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Stillkill committed 2026-03-08 15:26:08 -05:00
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//package net.minecraft.world.phys;
//import java->util.ArrayList;
//import java->util.List;
#include "stdafx.h"
#include "AABB.h"
#include "HitResult.h"
DWORD AABB::tlsIdx = 0;
AABB::ThreadStorage *AABB::tlsDefault = NULL;
AABB::ThreadStorage::ThreadStorage()
{
pool = new AABB[POOL_SIZE];
poolPointer = 0;
}
AABB::ThreadStorage::~ThreadStorage()
{
delete pool;
}
void AABB::CreateNewThreadStorage()
{
ThreadStorage *tls = new ThreadStorage();
if(tlsDefault == NULL )
{
tlsIdx = TlsAlloc();
tlsDefault = tls;
}
TlsSetValue(tlsIdx, tls);
}
void AABB::UseDefaultThreadStorage()
{
TlsSetValue(tlsIdx, tlsDefault);
}
void AABB::ReleaseThreadStorage()
{
ThreadStorage *tls = (ThreadStorage *)TlsGetValue(tlsIdx);
if( tls == tlsDefault ) return;
delete tls;
}
AABB *AABB::newPermanent(double x0, double y0, double z0, double x1, double y1, double z1)
{
return new AABB(x0, y0, z0, x1, y1, z1);
}
void AABB::clearPool()
{
}
void AABB::resetPool()
{
}
AABB *AABB::newTemp(double x0, double y0, double z0, double x1, double y1, double z1)
{
ThreadStorage *tls = (ThreadStorage *)TlsGetValue(tlsIdx);
AABB *thisAABB = &tls->pool[tls->poolPointer];
thisAABB->set(x0, y0, z0, x1, y1, z1);
tls->poolPointer = ( tls->poolPointer + 1 ) % ThreadStorage::POOL_SIZE;
return thisAABB;
}
AABB::AABB(double x0, double y0, double z0, double x1, double y1, double z1)
{
this->x0 = x0;
this->y0 = y0;
this->z0 = z0;
this->x1 = x1;
this->y1 = y1;
this->z1 = z1;
}
AABB *AABB::set(double x0, double y0, double z0, double x1, double y1, double z1)
{
this->x0 = x0;
this->y0 = y0;
this->z0 = z0;
this->x1 = x1;
this->y1 = y1;
this->z1 = z1;
return this;
}
AABB *AABB::expand(double xa, double ya, double za)
{
double _x0 = x0;
double _y0 = y0;
double _z0 = z0;
double _x1 = x1;
double _y1 = y1;
double _z1 = z1;
if (xa < 0) _x0 += xa;
if (xa > 0) _x1 += xa;
if (ya < 0) _y0 += ya;
if (ya > 0) _y1 += ya;
if (za < 0) _z0 += za;
if (za > 0) _z1 += za;
return AABB::newTemp(_x0, _y0, _z0, _x1, _y1, _z1);
}
AABB *AABB::grow(double xa, double ya, double za)
{
double _x0 = x0 - xa;
double _y0 = y0 - ya;
double _z0 = z0 - za;
double _x1 = x1 + xa;
double _y1 = y1 + ya;
double _z1 = z1 + za;
return AABB::newTemp(_x0, _y0, _z0, _x1, _y1, _z1);
}
AABB *AABB::cloneMove(double xa, double ya, double za)
{
return AABB::newTemp(x0 + xa, y0 + ya, z0 + za, x1 + xa, y1 + ya, z1 + za);
}
double AABB::clipXCollide(AABB *c, double xa)
{
if (c->y1 <= y0 || c->y0 >= y1) return xa;
if (c->z1 <= z0 || c->z0 >= z1) return xa;
if (xa > 0 && c->x1 <= x0)
{
double max = x0 - c->x1;
if (max < xa) xa = max;
}
if (xa < 0 && c->x0 >= x1)
{
double max = x1 - c->x0;
if (max > xa) xa = max;
}
return xa;
}
double AABB::clipYCollide(AABB *c, double ya)
{
if (c->x1 <= x0 || c->x0 >= x1) return ya;
if (c->z1 <= z0 || c->z0 >= z1) return ya;
if (ya > 0 && c->y1 <= y0)
{
double max = y0 - c->y1;
if (max < ya) ya = max;
}
if (ya < 0 && c->y0 >= y1)
{
double max = y1 - c->y0;
if (max > ya) ya = max;
}
return ya;
}
double AABB::clipZCollide(AABB *c, double za)
{
if (c->x1 <= x0 || c->x0 >= x1) return za;
if (c->y1 <= y0 || c->y0 >= y1) return za;
if (za > 0 && c->z1 <= z0)
{
double max = z0 - c->z1;
if (max < za) za = max;
}
if (za < 0 && c->z0 >= z1)
{
double max = z1 - c->z0;
if (max > za) za = max;
}
return za;
}
bool AABB::intersects(AABB *c)
{
if (c->x1 <= x0 || c->x0 >= x1) return false;
if (c->y1 <= y0 || c->y0 >= y1) return false;
if (c->z1 <= z0 || c->z0 >= z1) return false;
return true;
}
bool AABB::intersectsInner(AABB *c)
{
if (c->x1 < x0 || c->x0 > x1) return false;
if (c->y1 < y0 || c->y0 > y1) return false;
if (c->z1 < z0 || c->z0 > z1) return false;
return true;
}
AABB *AABB::move(double xa, double ya, double za)
{
x0 += xa;
y0 += ya;
z0 += za;
x1 += xa;
y1 += ya;
z1 += za;
return this;
}
bool AABB::intersects(double x02, double y02, double z02, double x12, double y12, double z12)
{
if (x12 <= x0 || x02 >= x1) return false;
if (y12 <= y0 || y02 >= y1) return false;
if (z12 <= z0 || z02 >= z1) return false;
return true;
}
bool AABB::contains(Vec3 *p)
{
if (p->x <= x0 || p->x >= x1) return false;
if (p->y <= y0 || p->y >= y1) return false;
if (p->z <= z0 || p->z >= z1) return false;
return true;
}
// 4J Added
bool AABB::containsIncludingLowerBound(Vec3 *p)
{
if (p->x < x0 || p->x >= x1) return false;
if (p->y < y0 || p->y >= y1) return false;
if (p->z < z0 || p->z >= z1) return false;
return true;
}
double AABB::getSize()
{
double xs = x1 - x0;
double ys = y1 - y0;
double zs = z1 - z0;
return (xs + ys + zs) / 3.0f;
}
AABB *AABB::shrink(double xa, double ya, double za)
{
double _x0 = x0 + xa;
double _y0 = y0 + ya;
double _z0 = z0 + za;
double _x1 = x1 - xa;
double _y1 = y1 - ya;
double _z1 = z1 - za;
return AABB::newTemp(_x0, _y0, _z0, _x1, _y1, _z1);
}
AABB *AABB::copy()
{
return AABB::newTemp(x0, y0, z0, x1, y1, z1);
}
HitResult *AABB::clip(Vec3 *a, Vec3 *b)
{
Vec3 *xh0 = a->clipX(b, x0);
Vec3 *xh1 = a->clipX(b, x1);
Vec3 *yh0 = a->clipY(b, y0);
Vec3 *yh1 = a->clipY(b, y1);
Vec3 *zh0 = a->clipZ(b, z0);
Vec3 *zh1 = a->clipZ(b, z1);
if (!containsX(xh0)) xh0 = NULL;
if (!containsX(xh1)) xh1 = NULL;
if (!containsY(yh0)) yh0 = NULL;
if (!containsY(yh1)) yh1 = NULL;
if (!containsZ(zh0)) zh0 = NULL;
if (!containsZ(zh1)) zh1 = NULL;
Vec3 *closest = NULL;
if (xh0 != NULL && (closest == NULL || a->distanceToSqr(xh0) < a->distanceToSqr(closest))) closest = xh0;
if (xh1 != NULL && (closest == NULL || a->distanceToSqr(xh1) < a->distanceToSqr(closest))) closest = xh1;
if (yh0 != NULL && (closest == NULL || a->distanceToSqr(yh0) < a->distanceToSqr(closest))) closest = yh0;
if (yh1 != NULL && (closest == NULL || a->distanceToSqr(yh1) < a->distanceToSqr(closest))) closest = yh1;
if (zh0 != NULL && (closest == NULL || a->distanceToSqr(zh0) < a->distanceToSqr(closest))) closest = zh0;
if (zh1 != NULL && (closest == NULL || a->distanceToSqr(zh1) < a->distanceToSqr(closest))) closest = zh1;
if (closest == NULL) return NULL;
int face = -1;
if (closest == xh0) face = 4;
if (closest == xh1) face = 5;
if (closest == yh0) face = 0;
if (closest == yh1) face = 1;
if (closest == zh0) face = 2;
if (closest == zh1) face = 3;
return new HitResult(0, 0, 0, face, closest);
}
bool AABB::containsX(Vec3 *v)
{
if (v == NULL) return false;
return v->y >= y0 && v->y <= y1 && v->z >= z0 && v->z <= z1;
}
bool AABB::containsY(Vec3 *v)
{
if (v == NULL) return false;
return v->x >= x0 && v->x <= x1 && v->z >= z0 && v->z <= z1;
}
bool AABB::containsZ(Vec3 *v)
{
if (v == NULL) return false;
return v->x >= x0 && v->x <= x1 && v->y >= y0 && v->y <= y1;
}
void AABB::set(AABB *b)
{
this->x0 = b->x0;
this->y0 = b->y0;
this->z0 = b->z0;
this->x1 = b->x1;
this->y1 = b->y1;
this->z1 = b->z1;
}
wstring AABB::toString()
{
return L"box[" + _toString<double>(x0) + L", " + _toString<double>(y0) + L", " + _toString<double>(z0) + L" -> " +
_toString<double>(x1) + L", " + _toString<double>(y1) + L", " + _toString<double>(z1) + L"]";
}
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#pragma once
#include "Vec3.h"
#include "Definitions.h"
class HitResult;
using namespace std;
class AABB
{
// 4J added so we can have separate pools for different threads
class ThreadStorage
{
public:
static const int POOL_SIZE = 1024;
AABB *pool;
unsigned int poolPointer;
ThreadStorage();
~ThreadStorage();
};
static DWORD tlsIdx;
static ThreadStorage *tlsDefault;
public:
// Each new thread that needs to use Vec3 pools will need to call one of the following 2 functions, to either create its own
// local storage, or share the default storage already allocated by the main thread
static void CreateNewThreadStorage();
static void UseDefaultThreadStorage();
static void ReleaseThreadStorage();
static AABB *newPermanent(double x0, double y0, double z0, double x1, double y1, double z1);
static void clearPool();
static void resetPool();
static AABB *newTemp(double x0, double y0, double z0, double x1, double y1, double z1);
double x0, y0, z0;
double x1, y1, z1;
private:
AABB(double x0, double y0, double z0, double x1, double y1, double z1);
AABB() {}
public:
AABB *set(double x0, double y0, double z0, double x1, double y1, double z1);
AABB *expand(double xa, double ya, double za);
AABB *grow(double xa, double ya, double za);
public:
AABB *cloneMove(double xa, double ya, double za);
double clipXCollide(AABB *c, double xa);
double clipYCollide(AABB *c, double ya);
double clipZCollide(AABB *c, double za);
bool intersects(AABB *c);
bool intersectsInner(AABB *c);
AABB *move(double xa, double ya, double za);
bool intersects(double x02, double y02, double z02, double x12, double y12, double z12);
bool contains(Vec3 *p);
bool containsIncludingLowerBound(Vec3 *p); // 4J Added
double getSize();
AABB *shrink(double xa, double ya, double za);
AABB *copy();
HitResult *clip(Vec3 *a, Vec3 *b);
bool containsX(Vec3 *v);
bool containsY(Vec3 *v);
bool containsZ(Vec3 *v);
void set(AABB *b);
wstring toString();
};
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#include "stdafx.h"
#include "com.mojang.nbt.h"
#include "Abilities.h"
Abilities::Abilities()
{
invulnerable = false;
flying = false;
mayfly = false;
instabuild = false;
mayBuild = true;
flyingSpeed = 0.05f;
walkingSpeed = 0.1f;
#ifdef _DEBUG_MENUS_ENABLED
debugflying = false;
#endif
}
void Abilities::addSaveData(CompoundTag *parentTag)
{
CompoundTag *tag = new CompoundTag();
tag->putBoolean(L"invulnerable", invulnerable);
tag->putBoolean(L"flying", flying);
tag->putBoolean(L"mayfly", mayfly);
tag->putBoolean(L"instabuild", instabuild);
tag->putBoolean(L"mayBuild", mayBuild);
tag->putFloat(L"flySpeed", flyingSpeed);
tag->putFloat(L"walkSpeed", walkingSpeed);
parentTag->put(L"abilities", tag);
}
void Abilities::loadSaveData(CompoundTag *parentTag)
{
if (parentTag->contains(L"abilities"))
{
CompoundTag *tag = parentTag->getCompound(L"abilities");
invulnerable = tag->getBoolean(L"invulnerable");
flying = tag->getBoolean(L"flying");
mayfly = tag->getBoolean(L"mayfly");
instabuild = tag->getBoolean(L"instabuild");
if (tag->contains(L"flySpeed"))
{
flyingSpeed = tag->getFloat(L"flySpeed");
walkingSpeed = tag->getFloat(L"walkSpeed");
}
if (tag->contains(L"mayBuild"))
{
mayBuild = tag->getBoolean(L"mayBuild");
}
}
}
float Abilities::getFlyingSpeed()
{
return flyingSpeed;
}
void Abilities::setFlyingSpeed(float value)
{
this->flyingSpeed = value;
}
float Abilities::getWalkingSpeed()
{
return walkingSpeed;
}
void Abilities::setWalkingSpeed(float value)
{
this->walkingSpeed = value;
}
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#pragma once
