >> 4) - xc1;
+ int zc = (z >> 4) - zc1;
+
+ return (*chunks)[xc]->data[zc]->getData(x & 15, y, z & 15);
+}
+
+Material *Region::getMaterial(int x, int y, int z)
+{
+ int t = getTile(x, y, z);
+ if (t == 0) return Material::air;
+ return Tile::tiles[t]->material;
+}
+
+
+BiomeSource *Region::getBiomeSource()
+{
+ return level->getBiomeSource();
+}
+
+Biome *Region::getBiome(int x, int z)
+{
+ return level->getBiome(x, z);
+}
+
+bool Region::isSolidRenderTile(int x, int y, int z)
+{
+ Tile *tile = Tile::tiles[getTile(x, y, z)];
+ if (tile == NULL) return false;
+
+ // 4J - addition here to make rendering big blocks of leaves more efficient. Normally leaves never consider themselves as solid, so
+ // blocks of leaves will have all sides of each block completely visible. Changing to consider as solid if this block is surrounded by
+ // other leaves (or solid things). This is paired with another change in Tile::getTexture which makes such solid tiles actually visibly solid (these
+ // textures exist already for non-fancy graphics). Note: this tile-specific code is here rather than making some new virtual method in the tiles,
+ // for the sake of efficiency - I don't imagine we'll be doing much more of this sort of thing
+ if( tile->id == Tile::leaves_Id )
+ {
+ int axo[6] = { 1,-1, 0, 0, 0, 0};
+ int ayo[6] = { 0, 0, 1,-1, 0, 0};
+ int azo[6] = { 0, 0, 0, 0, 1,-1};
+ for( int i = 0; i < 6; i++ )
+ {
+ int t = getTile(x + axo[i], y + ayo[i] , z + azo[i]);
+ if( ( t != Tile::leaves_Id ) && ( ( Tile::tiles[t] == NULL ) || !Tile::tiles[t]->isSolidRender() ) )
+ {
+ return false;
+ }
+ }
+
+ return true;
+ }
+
+ return tile->isSolidRender();
+}
+
+
+bool Region::isSolidBlockingTile(int x, int y, int z)
+{
+ Tile *tile = Tile::tiles[getTile(x, y, z)];
+ if (tile == NULL) return false;
+ return tile->material->blocksMotion() && tile->isCubeShaped();
+}
+
+bool Region::isTopSolidBlocking(int x, int y, int z)
+{
+ // Temporary workaround until tahgs per-face solidity is finished
+ Tile *tile = Tile::tiles[getTile(x, y, z)];
+ if (tile == NULL) return false;
+
+ if (tile->material->isSolidBlocking() && tile->isCubeShaped()) return true;
+ if (dynamic_cast<StairTile *>(tile)) return (getData(x, y, z) & StairTile::UPSIDEDOWN_BIT) == StairTile::UPSIDEDOWN_BIT;
+ if (dynamic_cast<HalfSlabTile *>(tile)) return (getData(x, y, z) & HalfSlabTile::TOP_SLOT_BIT) == HalfSlabTile::TOP_SLOT_BIT;
+ return false;
+}
+
+bool Region::isEmptyTile(int x, int y, int z)
+{
+ Tile *tile = Tile::tiles[getTile(x, y, z)];
+ return (tile == NULL);
+}
+
+
+// 4J - brought forward from 1.8.2
+int Region::getBrightnessPropagate(LightLayer::variety layer, int x, int y, int z, int tileId)
+{
+ if (y < 0) y = 0;
+ if (y >= Level::maxBuildHeight) y = Level::maxBuildHeight - 1;
+ 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)
+ {
+ // 4J Stu - The java LightLayer was an enum class type with a member "surrounding" which is what we
+ // were returning here. Surrounding has the same value as the enum value in our C++ code, so just cast
+ // it to an int
+ return (int)layer;
+ }
+
+ int id = tileId > -1 ? tileId : getTile(x, y, z);
+ if (Tile::propagate[id])
+ {
+ int br = getBrightness(layer, x, y + 1, z); if( br == 15 ) return 15;
+ int br1 = getBrightness(layer, x + 1, y, z); if( br1 == 15 ) return 15;
+ int br2 = getBrightness(layer, x - 1, y, z); if( br2 == 15 ) return 15;
+ int br3 = getBrightness(layer, x, y, z + 1); if( br3 == 15 ) return 15;
+ int br4 = getBrightness(layer, x, y, z - 1); if( br4 == 15 ) return 15;
+ if (br1 > br) br = br1;
+ if (br2 > br) br = br2;
+ if (br3 > br) br = br3;
+ if (br4 > br) br = br4;
+ return br;
+ }
+
+ int xc = (x >> 4) - xc1;
+ int zc = (z >> 4) - zc1;
+
+ return (*chunks)[xc]->data[zc]->getBrightness(layer, x & 15, y, z & 15);
+}
+
+// 4J - brought forward from 1.8.2
+int Region::getBrightness(LightLayer::variety layer, int x, int y, int z)
+{
+ if (y < 0) y = 0;
+ if (y >= Level::maxBuildHeight) y = Level::maxBuildHeight - 1;
+ 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)
+ {
+ // 4J Stu - The java LightLayer was an enum class type with a member "surrounding" which is what we
+ // were returning here. Surrounding has the same value as the enum value in our C++ code, so just cast
+ // it to an int
+ return (int)layer;
+ }
+ int xc = (x >> 4) - xc1;
+ int zc = (z >> 4) - zc1;
+
+ return (*chunks)[xc]->data[zc]->getBrightness(layer, x & 15, y, z & 15);
+}
+
+int Region::getMaxBuildHeight()
+{
+ return Level::maxBuildHeight;
+} \ No newline at end of file