class CompoundTag;
class Abilities
{
public:
bool invulnerable;
bool flying;
bool mayfly;
bool instabuild;
bool mayBuild;
private:
float flyingSpeed;
float walkingSpeed;
public:
#ifdef _DEBUG_MENUS_ENABLED
bool debugflying;
#endif
Abilities();
void addSaveData(CompoundTag *parentTag);
void loadSaveData(CompoundTag *parentTag);
float getFlyingSpeed();
void setFlyingSpeed(float value);
float getWalkingSpeed();
void setWalkingSpeed(float value);
};
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#include "stdafx.h"
#include "net.minecraft.world.entity.player.h"
#include "net.minecraft.world.item.h"
#include "Slot.h"
#include "AbstractContainerMenu.h"
// 4J Stu - The java does not have ctor here (being an abstract) but we need one to initialise the member variables
// TODO Make sure all derived classes also call this
AbstractContainerMenu::AbstractContainerMenu()
{
lastSlots = new vector<shared_ptr<ItemInstance> >();
slots = new vector<Slot *>();
containerId = 0;
changeUid = 0;
m_bNeedsRendered = false;
containerListeners = new vector<ContainerListener *>();
}
AbstractContainerMenu::~AbstractContainerMenu()
{
delete lastSlots;
for( unsigned int i = 0; i < slots->size(); i++ )
{
delete slots->at(i);
}
delete slots;
delete containerListeners;
}
Slot *AbstractContainerMenu::addSlot(Slot *slot)
{
slot->index = (int)slots->size();
slots->push_back(slot);
lastSlots->push_back(nullptr);
return slot;
}
void AbstractContainerMenu::addSlotListener(ContainerListener *listener)
{
// TODO 4J Add exceptions
/*
if (containerListeners->contains(listener)) {
throw new IllegalArgumentException("Listener already listening");
}
*/
containerListeners->push_back(listener);
vector<shared_ptr<ItemInstance> > *items = getItems();
listener->refreshContainer(this, items);
delete items;
broadcastChanges();
}
vector<shared_ptr<ItemInstance> > *AbstractContainerMenu::getItems()
{
vector<shared_ptr<ItemInstance> > *items = new vector<shared_ptr<ItemInstance> >();
AUTO_VAR(itEnd, slots->end());
for (AUTO_VAR(it, slots->begin()); it != itEnd; it++)
{
items->push_back((*it)->getItem());
}
return items;
}
void AbstractContainerMenu::sendData(int id, int value)
{
AUTO_VAR(itEnd, containerListeners->end());
for (AUTO_VAR(it, containerListeners->begin()); it != itEnd; it++)
{
(*it)->setContainerData(this, id, value);
}
}
void AbstractContainerMenu::broadcastChanges()
{
for (unsigned int i = 0; i < slots->size(); i++)
{
shared_ptr<ItemInstance> current = slots->at(i)->getItem();
shared_ptr<ItemInstance> expected = lastSlots->at(i);
if (!ItemInstance::matches(expected, current))
{
expected = current == NULL ? nullptr : current->copy();
(*lastSlots)[i] = expected;
m_bNeedsRendered = true;
AUTO_VAR(itEnd, containerListeners->end());
for (AUTO_VAR(it, containerListeners->begin()); it != itEnd; it++)
{
(*it)->slotChanged(this, i, expected);
}
}
}
}
bool AbstractContainerMenu::needsRendered()
{
bool needsRendered = m_bNeedsRendered;
m_bNeedsRendered = false;
for (unsigned int i = 0; i < slots->size(); i++)
{
shared_ptr<ItemInstance> current = slots->at(i)->getItem();
shared_ptr<ItemInstance> expected = lastSlots->at(i);
if (!ItemInstance::matches(expected, current))
{
expected = current == NULL ? nullptr : current->copy();
(*lastSlots)[i] = expected;
needsRendered = true;
}
}
return needsRendered;
}
bool AbstractContainerMenu::clickMenuButton(shared_ptr<Player> player, int buttonId)
{
return false;
}
Slot *AbstractContainerMenu::getSlotFor(shared_ptr<Container> c, int index)
{
AUTO_VAR(itEnd, slots->end());
for (AUTO_VAR(it, slots->begin()); it != itEnd; it++)
{
Slot *slot = *it; //slots->at(i);
if (slot->isAt(c, index))
{
return slot;
}
}
return NULL;
}
Slot *AbstractContainerMenu::getSlot(int index)
{
return slots->at(index);
}
shared_ptr<ItemInstance> AbstractContainerMenu::quickMoveStack(shared_ptr<Player> player, int slotIndex)
{
Slot *slot = slots->at(slotIndex);
if (slot != NULL)
{
return slot->getItem();
}
return nullptr;
}
shared_ptr<ItemInstance> AbstractContainerMenu::clicked(int slotIndex, int buttonNum, int clickType, shared_ptr<Player> player)
{
shared_ptr<ItemInstance> clickedEntity = nullptr;
shared_ptr<Inventory> inventory = player->inventory;
if ((clickType == CLICK_PICKUP || clickType == CLICK_QUICK_MOVE) && (buttonNum == 0 || buttonNum == 1))
{
if (slotIndex == CLICKED_OUTSIDE)
{
if (inventory->getCarried() != NULL)
{
if (slotIndex == CLICKED_OUTSIDE)
{
if (buttonNum == 0)
{
player->drop(inventory->getCarried());
inventory->setCarried(nullptr);
}
if (buttonNum == 1)
{
player->drop(inventory->getCarried()->remove(1));
if (inventory->getCarried()->count == 0) inventory->setCarried(nullptr);
}
}
}
}
else if (clickType == CLICK_QUICK_MOVE)
{
Slot *slot = slots->at(slotIndex);
if(slot != NULL && slot->mayPickup(player))
{
shared_ptr<ItemInstance> piiClicked = quickMoveStack(player, slotIndex);
if (piiClicked != NULL)
{
//int oldSize = piiClicked->count; // 4J - Commented 1.8.2 and replaced with below
int oldType = piiClicked->id;
clickedEntity = piiClicked->copy();
if (slot != NULL)
{
if (slot->getItem() != NULL && slot->getItem()->id == oldType)
{
// 4J Stu - Brought forward loopClick from 1.2 to fix infinite recursion bug in creative
loopClick(slotIndex, buttonNum, true, player);
}
}
}
}
}
else
{
if (slotIndex < 0) return nullptr;
Slot *slot = slots->at(slotIndex);
if (slot != NULL)
{
shared_ptr<ItemInstance> clicked = slot->getItem();
shared_ptr<ItemInstance> carried = inventory->getCarried();
if (clicked != NULL)
{
clickedEntity = clicked->copy();
}
if (clicked == NULL)
{
if (carried != NULL && slot->mayPlace(carried))
{
int c = buttonNum == 0 ? carried->count : 1;
if (c > slot->getMaxStackSize())
{
c = slot->getMaxStackSize();
}
slot->set(carried->remove(c));
if (carried->count == 0)
{
inventory->setCarried(nullptr);
}
}
}
// 4J Added for dyable armour and combinining damaged items
else if (buttonNum == 1 && mayCombine(slot, carried))
{
shared_ptr<ItemInstance> combined = slot->combine(carried);
if(combined != NULL)
{
slot->set(combined);
if(!player->abilities.instabuild) carried->remove(1);
if (carried->count == 0)
{
inventory->setCarried(nullptr);
}
}
}
else if (slot->mayPickup(player))
{
if (carried == NULL)
{
// pick up to empty hand
int c = buttonNum == 0 ? clicked->count : (clicked->count + 1) / 2;
shared_ptr<ItemInstance> removed = slot->remove(c);
inventory->setCarried(removed);
if (clicked->count == 0)
{
slot->set(nullptr);
}
slot->onTake(player, inventory->getCarried());
}
else if (slot->mayPlace(carried))
{
// put down and/or pick up
if (clicked->id != carried->id || clicked->getAuxValue() != carried->getAuxValue() || !ItemInstance::tagMatches(clicked, carried))
{
// no match, replace
if (carried->count <= slot->getMaxStackSize())
{
slot->set(carried);
inventory->setCarried(clicked);
}
}
else
{
// match, attempt to fill slot
int c = buttonNum == 0 ? carried->count : 1;
if (c > slot->getMaxStackSize() - clicked->count)
{
c = slot->getMaxStackSize() - clicked->count;
}
if (c > carried->getMaxStackSize() - clicked->count)
{
c = carried->getMaxStackSize() - clicked->count;
}
carried->remove(c);
if (carried->count == 0)
{
inventory->setCarried(nullptr);
}
clicked->count += c;
}
}
else
{
// pick up to non-empty hand
if (clicked->id == carried->id && carried->getMaxStackSize() > 1 && (!clicked->isStackedByData() || clicked->getAuxValue() == carried->getAuxValue())
&& ItemInstance::tagMatches(clicked, carried))
{
int c = clicked->count;
if (c > 0 && c + carried->count <= carried->getMaxStackSize())
{
carried->count += c;
clicked = slot->remove(c);
if (clicked->count == 0) slot->set(nullptr);
slot->onTake(player, inventory->getCarried());
}
}
}
}
slot->setChanged();
}
}
}
else if (clickType == CLICK_SWAP && buttonNum >= 0 && buttonNum < 9)
{
Slot *slot = slots->at(slotIndex);
if (slot->mayPickup(player))
{
shared_ptr<ItemInstance> current = inventory->getItem(buttonNum);
bool canMove = current == NULL || (slot->container == inventory && slot->mayPlace(current));
int freeSlot = -1;
if (!canMove)
{
freeSlot = inventory->getFreeSlot();
canMove |= freeSlot > -1;
}
if (slot->hasItem() && canMove)
{
shared_ptr<ItemInstance> taking = slot->getItem();
inventory->setItem(buttonNum, taking);
if ((slot->container == inventory && slot->mayPlace(current)) || current == NULL)
{
slot->remove(taking->count);
slot->set(current);
slot->onTake(player, taking);
}
else if (freeSlot > -1)
{
inventory->add(current);
slot->remove(taking->count);
slot->set(nullptr);
slot->onTake(player, taking);
}
}
else if (!slot->hasItem() && current != NULL && slot->mayPlace(current))
{
inventory->setItem(buttonNum, nullptr);
slot->set(current);
}
}
}
else if (clickType == CLICK_CLONE && player->abilities.instabuild && inventory->getCarried() == NULL && slotIndex >= 0)
{
Slot *slot = slots->at(slotIndex);
if (slot != NULL && slot->hasItem())
{
shared_ptr<ItemInstance> copy = slot->getItem()->copy();
copy->count = copy->getMaxStackSize();
inventory->setCarried(copy);
}
}
return clickedEntity;
}
// 4J Stu - Brought forward from 1.2 to fix infinite recursion bug in creative
void AbstractContainerMenu::loopClick(int slotIndex, int buttonNum, bool quickKeyHeld, shared_ptr<Player> player)
{
clicked(slotIndex, buttonNum, CLICK_QUICK_MOVE, player);
}
bool AbstractContainerMenu::mayCombine(Slot *slot, shared_ptr<ItemInstance> item)
{
return false;
}
void AbstractContainerMenu::removed(shared_ptr<Player> player)
{
shared_ptr<Inventory> inventory = player->inventory;
if (inventory->getCarried() != NULL)
{
player->drop(inventory->getCarried());
inventory->setCarried(nullptr);
}
}
void AbstractContainerMenu::slotsChanged()// 4J used to take a shared_ptr<Container> but wasn't using it, so removed to simplify things
{
broadcastChanges();
}
bool AbstractContainerMenu::isPauseScreen()
{
return false;
}
void AbstractContainerMenu::setItem(unsigned int slot, shared_ptr<ItemInstance> item)
{
getSlot(slot)->set(item);
}
void AbstractContainerMenu::setAll(ItemInstanceArray *items)
{
for (unsigned int i = 0; i < items->length; i++)
{
getSlot(i)->set( (*items)[i] );
}
}
void AbstractContainerMenu::setData(int id, int value)
{
}
short AbstractContainerMenu::backup(shared_ptr<Inventory> inventory)
{
changeUid++;
return changeUid;
}
bool AbstractContainerMenu::isSynched(shared_ptr<Player> player)
{
return !(unSynchedPlayers.find(player) != unSynchedPlayers.end());
}
void AbstractContainerMenu::setSynched(shared_ptr<Player> player, bool synched)
{
if (synched)
{
AUTO_VAR(it, unSynchedPlayers.find(player));
if(it != unSynchedPlayers.end()) unSynchedPlayers.erase( it );
}
else
{
unSynchedPlayers.insert(player);
}
}
// 4J Stu - Brought a few changes in this function forward from 1.2 to make it return a bool
bool AbstractContainerMenu::moveItemStackTo(shared_ptr<ItemInstance> itemStack, int startSlot, int endSlot, bool backwards)
{
bool anythingChanged = false;
int destSlot = startSlot;
if (backwards)
{
destSlot = endSlot - 1;
}
// find stackable slots first
if (itemStack->isStackable())
{
while (itemStack->count > 0 && ((!backwards && destSlot < endSlot) || (backwards && destSlot >= startSlot)))
{
Slot *slot = slots->at(destSlot);
shared_ptr<ItemInstance> target = slot->getItem();
if (target != NULL && target->id == itemStack->id && (!itemStack->isStackedByData() || itemStack->getAuxValue() == target->getAuxValue())
&& ItemInstance::tagMatches(itemStack, target) )
{
int totalStack = target->count + itemStack->count;
if (totalStack <= itemStack->getMaxStackSize())
{
itemStack->count = 0;
target->count = totalStack;
slot->setChanged();
anythingChanged = true;
}
else if (target->count < itemStack->getMaxStackSize())
{
itemStack->count -= (itemStack->getMaxStackSize() - target->count);
target->count = itemStack->getMaxStackSize();
slot->setChanged();
anythingChanged = true;
}
}
if (backwards)
{
destSlot--;
}
else
{
destSlot++;
}
}
}
// find empty slot
if (itemStack->count > 0)
{
if (backwards)
{
destSlot = endSlot - 1;
}
else
{
destSlot = startSlot;
}
while ((!backwards && destSlot < endSlot) || (backwards && destSlot >= startSlot))
{
Slot *slot = slots->at(destSlot);
shared_ptr<ItemInstance> target = slot->getItem();
if (target == NULL)
{
slot->set(itemStack->copy());
slot->setChanged();
itemStack->count = 0;
anythingChanged = true;
break;
}
if (backwards)
{
destSlot--;
}
else
{
destSlot++;
}
}
}
return anythingChanged;
}
bool AbstractContainerMenu::isOverrideResultClick(int slotNum, int buttonNum)
{
return false;
}
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#pragma once
using namespace std;
#include "Player.h"
#include "net.minecraft.world.inventory.ContainerListener.h"
using net_minecraft_world_inventory::ContainerListener;
class Inventory;
class Slot;
class Item;
class ItemInstance;
class Container;
class AbstractContainerMenu
{
public:
static const int CLICKED_OUTSIDE = -999;
static const int CLICK_PICKUP = 0;
static const int CLICK_QUICK_MOVE = 1;
static const int CLICK_SWAP = 2;
static const int CLICK_CLONE = 3;
// 4J Stu - Added these to fix problem with items picked up while in the creative menu replacing slots in the creative menu
static const int CONTAINER_ID_CARRIED = -1;
static const int CONTAINER_ID_INVENTORY = 0;
static const int CONTAINER_ID_CREATIVE = -2;
vector<shared_ptr<ItemInstance> > *lastSlots;
vector<Slot *> *slots;
int containerId;
private:
short changeUid;
bool m_bNeedsRendered; // 4J added
protected:
vector<ContainerListener *> *containerListeners;
// 4J Stu - The java does not have ctor here (being an abstract) but we need one to initialise the member variables
// TODO Make sure all derived classes also call this
AbstractContainerMenu();
Slot *addSlot(Slot *slot);
public:
virtual ~AbstractContainerMenu();
virtual void addSlotListener(ContainerListener *listener);
vector<shared_ptr<ItemInstance> > *getItems();
void sendData(int id, int value);
virtual void broadcastChanges();
virtual bool needsRendered();
virtual bool clickMenuButton(shared_ptr<Player> player, int buttonId);
Slot *getSlotFor(shared_ptr<Container> c, int index);
Slot *getSlot(int index);
virtual shared_ptr<ItemInstance> quickMoveStack(shared_ptr<Player> player, int slotIndex);
virtual shared_ptr<ItemInstance> clicked(int slotIndex, int buttonNum, int clickType, shared_ptr<Player> player);
virtual bool mayCombine(Slot *slot, shared_ptr<ItemInstance> item);
protected:
virtual void loopClick(int slotIndex, int buttonNum, bool quickKeyHeld, shared_ptr<Player> player);
public:
virtual void removed(shared_ptr<Player> player);
virtual void slotsChanged();// 4J used to take a shared_ptr<Container> container but wasn't using it, so removed to simplify things
bool isPauseScreen();
void setItem(unsigned int slot, shared_ptr<ItemInstance> item);
void setAll(ItemInstanceArray *items);
virtual void setData(int id, int value);
short backup(shared_ptr<Inventory> inventory);
private:
unordered_set<shared_ptr<Player> , PlayerKeyHash, PlayerKeyEq> unSynchedPlayers;
public:
bool isSynched(shared_ptr<Player> player);
void setSynched(shared_ptr<Player> player, bool synched);
virtual bool stillValid(shared_ptr<Player> player) = 0;
// 4J Stu Added for UI
unsigned int getSize() { return (unsigned int)slots->size(); }
protected:
// 4J Stu - Changes to return bool brought forward from 1.2
bool moveItemStackTo(shared_ptr<ItemInstance> itemStack, int startSlot, int endSlot, bool backwards);
public:
virtual bool isOverrideResultClick(int slotNum, int buttonNum);
};
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#include "stdafx.h"
#include "net.minecraft.locale.h"
#include "ItemInstance.h"
#include "Achievements.h"
#include "DescFormatter.h"
#include "Achievement.h"
void Achievement::_init()
{
isGoldenVar = false;
if (x < Achievements::xMin) Achievements::xMin = x;
if (y < Achievements::yMin) Achievements::yMin = y;
if (x > Achievements::xMax) Achievements::xMax = x;
if (y > Achievements::yMax) Achievements::yMax = y;
}
Achievement::Achievement(int id, const wstring& name, int x, int y, Item *icon, Achievement *requires)
: Stat( Achievements::ACHIEVEMENT_OFFSET + id, I18n::get(wstring(L"achievement.").append(name)) ), desc( I18n::get(wstring(L"achievement.").append(name).append(L".desc"))), icon( new ItemInstance(icon) ), x(x), y(y), requires(requires)
{
}
Achievement::Achievement(int id, const wstring& name, int x, int y, Tile *icon, Achievement *requires)
: Stat( Achievements::ACHIEVEMENT_OFFSET + id, I18n::get(wstring(L"achievement.").append(name)) ), desc( I18n::get(wstring(L"achievement.").append(name).append(L".desc"))), icon( new ItemInstance(icon) ), x(x), y(y), requires(requires)
{
}
Achievement::Achievement(int id, const wstring& name, int x, int y, shared_ptr<ItemInstance> icon, Achievement *requires)
: Stat( Achievements::ACHIEVEMENT_OFFSET + id, I18n::get(wstring(L"achievement.").append(name)) ), desc( I18n::get(wstring(L"achievement.").append(name).append(L".desc"))), icon(icon), x(x), y(y), requires(requires)
{
}
Achievement *Achievement::setAwardLocallyOnly()
{
awardLocallyOnly = true;
return this;
}
Achievement *Achievement::setGolden()
{
isGoldenVar = true;
return this;
}
Achievement *Achievement::postConstruct()
{
Stat::postConstruct();
Achievements::achievements->push_back(this);
return this;
}
bool Achievement::isAchievement()
{
return true;
}
wstring Achievement::getDescription()
{
if (descFormatter != NULL)
{
return descFormatter->format(desc);
}
return desc;
}
Achievement *Achievement::setDescFormatter(DescFormatter *descFormatter)
{
this->descFormatter = descFormatter;
return this;
}
bool Achievement::isGolden()
{
return isGoldenVar;
}
int Achievement::getAchievementID()
{
return id - Achievements::ACHIEVEMENT_OFFSET;
}
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#pragma once
using namespace std;
#include "Stat.h"
class DescFormatter;
class Achievement : public Stat
{
public:
const int x, y;
Achievement *requires;
private:
const wstring desc;
DescFormatter *descFormatter;
public:
const shared_ptr<ItemInstance> icon;
private:
bool isGoldenVar;
void _init();
public:
Achievement(int id, const wstring& name, int x, int y, Item *icon, Achievement *requires);
Achievement(int id, const wstring& name, int x, int y, Tile *icon, Achievement *requires);
Achievement(int id, const wstring& name, int x, int y, shared_ptr<ItemInstance> icon, Achievement *requires);
Achievement *setAwardLocallyOnly();
Achievement *setGolden();
Achievement *postConstruct();
bool isAchievement();
wstring getDescription();
Achievement *setDescFormatter(DescFormatter *descFormatter);
bool isGolden();
int getAchievementID();
};
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#include "stdafx.h"
#include "net.minecraft.stats.h"
#include "net.minecraft.world.item.h"
#include "net.minecraft.world.level.tile.h"
#include "Achievement.h"
#include "Achievements.h"
const int Achievements::ACHIEVEMENT_OFFSET = 0x500000;
// maximum position of achievements (min and max)
int Achievements::xMin = 4294967295; // 4J Stu Was 4294967296 which is 1 larger than maxint. Hopefully no side effects
int Achievements::yMin = 4294967295; // 4J Stu Was 4294967296 which is 1 larger than maxint. Hopefully no side effects
int Achievements::xMax = 0;
int Achievements::yMax = 0;
vector<Achievement *> *Achievements::achievements = new vector<Achievement *>;
Achievement *Achievements::openInventory = NULL;
Achievement *Achievements::mineWood = NULL;
Achievement *Achievements::buildWorkbench = NULL;
Achievement *Achievements::buildPickaxe = NULL;
Achievement *Achievements::buildFurnace = NULL;
Achievement *Achievements::acquireIron = NULL;
Achievement *Achievements::buildHoe = NULL;
Achievement *Achievements::makeBread = NULL;
Achievement *Achievements::bakeCake = NULL;
Achievement *Achievements::buildBetterPickaxe = NULL;
Achievement *Achievements::cookFish = NULL;
Achievement *Achievements::onARail = NULL;
Achievement *Achievements::buildSword = NULL;
Achievement *Achievements::killEnemy = NULL;
Achievement *Achievements::killCow = NULL;
Achievement *Achievements::flyPig = NULL;
Achievement *Achievements::snipeSkeleton = NULL;
Achievement *Achievements::diamonds = NULL;
//Achievement *Achievements::portal = NULL;
Achievement *Achievements::ghast = NULL;
Achievement *Achievements::blazeRod = NULL;
Achievement *Achievements::potion = NULL;
Achievement *Achievements::theEnd = NULL;
Achievement *Achievements::winGame = NULL;
Achievement *Achievements::enchantments = NULL;
//Achievement *Achievements::overkill = NULL;
//Achievement *Achievements::bookcase = NULL;
// 4J : WESTY : Added new acheivements.
Achievement *Achievements::leaderOfThePack = NULL;
Achievement *Achievements::MOARTools = NULL;
Achievement *Achievements::dispenseWithThis = NULL;
Achievement *Achievements::InToTheNether = NULL;
// 4J : WESTY : Added other awards.
Achievement *Achievements::socialPost = NULL;
Achievement *Achievements::eatPorkChop = NULL;
Achievement *Achievements::play100Days = NULL;
Achievement *Achievements::arrowKillCreeper = NULL;
Achievement *Achievements::mine100Blocks = NULL;
Achievement *Achievements::kill10Creepers = NULL;
#ifdef _EXTENDED_ACHIEVEMENTS
Achievement *Achievements::overkill = NULL; // Restored old achivements.
Achievement *Achievements::bookcase = NULL; // Restored old achivements.
// 4J-JEV: New Achievements for Orbis.
Achievement *Achievements::adventuringTime = NULL;
Achievement *Achievements::repopulation = NULL;
//Achievement *Achievements::porkChop = NULL;
Achievement *Achievements::diamondsToYou = NULL;
//Achievement *Achievements::passingTheTime = NULL;
//Achievement *Achievements::archer = NULL;
Achievement *Achievements::theHaggler = NULL;
Achievement *Achievements::potPlanter = NULL;
Achievement *Achievements::itsASign = NULL;
Achievement *Achievements::ironBelly = NULL;
Achievement *Achievements::haveAShearfulDay = NULL;
Achievement *Achievements::rainbowCollection = NULL;
Achievement *Achievements::stayinFrosty = NULL;
Achievement *Achievements::chestfulOfCobblestone = NULL;
Achievement *Achievements::renewableEnergy = NULL;
Achievement *Achievements::musicToMyEars = NULL;
Achievement *Achievements::bodyGuard = NULL;
Achievement *Achievements::ironMan = NULL;
Achievement *Achievements::zombieDoctor = NULL;
Achievement *Achievements::lionTamer = NULL;
#endif
void Achievements::staticCtor()
{
Achievements::openInventory = (new Achievement(eAward_TakingInventory, L"openInventory", 0, 0, Item::book, NULL))->setAwardLocallyOnly()->postConstruct();
Achievements::mineWood = (new Achievement(eAward_GettingWood, L"mineWood", 2, 1, Tile::treeTrunk, (Achievement *) openInventory))->postConstruct();
Achievements::buildWorkbench = (new Achievement(eAward_Benchmarking, L"buildWorkBench", 4, -1, Tile::workBench, (Achievement *) mineWood))->postConstruct();
Achievements::buildPickaxe = (new Achievement(eAward_TimeToMine, L"buildPickaxe", 4, 2, Item::pickAxe_wood, (Achievement *) buildWorkbench))->postConstruct();
Achievements::buildFurnace = (new Achievement(eAward_HotTopic, L"buildFurnace", 3, 4, Tile::furnace_lit, (Achievement *) buildPickaxe))->postConstruct();
Achievements::acquireIron = (new Achievement(eAward_AquireHardware, L"acquireIron", 1, 4, Item::ironIngot, (Achievement *) buildFurnace))->postConstruct();
Achievements::buildHoe = (new Achievement(eAward_TimeToFarm, L"buildHoe", 2, -3, Item::hoe_wood, (Achievement *) buildWorkbench))->postConstruct();
Achievements::makeBread = (new Achievement(eAward_BakeBread, L"makeBread", -1, -3, Item::bread, (Achievement *) buildHoe))->postConstruct();
Achievements::bakeCake = (new Achievement(eAward_TheLie, L"bakeCake", 0, -5, Item::cake, (Achievement *) buildHoe))->postConstruct();
Achievements::buildBetterPickaxe = (new Achievement(eAward_GettingAnUpgrade, L"buildBetterPickaxe", 6, 2, Item::pickAxe_stone, (Achievement *) buildPickaxe))->postConstruct();
Achievements::cookFish = (new Achievement(eAward_DeliciousFish, L"cookFish", 2, 6, Item::fish_cooked, (Achievement *) buildFurnace))->postConstruct();
Achievements::onARail = (new Achievement(eAward_OnARail, L"onARail", 2, 3, Tile::rail, (Achievement *) acquireIron))->setGolden()->postConstruct();
Achievements::buildSword = (new Achievement(eAward_TimeToStrike, L"buildSword", 6, -1, Item::sword_wood, (Achievement *) buildWorkbench))->postConstruct();
Achievements::killEnemy = (new Achievement(eAward_MonsterHunter, L"killEnemy", 8, -1, Item::bone, (Achievement *) buildSword))->postConstruct();
Achievements::killCow = (new Achievement(eAward_CowTipper, L"killCow", 7, -3, Item::leather, (Achievement *) buildSword))->postConstruct();
Achievements::flyPig = (new Achievement(eAward_WhenPigsFly, L"flyPig", 8, -4, Item::saddle, (Achievement *) killCow))->setGolden()->postConstruct();
// 4J Stu - The order of these achievemnts is very important, as they map directly to data stored in the profile data. New achievements should be added at the end.
// 4J : WESTY : Added new achievements. Note, params "x", "y", "icon" and "requires" are ignored on xbox.
Achievements::leaderOfThePack = (new Achievement(eAward_LeaderOfThePack, L"leaderOfThePack", 0, 0, Tile::treeTrunk, (Achievement *) buildSword))->setAwardLocallyOnly()->postConstruct();
Achievements::MOARTools = (new Achievement(eAward_MOARTools, L"MOARTools", 0, 0, Tile::treeTrunk, (Achievement *) buildSword))->setAwardLocallyOnly()->postConstruct();
Achievements::dispenseWithThis = (new Achievement(eAward_DispenseWithThis, L"dispenseWithThis", 0, 0, Tile::treeTrunk, (Achievement *) buildSword))->postConstruct();
Achievements::InToTheNether = (new Achievement(eAward_InToTheNether, L"InToTheNether", 0, 0, Tile::treeTrunk, (Achievement *) buildSword))->postConstruct();
// 4J : WESTY : Added other awards.
Achievements::mine100Blocks = (new Achievement(eAward_mine100Blocks, L"mine100Blocks", 0, 0, Tile::treeTrunk, (Achievement *) buildSword))->setAwardLocallyOnly()->postConstruct();
Achievements::kill10Creepers = (new Achievement(eAward_kill10Creepers, L"kill10Creepers", 0, 0, Tile::treeTrunk, (Achievement *) buildSword))->setAwardLocallyOnly()->postConstruct();
#ifdef _EXTENDED_ACHIEVEMENTS
Achievements::eatPorkChop = (new Achievement(eAward_eatPorkChop, L"eatPorkChop", 0, 0, Tile::treeTrunk, (Achievement *) buildSword))->setAwardLocallyOnly()->postConstruct();
#else
Achievements::eatPorkChop = (new Achievement(eAward_eatPorkChop, L"eatPorkChop", 0, 0, Tile::treeTrunk, (Achievement *) buildSword))->postConstruct();
#endif
Achievements::play100Days = (new Achievement(eAward_play100Days, L"play100Days", 0, 0, Tile::treeTrunk, (Achievement *) buildSword))->setAwardLocallyOnly()->postConstruct();
Achievements::arrowKillCreeper = (new Achievement(eAward_arrowKillCreeper, L"arrowKillCreeper", 0, 0, Tile::treeTrunk, (Achievement *) buildSword))->postConstruct();
Achievements::socialPost = (new Achievement(eAward_socialPost, L"socialPost", 0, 0, Tile::treeTrunk, (Achievement *) buildSword))->postConstruct();
// WARNING: NO NEW ACHIEVMENTS CAN BE ADDED HERE
// These stats (achievements) are directly followed by new stats/achievements in the profile data, so cannot be changed without migrating the profile data
// 4J Stu - All new Java achievements removed to stop them using the profile data
// 4J Stu - This achievment added in 1.8.2, but does not map to any Xbox achievements
Achievements::snipeSkeleton = (new Achievement(eAward_snipeSkeleton, L"snipeSkeleton", 7, 0, Item::bow, (Achievement *) killEnemy))->setGolden()->postConstruct();
// 4J Stu - These added in 1.0.1, but do not map to any Xbox achievements
Achievements::diamonds = (new Achievement(eAward_diamonds, L"diamonds", -1, 5, Item::diamond, (Achievement *) acquireIron) )->postConstruct();
//Achievements::portal = (new Achievement(eAward_portal, L"portal", -1, 7, Tile::obsidian, (Achievement *)diamonds) )->postConstruct();
Achievements::ghast = (new Achievement(eAward_ghast, L"ghast", -4, 8, Item::ghastTear, (Achievement *)ghast) )->setGolden()->postConstruct();
Achievements::blazeRod = (new Achievement(eAward_blazeRod, L"blazeRod", 0, 9, Item::blazeRod, (Achievement *)blazeRod) )->postConstruct();
Achievements::potion = (new Achievement(eAward_potion, L"potion", 2, 8, Item::potion, (Achievement *)potion) )->postConstruct();
Achievements::theEnd = (new Achievement(eAward_theEnd, L"theEnd", 3, 10, Item::eyeOfEnder, (Achievement *)theEnd) )->setGolden()->postConstruct();
Achievements::winGame = (new Achievement(eAward_winGame, L"theEnd2", 4, 13, Tile::dragonEgg, (Achievement *)winGame) )->setGolden()->postConstruct();
Achievements::enchantments = (new Achievement(eAward_enchantments, L"enchantments", -4, 4, Tile::enchantTable, (Achievement *)enchantments) )->postConstruct();
// Achievements::overkill = (new Achievement(eAward_overkill, L"overkill", -4, 1, Item::sword_diamond, (Achievement *)enchantments) )->setGolden()->postConstruct();
// Achievements::bookcase = (new Achievement(eAward_bookcase, L"bookcase", -3, 6, Tile::bookshelf, (Achievement *)enchantments) )->postConstruct();
#ifdef _EXTENDED_ACHIEVEMENTS
Achievements::overkill = (new Achievement(eAward_overkill, L"overkill", -4,1, Item::sword_diamond, (Achievement *)enchantments) )->setGolden()->postConstruct();
Achievements::bookcase = (new Achievement(eAward_bookcase, L"bookcase", -3,6, Tile::bookshelf, (Achievement *)enchantments) )->postConstruct();
Achievements::adventuringTime = (new Achievement(eAward_adventuringTime, L"adventuringTime", 0,0, Tile::bookshelf, (Achievement*) NULL) )->setAwardLocallyOnly()->postConstruct();
Achievements::repopulation = (new Achievement(eAward_repopulation, L"repopulation", 0,0, Tile::bookshelf, (Achievement*) NULL) )->postConstruct();
//Achievements::porkChoop // // // // // //
Achievements::diamondsToYou = (new Achievement(eAward_diamondsToYou, L"diamondsToYou", 0,0, Tile::bookshelf, (Achievement*) NULL) )->postConstruct();
//Achievements::passingTheTime = (new Achievement(eAward_play100Days, L"passingTheTime", 0,0, Tile::bookshelf, (Achievement*) NULL) )->postConstruct();
//Achievements::archer = (new Achievement(eAward_arrowKillCreeper, L"archer", 0,0, Tile::bookshelf, (Achievement*) NULL) )->postConstruct();
Achievements::theHaggler = (new Achievement(eAward_theHaggler, L"theHaggler", 0,0, Tile::bookshelf, (Achievement*) NULL) )->setAwardLocallyOnly()->postConstruct();
Achievements::potPlanter = (new Achievement(eAward_potPlanter, L"potPlanter", 0,0, Tile::bookshelf, (Achievement*) NULL) )->setAwardLocallyOnly()->postConstruct();
Achievements::itsASign = (new Achievement(eAward_itsASign, L"itsASign", 0,0, Tile::bookshelf, (Achievement*) NULL) )->setAwardLocallyOnly()->postConstruct();
Achievements::ironBelly = (new Achievement(eAward_ironBelly, L"ironBelly", 0,0, Tile::bookshelf, (Achievement*) NULL) )->postConstruct();
Achievements::haveAShearfulDay = (new Achievement(eAward_haveAShearfulDay, L"haveAShearfulDay", 0,0, Tile::bookshelf, (Achievement*) NULL) )->postConstruct();
Achievements::rainbowCollection = (new Achievement(eAward_rainbowCollection, L"rainbowCollection", 0,0, Tile::bookshelf, (Achievement*) NULL) )->setAwardLocallyOnly()->postConstruct();
Achievements::stayinFrosty = (new Achievement(eAward_stayinFrosty, L"stayingFrosty", 0,0, Tile::bookshelf, (Achievement*) NULL) )->postConstruct();
Achievements::chestfulOfCobblestone = (new Achievement(eAward_chestfulOfCobblestone, L"chestfulOfCobblestone", 0,0, Tile::bookshelf, (Achievement*) NULL) )->setAwardLocallyOnly()->postConstruct();
Achievements::renewableEnergy = (new Achievement(eAward_renewableEnergy, L"renewableEnergy", 0,0, Tile::bookshelf, (Achievement*) NULL) )->postConstruct();
Achievements::musicToMyEars = (new Achievement(eAward_musicToMyEars, L"musicToMyEars", 0,0, Tile::bookshelf, (Achievement*) NULL) )->postConstruct();
Achievements::bodyGuard = (new Achievement(eAward_bodyGuard, L"bodyGuard", 0,0, Tile::bookshelf, (Achievement*) NULL) )->postConstruct();
Achievements::ironMan = (new Achievement(eAward_ironMan, L"ironMan", 0,0, Tile::bookshelf, (Achievement*) NULL) )->postConstruct();
Achievements::zombieDoctor = (new Achievement(eAward_zombieDoctor, L"zombieDoctor", 0,0, Tile::bookshelf, (Achievement*) NULL) )->postConstruct();
Achievements::lionTamer = (new Achievement(eAward_lionTamer, L"lionTamer", 0,0, Tile::bookshelf, (Achievement*) NULL) )->postConstruct();
#endif
}
// Static { System.out.println(achievements.size() + " achievements"); } TODO
void Achievements::init()
{
}
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#pragma once
using namespace std;
class Achievement;
class Achievements
{
friend class Achievement;
protected:
static const int ACHIEVEMENT_OFFSET;
// maximum position of achievements (min and max)
public:
static const int ACHIEVEMENT_WIDTH_POSITION = 12;
static const int ACHIEVEMENT_HEIGHT_POSITION = 12;
static int xMin, yMin, xMax, yMax;
static vector<Achievement *> *achievements;
static Achievement *openInventory;
static Achievement *mineWood;
static Achievement *buildWorkbench;
static Achievement *buildPickaxe;
static Achievement *buildFurnace;
static Achievement *acquireIron;
static Achievement *buildHoe;
static Achievement *makeBread;
static Achievement *bakeCake;
static Achievement *buildBetterPickaxe;
static Achievement *cookFish;
static Achievement *onARail;
static Achievement *buildSword;
static Achievement *killEnemy;
static Achievement *killCow;
static Achievement *flyPig;
// 4J-JEV: Present on the PS3.
static Achievement *snipeSkeleton;
static Achievement *diamonds;
//static Achievement *portal; //4J-JEV: Whats this?
static Achievement *ghast;
static Achievement *blazeRod;
static Achievement *potion;
static Achievement *theEnd;
static Achievement *winGame;
static Achievement *enchantments;
// 4J : WESTY : Added new acheivements.
static Achievement *leaderOfThePack;
static Achievement *MOARTools;
static Achievement *dispenseWithThis;
static Achievement *InToTheNether;
// 4J : WESTY : Added other awards.
static Achievement *socialPost;
static Achievement *eatPorkChop;
static Achievement *play100Days;
static Achievement *arrowKillCreeper;
static Achievement *mine100Blocks;
static Achievement *kill10Creepers;
#ifdef _EXTENDED_ACHIEVEMENTS
static Achievement *overkill; // Old achievements;
static Achievement *bookcase; // Old achievements;
static Achievement *adventuringTime;
static Achievement *repopulation;
static Achievement *diamondsToYou;
static Achievement *passingTheTime;
static Achievement *archer;
static Achievement *theHaggler;
static Achievement *potPlanter;
static Achievement *itsASign;
static Achievement *ironBelly;
static Achievement *haveAShearfulDay;
static Achievement *rainbowCollection;
static Achievement *stayinFrosty;
static Achievement *chestfulOfCobblestone;
static Achievement *renewableEnergy;
static Achievement *musicToMyEars;
static Achievement *bodyGuard;
static Achievement *ironMan;
static Achievement *zombieDoctor;
static Achievement *lionTamer;
#endif
static void staticCtor();
static void init();
};
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#include "stdafx.h"
#include <exception>
#include <iostream>
#include "InputOutputStream.h"
#include "net.minecraft.world.entity.h"
#include "PacketListener.h"
#include "AddEntityPacket.h"
void AddEntityPacket::_init(shared_ptr<Entity> e, int type, int data, int xp, int yp, int zp, int yRotp, int xRotp)
{
id = e->entityId;
// 4J Stu - We should add entities at their "last sent" position so that the relative update packets
// put them in the correct place
x = xp;//(int) floor(e->x * 32);
y = yp;//(int) floor(e->y * 32);
z = zp;//(int) floor(e->z * 32);
yRot = yRotp;
xRot = xRotp;
this->type = type;
this->data = data;
if (data > -1) // 4J - changed "no data" value to be -1, we can have a valid entity id of 0
{
double xd = e->xd;
double yd = e->yd;
double zd = e->zd;
double m = 3.9;
if (xd < -m) xd = -m;
if (yd < -m) yd = -m;
if (zd < -m) zd = -m;
if (xd > m) xd = m;
if (yd > m) yd = m;
if (zd > m) zd = m;
xa = (int) (xd * 8000.0);
ya = (int) (yd * 8000.0);
za = (int) (zd * 8000.0);
}
}
AddEntityPacket::AddEntityPacket()
{
}
AddEntityPacket::AddEntityPacket(shared_ptr<Entity> e, int type, int yRotp, int xRotp, int xp, int yp, int zp )
{
_init(e, type, -1, xp, yp, zp, yRotp, xRotp); // 4J - changed "no data" value to be -1, we can have a valid entity id of 0
}
AddEntityPacket::AddEntityPacket(shared_ptr<Entity> e, int type, int data, int yRotp, int xRotp, int xp, int yp, int zp )
{
_init(e, type, data, xp, yp, zp, yRotp, xRotp);
}
void AddEntityPacket::read(DataInputStream *dis) // throws IOException TODO 4J JEV add throws statement
{
id = dis->readShort();
type = dis->readByte();
#ifdef _LARGE_WORLDS
x = dis->readInt();
y = dis->readInt();
z = dis->readInt();
#else
x = dis->readShort();
y = dis->readShort();
z = dis->readShort();
#endif
yRot = dis->readByte();
xRot = dis->readByte();
data = dis->readInt();
if (data > -1) // 4J - changed "no data" value to be -1, we can have a valid entity id of 0
{
xa = dis->readShort();
ya = dis->readShort();
za = dis->readShort();
}
}
void AddEntityPacket::write(DataOutputStream *dos) // throws IOException TODO 4J JEV add throws statement
{
dos->writeShort(id);
dos->writeByte(type);
#ifdef _LARGE_WORLDS
dos->writeInt(x);
dos->writeInt(y);
dos->writeInt(z);
#else
dos->writeShort(x);
dos->writeShort(y);
dos->writeShort(z);
#endif
dos->writeByte(yRot);
dos->writeByte(xRot);
dos->writeInt(data);
if (data > -1) // 4J - changed "no data" value to be -1, we can have a valid entity id of 0
{
dos->writeShort(xa);
dos->writeShort(ya);
dos->writeShort(za);
}
}
void AddEntityPacket::handle(PacketListener *listener)
{
listener->handleAddEntity(shared_from_this());
}
int AddEntityPacket::getEstimatedSize()
{
return 11 + data > -1 ? 6 : 0;
}
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#pragma once
using namespace std;
#include "Packet.h"
class AddEntityPacket : public Packet, public enable_shared_from_this<AddEntityPacket>
{
public:
static const int BOAT = 1;
static const int ITEM = 2;
static const int MINECART_RIDEABLE = 10;
static const int MINECART_CHEST = 11;
static const int MINECART_FURNACE = 12;
static const int PRIMED_TNT = 50;
static const int ENDER_CRYSTAL = 51;
static const int ARROW = 60;
static const int SNOWBALL = 61;
static const int EGG = 62;
static const int FIREBALL = 63;
static const int SMALL_FIREBALL = 64;
static const int THROWN_ENDERPEARL = 65;
static const int FALLING = 70;
static const int ITEM_FRAME = 71;
static const int EYEOFENDERSIGNAL = 72;
static const int THROWN_POTION = 73;
static const int FALLING_EGG = 74;
static const int THROWN_EXPBOTTLE = 75;
static const int FISH_HOOK = 90;
// 4J Added TU9
static const int DRAGON_FIRE_BALL = 200;
int id;
int x, y, z;
int xa, ya, za;
int type;
int data;
byte yRot,xRot; // 4J added
private:
void _init(shared_ptr<Entity> e, int type, int data, int xp, int yp, int zp, int yRotp, int xRotp );
public:
AddEntityPacket();
AddEntityPacket(shared_ptr<Entity> e, int type, int yRotp, int xRotp, int xp, int yp, int zp);
AddEntityPacket(shared_ptr<Entity> e, int type, int data, int yRotp, int xRotp, int xp, int yp, int zp );
virtual void read(DataInputStream *dis);
virtual void write(DataOutputStream *dos);
virtual void handle(PacketListener *listener);
virtual int getEstimatedSize();
public:
static shared_ptr<Packet> create() { return shared_ptr<Packet>(new AddEntityPacket()); }
virtual int getId() { return 23; }
};
@@ -0,0 +1,51 @@
#include "stdafx.h"
#include "net.minecraft.world.entity.h"
#include "InputOutputStream.h"
#include "PacketListener.h"
#include "AddExperienceOrbPacket.h"
AddExperienceOrbPacket::AddExperienceOrbPacket()
{
id = 0;
x = y = z = 0;
value = 0;
}
AddExperienceOrbPacket::AddExperienceOrbPacket(shared_ptr<ExperienceOrb> e)
{
id = e->entityId;
x = Mth::floor(e->x * 32);
y = Mth::floor(e->y * 32);
z = Mth::floor(e->z * 32);
value = e->getValue();
}
void AddExperienceOrbPacket::read(DataInputStream *dis)
{
id = dis->readInt();
x = dis->readInt();
y = dis->readInt();
z = dis->readInt();
value = dis->readShort();
}
void AddExperienceOrbPacket::write(DataOutputStream *dos)
{
dos->writeInt(id);
dos->writeInt(x);
dos->writeInt(y);
dos->writeInt(z);
dos->writeShort(value);
}
void AddExperienceOrbPacket::handle(PacketListener *listener)
{
listener->handleAddExperienceOrb(shared_from_this());
}
int AddExperienceOrbPacket::getEstimatedSize()
{
return 18;
}
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#pragma once
#include "Packet.h"
class ExperienceOrb;
class AddExperienceOrbPacket : public Packet, public enable_shared_from_this<AddExperienceOrbPacket>
{
public:
int id;
int x, y, z;
int value;
AddExperienceOrbPacket();
AddExperienceOrbPacket(shared_ptr<ExperienceOrb> e);
virtual void read(DataInputStream *dis);
virtual void write(DataOutputStream *dos);
virtual void handle(PacketListener *listener);
virtual int getEstimatedSize();
static shared_ptr<Packet> create() { return shared_ptr<Packet>(new AddExperienceOrbPacket()); }
virtual int getId() { return 26; }
};
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#include "stdafx.h"
#include <exception>
#include <iostream>
#include "InputOutputStream.h"
#include "net.minecraft.world.entity.h"
#include "net.minecraft.world.entity.global.h"
#include "PacketListener.h"
#include "AddGlobalEntityPacket.h"
const int AddGlobalEntityPacket::LIGHTNING = 1;
AddGlobalEntityPacket::AddGlobalEntityPacket()
{
id = -1;
x = 0;
y = 0;
x = 0;
type = 0;
}
AddGlobalEntityPacket::AddGlobalEntityPacket(shared_ptr<Entity> e)
{
id = e->entityId;
x = Mth::floor(e->x * 32);
y = Mth::floor(e->y * 32);
z = Mth::floor(e->z * 32);
if (dynamic_pointer_cast<LightningBolt>(e) != NULL)
{
this->type = LIGHTNING;
}
else
{
this->type = 0;
}
}
void AddGlobalEntityPacket::read(DataInputStream *dis) // throws IOException
{
id = dis->readInt();
type = dis->readByte();
x = dis->readInt();
y = dis->readInt();
z = dis->readInt();
}
void AddGlobalEntityPacket::write(DataOutputStream *dos) // throws IOException
{
dos->writeInt(id);
dos->writeByte(type);
dos->writeInt(x);
dos->writeInt(y);
dos->writeInt(z);
}
void AddGlobalEntityPacket::handle(PacketListener *listener)
{
listener->handleAddGlobalEntity(shared_from_this());
}
int AddGlobalEntityPacket::getEstimatedSize()
{
return 17;
}
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#pragma once
#include "Packet.h"
class AddGlobalEntityPacket : public Packet, public enable_shared_from_this<AddGlobalEntityPacket>
{
public:
static const int LIGHTNING;
int id;
int x, y, z;
int type;
AddGlobalEntityPacket();
AddGlobalEntityPacket(shared_ptr<Entity> e);
virtual void read(DataInputStream *dis);
virtual void write(DataOutputStream *dos);
virtual void handle(PacketListener *listener);
virtual int getEstimatedSize();
public:
static shared_ptr<Packet> create() { return shared_ptr<Packet>(new AddGlobalEntityPacket()); }
virtual int getId() { return 71; }
};
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#include "stdafx.h"
#include "net.minecraft.world.level.newbiome.layer.h"
#include "net.minecraft.world.level.biome.h"
AddIslandLayer::AddIslandLayer(__int64 seedMixup, shared_ptr<Layer>parent) : Layer(seedMixup)
{
this->parent = parent;
}
intArray AddIslandLayer::getArea(int xo, int yo, int w, int h)
{
int px = xo - 1;
int py = yo - 1;
int pw = w + 2;
int ph = h + 2;
intArray p = parent->getArea(px, py, pw, ph);
intArray result = IntCache::allocate(w * h);
for (int y = 0; y < h; y++)
{
for (int x = 0; x < w; x++)
{
int n1 = p[(x + 0) + (y + 0) * pw];
int n2 = p[(x + 2) + (y + 0) * pw];
int n3 = p[(x + 0) + (y + 2) * pw];
int n4 = p[(x + 2) + (y + 2) * pw];
int c = p[(x + 1) + (y + 1) * pw];
initRandom(x + xo, y + yo);
if (c == 0 && (n1 != 0 || n2 != 0 || n3 != 0 || n4 != 0))
{
int odds = 1;
int swap = 1;
if (n1 != 0 && nextRandom(odds++) == 0) swap = n1;
if (n2 != 0 && nextRandom(odds++) == 0) swap = n2;
if (n3 != 0 && nextRandom(odds++) == 0) swap = n3;
if (n4 != 0 && nextRandom(odds++) == 0) swap = n4;
if (nextRandom(3) == 0)
{
result[x + y * w] = swap;
}
else
{
if (swap == Biome::iceFlats->id) result[x + y * w] = Biome::frozenOcean->id;
else result[x + y * w] = 0;
}
}
else if (c > 0 && (n1 == 0 || n2 == 0 || n3 == 0 || n4 == 0))
{
if (nextRandom(5) == 0)
{
if (c == Biome::iceFlats->id) result[x + y * w] = Biome::frozenOcean->id;
else result[x + y * w] = 0;
}
else result[x + y * w] = c;
}
else
{
result[x + y * w] = c;
}
}
}
return result;
}
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#pragma once
#include "Layer.h"
class AddIslandLayer : public Layer
{
public:
AddIslandLayer(__int64 seedMixup, shared_ptr<Layer>parent);
intArray getArea(int xo, int yo, int w, int h);
};
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#include "stdafx.h"
#include <iostream>
#include "InputOutputStream.h"
#include "net.minecraft.world.entity.h"
#include "PacketListener.h"
#include "AddMobPacket.h"
AddMobPacket::AddMobPacket()
{
id = -1;
type = 0;
x = 0;
y = 0;
z = 0;
yRot = 0;
xRot = 0;
entityData = nullptr;
unpack = NULL;
}
AddMobPacket::~AddMobPacket()
{
delete unpack;
}
AddMobPacket::AddMobPacket(shared_ptr<Mob> mob, int yRotp, int xRotp, int xp, int yp, int zp, int yHeadRotp)
{
id = mob->entityId;
type = (byte) EntityIO::getId(mob);
// 4J Stu - We should add entities at their "last sent" position so that the relative update packets
// put them in the correct place
x = xp;//Mth::floor(mob->x * 32);
y = yp;//Mth::floor(mob->y * 32);
z = zp;//Mth::floor(mob->z * 32);
// 4J - changed - send current "previously sent" value of rotations to put this in sync with other clients
yRot = yRotp;
xRot = xRotp;
yHeadRot = yHeadRotp;
// yRot = (byte) (mob->yRot * 256 / 360);
// xRot = (byte) (mob->xRot * 256 / 360);
// yHeadRot = (byte) (mob->yHeadRot * 256 / 360);
// From SetEntityMotionpacket
double m = 3.9;
double xd = mob->xd;
double yd = mob->yd;
double zd = mob->zd;
if (xd < -m) xd = -m;
if (yd < -m) yd = -m;
if (zd < -m) zd = -m;
if (xd > m) xd = m;
if (yd > m) yd = m;
if (zd > m) zd = m;
this->xd = (int) (xd * 8000.0);
this->yd = (int) (yd * 8000.0);
this->zd = (int) (zd * 8000.0);
// printf("%d: New add mob rot %d\n",id,yRot);
entityData = mob->getEntityData();
unpack = NULL;
}
void AddMobPacket::read(DataInputStream *dis) //throws IOException
{
id = dis->readShort();
type = dis->readByte() & 0xff;
#ifdef _LARGE_WORLDS
x = dis->readInt();
y = dis->readInt();
z = dis->readInt();
#else
x = dis->readShort();
y = dis->readShort();
z = dis->readShort();
#endif
yRot = dis->readByte();
xRot = dis->readByte();
yHeadRot = dis->readByte();
xd = dis->readShort();
yd = dis->readShort();
zd = dis->readShort();
MemSect(1);
unpack = SynchedEntityData::unpack(dis);
MemSect(0);
}
void AddMobPacket::write(DataOutputStream *dos) //throws IOException
{
dos->writeShort(id);
dos->writeByte(type & 0xff);
#ifdef _LARGE_WORLDS
dos->writeInt(x);
dos->writeInt(y);
dos->writeInt(z);
#else
dos->writeShort(x);
dos->writeShort(y);
dos->writeShort(z);
#endif
dos->writeByte(yRot);
dos->writeByte(xRot);
dos->writeByte(yHeadRot);
dos->writeShort(xd);
dos->writeShort(yd);
dos->writeShort(zd);
entityData->packAll(dos);
}
void AddMobPacket::handle(PacketListener *listener)
{
listener->handleAddMob(shared_from_this());
}
int AddMobPacket::getEstimatedSize()
{
int size = 11;
if( entityData != NULL )
{
size += entityData->getSizeInBytes();
}
else if( unpack != NULL )
{
// 4J Stu - This is an incoming value which we aren't currently analysing
//size += unpack->get
}
return size;
}
vector<shared_ptr<SynchedEntityData::DataItem> > *AddMobPacket::getUnpackedData()
{
if (unpack == NULL)
{
unpack = entityData->getAll();
}
return unpack;
}
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#pragma once
using namespace std;
#include "Packet.h"
#include "SynchedEntityData.h"
class Mob;
class AddMobPacket : public Packet, public enable_shared_from_this<AddMobPacket>
{
public:
int id;
int type;
int x, y, z;
int xd, yd, zd;
byte yRot, xRot, yHeadRot;
private:
shared_ptr<SynchedEntityData> entityData;
vector<shared_ptr<SynchedEntityData::DataItem> > *unpack;
public:
AddMobPacket();
~AddMobPacket();
AddMobPacket(shared_ptr<Mob> mob, int yRotp, int xRotp, int xp, int yp, int zp, int yHeadRotp);
virtual void read(DataInputStream *dis);
virtual void write(DataOutputStream *dos);
virtual void handle(PacketListener *listener);
virtual int getEstimatedSize();
vector<shared_ptr<SynchedEntityData::DataItem> > *getUnpackedData();
public:
static shared_ptr<Packet> create() { return shared_ptr<Packet>(new AddMobPacket()); }
virtual int getId() { return 24; }
};
@@ -0,0 +1,41 @@
#include "stdafx.h"
#include "net.minecraft.world.level.newbiome.layer.h"
#include "net.minecraft.world.level.biome.h"
AddMushroomIslandLayer::AddMushroomIslandLayer(__int64 seedMixup, shared_ptr<Layer> parent) : Layer(seedMixup)
{
this->parent = parent;
}
intArray AddMushroomIslandLayer::getArea(int xo, int yo, int w, int h)
{
int px = xo - 1;
int py = yo - 1;
int pw = w + 2;
int ph = h + 2;
intArray p = parent->getArea(px, py, pw, ph);
intArray result = IntCache::allocate(w * h);
for (int y = 0; y < h; y++)
{
for (int x = 0; x < w; x++)
{
int n1 = p[(x + 0) + (y + 0) * pw];
int n2 = p[(x + 2) + (y + 0) * pw];
int n3 = p[(x + 0) + (y + 2) * pw];
int n4 = p[(x + 2) + (y + 2) * pw];
int c = p[(x + 1) + (y + 1) * pw];
initRandom(x + xo, y + yo);
if (c == 0 && (n1 == 0 && n2 == 0 && n3 == 0 && n4 == 0) && nextRandom(100) == 0)
{
result[x + y * w] = Biome::mushroomIsland->id;
}
else
{
result[x + y * w] = c;
}
}
}
return result;
}
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#pragma once
#include "Layer.h"
class AddMushroomIslandLayer : public Layer
{
public:
AddMushroomIslandLayer(__int64 seedMixup, shared_ptr<Layer> parent);
virtual intArray getArea(int xo, int yo, int w, int h);
};
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#include "stdafx.h"
#include <iostream>
#include "InputOutputStream.h"
#include "net.minecraft.world.entity.h"
#include "PacketListener.h"
#include "AddPaintingPacket.h"
AddPaintingPacket::AddPaintingPacket()
{
id = -1;
x = 0;
y = 0;
z = 0;
dir = 0;
motive = L"";
}
AddPaintingPacket::AddPaintingPacket(shared_ptr<Painting> e)
{
id = e->entityId;
x = e->xTile;
y = e->yTile;
z = e->zTile;
dir = e->dir;
motive = e->motive->name;
}
void AddPaintingPacket::read(DataInputStream *dis) //throws IOException
{
id = dis->readInt();
motive = readUtf(dis, Painting::Motive::MAX_MOTIVE_NAME_LENGTH);
x = dis->readInt();
y = dis->readInt();
z = dis->readInt();
dir = dis->readInt();
}
void AddPaintingPacket::write(DataOutputStream *dos) //throws IOException
{
dos->writeInt(id);
writeUtf(motive, dos);
dos->writeInt(x);
dos->writeInt(y);
dos->writeInt(z);
dos->writeInt(dir);
}
void AddPaintingPacket::handle(PacketListener *listener)
{
listener->handleAddPainting(shared_from_this());
}
int AddPaintingPacket::getEstimatedSize()
{
return 24;
}
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#pragma once
using namespace std;
#include "Packet.h"
class Painting;
class AddPaintingPacket : public Packet, public enable_shared_from_this<AddPaintingPacket>
{
public:
int id;
int x, y, z;
int dir;
wstring motive;
public:
AddPaintingPacket();
AddPaintingPacket(shared_ptr<Painting> e);
virtual void read(DataInputStream *dis);
virtual void write(DataOutputStream *dos);
virtual void handle(PacketListener *listener);
virtual int getEstimatedSize();
public:
static shared_ptr<Packet> create() { return shared_ptr<Packet>(new AddPaintingPacket()); }
virtual int getId() { return 25; }
};
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#include "stdafx.h"
#include <iostream>
#include "InputOutputStream.h"
#include "net.minecraft.world.entity.player.h"
#include "net.minecraft.world.item.h"
#include "PacketListener.h"
#include "AddPlayerPacket.h"
AddPlayerPacket::AddPlayerPacket()
{
id = -1;
name = L"";
x = 0;
y = 0;
z = 0;
yRot = 0;
xRot = 0;
carriedItem = 0;
xuid = INVALID_XUID;
m_playerIndex = 0;
m_skinId = 0;
m_capeId = 0;
m_uiGamePrivileges = 0;
entityData = nullptr;
unpack = NULL;
}
AddPlayerPacket::~AddPlayerPacket()
{
if(unpack != NULL) delete unpack;
}
AddPlayerPacket::AddPlayerPacket(shared_ptr<Player> player, PlayerUID xuid, PlayerUID OnlineXuid,int xp, int yp, int zp, int yRotp, int xRotp, int yHeadRotp)
{
id = player->entityId;
name = player->name;
// 4J Stu - Send "previously sent" value of position as well so that we stay in sync
x = xp;//Mth::floor(player->x * 32);
y = yp;//Mth::floor(player->y * 32);
z = zp;//Mth::floor(player->z * 32);
// 4J - changed - send current "previously sent" value of rotations to put this in sync with other clients
yRot = yRotp;
xRot = xRotp;
yHeadRot = yHeadRotp; // 4J Added
// yRot = (byte) (player->yRot * 256 / 360);
// xRot = (byte) (player->xRot * 256 / 360);
//printf("%d: New add player (%f,%f,%f) : (%d,%d,%d) : xRot %d, yRot %d\n",id,player->x,player->y,player->z,x,y,z,xRot,yRot);
shared_ptr<ItemInstance> itemInstance = player->inventory->getSelected();
carriedItem = itemInstance == NULL ? 0 : itemInstance->id;
this->xuid = xuid;
this->OnlineXuid = OnlineXuid;
m_playerIndex = (BYTE)player->getPlayerIndex();
m_skinId = player->getCustomSkin();
m_capeId = player->getCustomCape();
m_uiGamePrivileges = player->getAllPlayerGamePrivileges();
entityData = player->getEntityData();
unpack = NULL;
}
void AddPlayerPacket::read(DataInputStream *dis) //throws IOException
{
id = dis->readInt();
name = readUtf(dis, Player::MAX_NAME_LENGTH);
x = dis->readInt();
y = dis->readInt();
z = dis->readInt();
yRot = dis->readByte();
xRot = dis->readByte();
yHeadRot = dis->readByte(); // 4J Added
carriedItem = dis->readShort();
xuid = dis->readPlayerUID();
OnlineXuid = dis->readPlayerUID();
m_playerIndex = dis->readByte();
INT skinId = dis->readInt();
m_skinId = *(DWORD *)&skinId;
INT capeId = dis->readInt();
m_capeId = *(DWORD *)&capeId;
INT privileges = dis->readInt();
m_uiGamePrivileges = *(unsigned int *)&privileges;
MemSect(1);
unpack = SynchedEntityData::unpack(dis);
MemSect(0);
}
void AddPlayerPacket::write(DataOutputStream *dos) //throws IOException
{
dos->writeInt(id);
writeUtf(name, dos);
dos->writeInt(x);
dos->writeInt(y);
dos->writeInt(z);
dos->writeByte(yRot);
dos->writeByte(xRot);
dos->writeByte(yHeadRot); // 4J Added
dos->writeShort(carriedItem);
dos->writePlayerUID(xuid);
dos->writePlayerUID(OnlineXuid);
dos->writeByte(m_playerIndex);
dos->writeInt(m_skinId);
dos->writeInt(m_capeId);
dos->writeInt(m_uiGamePrivileges);
entityData->packAll(dos);
}
void AddPlayerPacket::handle(PacketListener *listener)
{
listener->handleAddPlayer(shared_from_this());
}
int AddPlayerPacket::getEstimatedSize()
{
int iSize= sizeof(int) + Player::MAX_NAME_LENGTH + sizeof(int) + sizeof(int) + sizeof(int) + sizeof(BYTE) + sizeof(BYTE) +sizeof(short) + sizeof(PlayerUID) + sizeof(PlayerUID) + sizeof(int) + sizeof(BYTE) + sizeof(unsigned int) + sizeof(byte);
if( entityData != NULL )
{
iSize += entityData->getSizeInBytes();
}
else if( unpack != NULL )
{
// 4J Stu - This is an incoming value which we aren't currently analysing
//iSize += unpack->get
}
return iSize;
}
vector<shared_ptr<SynchedEntityData::DataItem> > *AddPlayerPacket::getUnpackedData()
{
if (unpack == NULL)
{
unpack = entityData->getAll();
}
return unpack;
}
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#pragma once
using namespace std;
#include "Packet.h"
#include "SynchedEntityData.h"
class Player;
class AddPlayerPacket : public Packet, public enable_shared_from_this<AddPlayerPacket>
{
private:
shared_ptr<SynchedEntityData> entityData;
vector<shared_ptr<SynchedEntityData::DataItem> > *unpack;
public:
int id;
wstring name;
int x, y, z;
char yRot, xRot;
int carriedItem;
PlayerUID xuid; // 4J Added
PlayerUID OnlineXuid; // 4J Added
BYTE m_playerIndex; // 4J Added
DWORD m_skinId; // 4J Added
DWORD m_capeId; // 4J Added
unsigned int m_uiGamePrivileges; // 4J Added
byte yHeadRot; // 4J Added
AddPlayerPacket();
~AddPlayerPacket();
AddPlayerPacket(shared_ptr<Player> player, PlayerUID xuid, PlayerUID OnlineXuid,int xp, int yp, int zp, int yRotp, int xRotp, int yHeadRotp);
virtual void read(DataInputStream *dis);
virtual void write(DataOutputStream *dos);
virtual void handle(PacketListener *listener);
virtual int getEstimatedSize();
vector<shared_ptr<SynchedEntityData::DataItem> > *getUnpackedData();
public:
static shared_ptr<Packet> create() { return shared_ptr<Packet>(new AddPlayerPacket()); }
virtual int getId() { return 20; }
};
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#include "stdafx.h"
#include "net.minecraft.world.level.newbiome.layer.h"
#include "net.minecraft.world.level.biome.h"
AddSnowLayer::AddSnowLayer(__int64 seedMixup, shared_ptr<Layer> parent) : Layer(seedMixup)
{
this->parent = parent;
}
intArray AddSnowLayer::getArea(int xo, int yo, int w, int h)
{
int px = xo - 1;
int py = yo - 1;
int pw = w + 2;
int ph = h + 2;
intArray p = parent->getArea(px, py, pw, ph);
intArray result = IntCache::allocate(w * h);
for (int y = 0; y < h; y++)
{
for (int x = 0; x < w; x++)
{
int c = p[(x + 1) + (y + 1) * pw];
initRandom(x + xo, y + yo);
if (c == 0)
{
result[x + y * w] = 0;
}
else
{
int r = nextRandom(5);
if (r == 0) r = Biome::iceFlats->id;
else r = 1;
result[x + y * w] = r;
}
}
}
return result;
}
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#pragma once
#include "Layer.h"
class AddSnowLayer : public Layer
{
public:
AddSnowLayer(__int64 seedMixup, shared_ptr<Layer> parent);
virtual intArray getArea(int xo, int yo, int w, int h);
};
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#pragma once
#include "ChatPacket.h"
class CommandSender;
class AdminLogCommand
{
public:
static const int LOGTYPE_DONT_SHOW_TO_SELF = 1;
virtual void logAdminCommand(shared_ptr<CommandSender> source, int type, ChatPacket::EChatPacketMessage messageType, const wstring& message = L"", int customData = -1, const wstring& additionalMessage = L"") = 0;
};
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#include "stdafx.h"
#include "net.minecraft.world.entity.h"
#include "net.minecraft.world.entity.player.h"
#include "net.minecraft.world.item.h"
#include "net.minecraft.world.level.h"
#include "SynchedEntityData.h"
#include "GenericStats.h"
#include "AgableMob.h"
AgableMob::AgableMob(Level *level) : PathfinderMob(level)
{
registeredBBWidth = -1;
registeredBBHeight = 0;
}
bool AgableMob::interact(shared_ptr<Player> player)
{
shared_ptr<ItemInstance> item = player->inventory->getSelected();
if (item != NULL && item->id == Item::monsterPlacer_Id)
{
if (!level->isClientSide)
{
eINSTANCEOF classToSpawn = EntityIO::getClass(item->getAuxValue());
if (classToSpawn != eTYPE_NOTSET && (classToSpawn & eTYPE_AGABLE_MOB) == eTYPE_AGABLE_MOB && classToSpawn == GetType() ) // 4J Added GetType() check to only spawn same type
{
shared_ptr<AgableMob> offspring = getBreedOffspring(dynamic_pointer_cast<AgableMob>(shared_from_this()));
if (offspring != NULL)
{
offspring->setAge(-20 * 60 * 20);
offspring->moveTo(x, y, z, 0, 0);
level->addEntity(offspring);
if (!player->abilities.instabuild)
{
item->count--;
if (item->count <= 0)
{
player->inventory->setItem(player->inventory->selected, nullptr);
}
}
}
}
}
}
return PathfinderMob::interact(player);
}
void AgableMob::defineSynchedData()
{
PathfinderMob::defineSynchedData();
entityData->define(DATA_AGE_ID, 0);
}
int AgableMob::getAge()
{
return entityData->getInteger(DATA_AGE_ID);
}
void AgableMob::setAge(int age)
{
entityData->set(DATA_AGE_ID, age);
updateSize(isBaby());
}
void AgableMob::addAdditonalSaveData(CompoundTag *tag)
{
PathfinderMob::addAdditonalSaveData(tag);
tag->putInt(L"Age", getAge());
}
void AgableMob::readAdditionalSaveData(CompoundTag *tag)
{
PathfinderMob::readAdditionalSaveData(tag);
setAge(tag->getInt(L"Age"));
}
void AgableMob::aiStep()
{
PathfinderMob::aiStep();
if(level->isClientSide)
{
updateSize(isBaby());
}
else
{
int age = getAge();
if (age < 0)
{
age++;
setAge(age);
}
else if (age > 0)
{
age--;
setAge(age);
}
}
}
bool AgableMob::isBaby()
{
return getAge() < 0;
}
void AgableMob::updateSize(bool isBaby)
{
internalSetSize(isBaby ? .5f : 1.0f);
}
void AgableMob::setSize(float w, float h)
{
bool inited = registeredBBWidth > 0;
registeredBBWidth = w;
registeredBBHeight = h;
if (!inited)
{
internalSetSize(1.0f);
}
}
void AgableMob::internalSetSize(float scale)
{
PathfinderMob::setSize(registeredBBWidth * scale, registeredBBHeight * scale);
}
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#pragma once
#include "PathfinderMob.h"
class AgableMob : public PathfinderMob
{
private:
static const int DATA_AGE_ID = 12;
float registeredBBWidth;
float registeredBBHeight;
public:
AgableMob(Level *level);
virtual bool interact(shared_ptr<Player> player);
protected:
virtual void defineSynchedData();
public:
virtual shared_ptr<AgableMob> getBreedOffspring(shared_ptr<AgableMob> target) = 0;
virtual int getAge();
virtual void setAge(int age);
virtual void addAdditonalSaveData(CompoundTag *tag);
virtual void readAdditionalSaveData(CompoundTag *tag);
virtual void aiStep();
virtual bool isBaby();
virtual void updateSize(bool isBaby);
protected:
virtual void setSize(float w, float h);
void internalSetSize(float scale);
};
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#include "stdafx.h"
#include "AirTile.h"
AirTile::AirTile(int id) : Tile(id, Material::air)
{
}
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#pragma once
#include "Tile.h"
#include "Material.h"
class AirTile : public Tile
{
friend class Tile;
protected:
AirTile(int id);
};
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#include "stdafx.h"
#include "com.mojang.nbt.h"
#include "net.minecraft.world.level.tile.h"
#include "net.minecraft.world.item.h"
#include "net.minecraft.world.phys.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.level.storage.h"
#include "net.minecraft.world.entity.player.h"
#include "net.minecraft.world.entity.h"
#include "net.minecraft.world.entity.projectile.h"
#include "net.minecraft.world.damagesource.h"
#include "Random.h"
#include "Animal.h"
Animal::Animal(Level *level) : AgableMob( level )
{
// inLove = 0; // 4J removed - now synched data
loveTime = 0;
loveCause = shared_ptr<Player>();
setDespawnProtected();
}
void Animal::defineSynchedData()
{
AgableMob::defineSynchedData();
entityData->define(DATA_IN_LOVE, (int)0); // 4J added
}
void Animal::serverAiMobStep()
{
if (getAge() != 0) setInLoveValue(0);
AgableMob::serverAiMobStep();
}
void Animal::aiStep()
{
AgableMob::aiStep();
if (getAge() != 0) setInLoveValue(0);
if (getInLoveValue() > 0)
{
setInLoveValue(getInLoveValue()-1);
if (getInLoveValue() % 10 == 0)
{
double xa = random->nextGaussian() * 0.02;
double ya = random->nextGaussian() * 0.02;
double za = random->nextGaussian() * 0.02;
level->addParticle(eParticleType_heart, x + random->nextFloat() * bbWidth * 2 - bbWidth, y + .5f + random->nextFloat() * bbHeight, z + random->nextFloat() * bbWidth * 2 - bbWidth, xa, ya, za);
}
}
else
{
loveTime = 0;
}
updateDespawnProtectedState(); // 4J added
}
void Animal::checkHurtTarget(shared_ptr<Entity> target, float d)
{
if (dynamic_pointer_cast<Player>(target) != NULL)
{
if (d < 3)
{
double xd = target->x - x;
double zd = target->z - z;
yRot = (float) (atan2(zd, xd) * 180 / PI) - 90;
holdGround = true;
}
shared_ptr<Player> p = dynamic_pointer_cast<Player>(target);
if (p->getSelectedItem() != NULL && this->isFood(p->getSelectedItem()))
{
}
else
{
attackTarget = nullptr;
}
}
else if (dynamic_pointer_cast<Animal>(target) != NULL)
{
shared_ptr<Animal> a = dynamic_pointer_cast<Animal>(target);
if (getAge() > 0 && a->getAge() < 0)
{
if (d < 2.5)
{
holdGround = true;
}
}
else if (getInLoveValue() > 0 && a->getInLoveValue() > 0)
{
if (a->attackTarget == NULL) a->attackTarget = shared_from_this();
if (a->attackTarget == shared_from_this() && d < 3.5)
{
a->setInLoveValue(a->getInLoveValue()+1);
setInLoveValue(getInLoveValue()+1);
loveTime++;
if (loveTime % 4 == 0)
{
level->addParticle(eParticleType_heart, x + random->nextFloat() * bbWidth * 2 - bbWidth, y + .5f + random->nextFloat() * bbHeight, z + random->nextFloat() * bbWidth * 2 - bbWidth, 0, 0, 0);
}
if (loveTime == 20 * 3) breedWith(a);
}
else loveTime = 0;
}
else
{
loveTime = 0;
attackTarget = nullptr;
}
}
}
void Animal::breedWith(shared_ptr<Animal> target)
{
shared_ptr<AgableMob> offspring = getBreedOffspring(target);
setInLoveValue(0);
loveTime = 0;
attackTarget = nullptr;
target->attackTarget = nullptr;
target->loveTime = 0;
target->setInLoveValue(0);
// 4J - we have offspring of NULL returned when we have hit our limits of spawning any particular type of animal. In these cases try and do everything we can apart from actually
// spawning the entity.
if (offspring != NULL)
{
// Only want to set the age to this +ve value if something is actually spawned, as during this period the animal will attempt to follow offspring and ignore players.
setAge(5 * 60 * 20);
target->setAge(5 * 60 * 20);
offspring->setAge(-20 * 60 * 20);
offspring->moveTo(x, y, z, yRot, xRot);
offspring->setDespawnProtected();
for (int i = 0; i < 7; i++)
{
double xa = random->nextGaussian() * 0.02;
double ya = random->nextGaussian() * 0.02;
double za = random->nextGaussian() * 0.02;
level->addParticle(eParticleType_heart, x + random->nextFloat() * bbWidth * 2 - bbWidth, y + .5f + random->nextFloat() * bbHeight, z + random->nextFloat() * bbWidth * 2 - bbWidth, xa, ya, za);
}
level->addEntity(offspring);
level->addEntity( shared_ptr<ExperienceOrb>( new ExperienceOrb(level, x, y, z, random->nextInt(4) + 1) ) );
}
setDespawnProtected();
}
float Animal::getWalkTargetValue(int x, int y, int z)
{
if (level->getTile(x, y - 1, z) == Tile::grass_Id) return 10;
return level->getBrightness(x, y, z) - 0.5f;
}
bool Animal::hurt(DamageSource *dmgSource, int dmg)
{
if (dynamic_cast<EntityDamageSource *>(dmgSource) != NULL)
{
shared_ptr<Entity> source = dmgSource->getDirectEntity();
if (dynamic_pointer_cast<Player>(source) != NULL && !dynamic_pointer_cast<Player>(source)->isAllowedToAttackAnimals() )
{
return false;
}
if (source != NULL && source->GetType() == eTYPE_ARROW)
{
shared_ptr<Arrow> arrow = dynamic_pointer_cast<Arrow>(source);
if (dynamic_pointer_cast<Player>(arrow->owner) != NULL && ! dynamic_pointer_cast<Player>(arrow->owner)->isAllowedToAttackAnimals() )
{
return false;
}
}
}
fleeTime = 20 * 3;
attackTarget = nullptr;
setInLoveValue(0);
return AgableMob::hurt(dmgSource, dmg);
}
void Animal::addAdditonalSaveData(CompoundTag *tag)
{
AgableMob::addAdditonalSaveData(tag);
tag->putInt(L"InLove", getInLoveValue());
}
void Animal::readAdditionalSaveData(CompoundTag *tag)
{
AgableMob::readAdditionalSaveData(tag);
setInLoveValue(tag->getInt(L"InLove"));
setDespawnProtected();
}
shared_ptr<Entity> Animal::findAttackTarget()
{
if (fleeTime > 0) return nullptr;
float r = 8;
if (getInLoveValue() > 0)
{
vector<shared_ptr<Entity> > *others = level->getEntitiesOfClass(typeid(*this), bb->grow(r, r, r));
//for (int i = 0; i < others->size(); i++)
for(AUTO_VAR(it, others->begin()); it != others->end(); ++it)
{
shared_ptr<Animal> p = dynamic_pointer_cast<Animal>(*it);
if (p != shared_from_this() && p->getInLoveValue() > 0)
{
delete others;
return p;
}
}
delete others;
}
else
{
if (getAge() == 0)
{
vector<shared_ptr<Entity> > *players = level->getEntitiesOfClass(typeid(Player), bb->grow(r, r, r));
//for (int i = 0; i < players.size(); i++)
for(AUTO_VAR(it, players->begin()); it != players->end(); ++it)
{
setDespawnProtected();
shared_ptr<Player> p = dynamic_pointer_cast<Player>(*it);
if (p->getSelectedItem() != NULL && this->isFood(p->getSelectedItem()))
{
delete players;
return p;
}
}
delete players;
}
else if (getAge() > 0)
{
vector<shared_ptr<Entity> > *others = level->getEntitiesOfClass(typeid(*this), bb->grow(r, r, r));
//for (int i = 0; i < others.size(); i++)
for(AUTO_VAR(it, others->begin()); it != others->end(); ++it)
{
shared_ptr<Animal> p = dynamic_pointer_cast<Animal>(*it);
if (p != shared_from_this() && p->getAge() < 0)
{
delete others;
return p;
}
}
delete others;
}
}
return nullptr;
}
bool Animal::canSpawn()
{
int xt = Mth::floor(x);
int yt = Mth::floor(bb->y0);
int zt = Mth::floor(z);
return level->getTile(xt, yt - 1, zt) == Tile::grass_Id && level->getDaytimeRawBrightness(xt, yt, zt) > 8 && AgableMob::canSpawn();
}
int Animal::getAmbientSoundInterval()
{
return 20 * 6;
}
bool Animal::removeWhenFarAway()
{
return !isDespawnProtected(); // 4J changed - was false
}
int Animal::getExperienceReward(shared_ptr<Player> killedBy)
{
return 1 + level->random->nextInt(3);
}
bool Animal::isFood(shared_ptr<ItemInstance> itemInstance)
{
return itemInstance->id == Item::wheat_Id;
}
bool Animal::interact(shared_ptr<Player> player)
{
shared_ptr<ItemInstance> item = player->inventory->getSelected();
if (item != NULL && isFood(item) && getAge() == 0)
{
if (!player->abilities.instabuild)
{
item->count--;
if (item->count <= 0)
{
player->inventory->setItem(player->inventory->selected, nullptr);
}
}
// 4J-PB - If we can't produce another animal through breeding because of the spawn limits, display a message here
if(!level->isClientSide)
{
switch(GetType())
{
case eTYPE_CHICKEN:
if( !level->canCreateMore(eTYPE_CHICKEN, Level::eSpawnType_Breed) )
{
player->displayClientMessage(IDS_MAX_CHICKENS_BRED );
return false;
}
break;
case eTYPE_WOLF:
if( !level->canCreateMore(eTYPE_WOLF, Level::eSpawnType_Breed) )
{
player->displayClientMessage(IDS_MAX_WOLVES_BRED );
return false;
}
break;
case eTYPE_MUSHROOMCOW:
if( !level->canCreateMore(eTYPE_MUSHROOMCOW, Level::eSpawnType_Breed) )
{
player->displayClientMessage(IDS_MAX_MUSHROOMCOWS_BRED );
return false;
}
break;
default:
if((GetType() & eTYPE_ANIMALS_SPAWN_LIMIT_CHECK) == eTYPE_ANIMALS_SPAWN_LIMIT_CHECK)
{
if( !level->canCreateMore(GetType(), Level::eSpawnType_Breed) )
{
player->displayClientMessage(IDS_MAX_PIGS_SHEEP_COWS_CATS_BRED );
return false;
}
}
else if( (GetType() & eTYPE_MONSTER) == eTYPE_MONSTER)
{
}
break;
}
setInLove(player);
}
attackTarget = nullptr;
for (int i = 0; i < 7; i++)
{
double xa = random->nextGaussian() * 0.02;
double ya = random->nextGaussian() * 0.02;
double za = random->nextGaussian() * 0.02;
level->addParticle(eParticleType_heart, x + random->nextFloat() * bbWidth * 2 - bbWidth, y + .5f + random->nextFloat() * bbHeight, z + random->nextFloat() * bbWidth * 2 - bbWidth, xa, ya, za);
}
return true;
}
return AgableMob::interact(player);
}
// 4J added
int Animal::getInLoveValue()
{
return entityData->getInteger(DATA_IN_LOVE);
}
void Animal::setInLoveValue(int value)
{
entityData->set(DATA_IN_LOVE, value);
}
// 4J added
void Animal::setInLove(shared_ptr<Player> player)
{
loveCause = player;
setInLoveValue(20*30);
}
shared_ptr<Player> Animal::getLoveCause()
{
return loveCause.lock();
}
bool Animal::isInLove()
{
return entityData->getInteger(DATA_IN_LOVE) > 0;
}
void Animal::resetLove() {
entityData->set(DATA_IN_LOVE, 0);
}
bool Animal::canMate(shared_ptr<Animal> partner)
{
if (partner == shared_from_this()) return false;
if (typeid(*partner) != typeid(*this)) return false;
return isInLove() && partner->isInLove();
}
void Animal::updateDespawnProtectedState()
{
if( level->isClientSide ) return;
if( m_isDespawnProtected )
{
int xt = Mth::floor(x);
int zt = Mth::floor(z);
if ( xt > m_maxWanderX ) m_maxWanderX = xt;
if ( xt < m_minWanderX ) m_minWanderX = xt;
if ( zt > m_maxWanderZ ) m_maxWanderZ = zt;
if ( zt < m_minWanderZ ) m_minWanderZ = zt;
if( ( ( m_maxWanderX - m_minWanderX ) > MAX_WANDER_DISTANCE ) ||
( ( m_maxWanderZ - m_minWanderZ ) > MAX_WANDER_DISTANCE ) )
{
// printf("Unprotecting : %d to %d, %d to %d\n", m_minWanderX, m_maxWanderX, m_minWanderZ, m_maxWanderZ );
m_isDespawnProtected = false;
}
/*
if( isExtraWanderingEnabled() )
{
printf("%d: %d %d, %d\n",entityId,m_maxWanderX - m_minWanderX, m_maxWanderZ - m_minWanderZ, getWanderingQuadrant());
}
*/
}
}
bool Animal::isDespawnProtected()
{
return m_isDespawnProtected;
}
void Animal::setDespawnProtected()
{
if( level && level->isClientSide ) return;
int xt = Mth::floor(x);
int zt = Mth::floor(z);
m_minWanderX = xt;
m_maxWanderX = xt;
m_minWanderZ = zt;
m_maxWanderZ = zt;
m_isDespawnProtected = true;
}
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#pragma once
#include "AgableMob.h"
#include "Creature.h"
class Level;
class CompoundTag;
class DamageSource;
class Animal : public AgableMob, public Creature
{
private:
static const int DATA_IN_LOVE = 13; // 4J added
// int inLove; // 4J removed - now synched data
int loveTime;
weak_ptr<Player> loveCause;
public:
Animal(Level *level);
protected:
virtual void defineSynchedData();
virtual void serverAiMobStep();
public:
virtual void aiStep();
protected:
virtual void checkHurtTarget(shared_ptr<Entity> target, float d);
private:
virtual void breedWith(shared_ptr<Animal> target);
public:
virtual float getWalkTargetValue(int x, int y, int z);
public:
virtual bool hurt(DamageSource *source, int dmg);
virtual void addAdditonalSaveData(CompoundTag *tag);
virtual void readAdditionalSaveData(CompoundTag *tag);
protected:
virtual shared_ptr<Entity> findAttackTarget();
public:
virtual bool canSpawn();
virtual int getAmbientSoundInterval();
protected:
virtual bool removeWhenFarAway();
virtual int getExperienceReward(shared_ptr<Player> killedBy);
public:
virtual bool isFood(shared_ptr<ItemInstance> itemInstance);
virtual bool interact(shared_ptr<Player> player);
protected:
int getInLoveValue(); // 4J added
public:
void setInLoveValue(int value); // 4J added
void setInLove(shared_ptr<Player> player); // 4J added, then modified to match latest Java for XboxOne achievements
shared_ptr<Player> getLoveCause();
bool isInLove();
void resetLove();
virtual bool canMate(shared_ptr<Animal> partner);
// 4J added for determining whether animals are enclosed or not
private:
bool m_isDespawnProtected;
static const int MAX_WANDER_DISTANCE = 20; // Maximum distance that the entity can wander before being considered as not enclosed & therefore not protected (in tiles)
short m_minWanderX, m_maxWanderX; // Bounding x values that this has moved since last being set to protected ( in tiles )
short m_minWanderZ, m_maxWanderZ; // Bounding z values that this has moved since last being set to protected ( in tiles )
void updateDespawnProtectedState();
public:
virtual bool isDespawnProtected();
virtual void setDespawnProtected();
};
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#include "stdafx.h"
#include <iostream>
#include "InputOutputStream.h"
#include "net.minecraft.world.entity.h"
#include "PacketListener.h"
#include "AnimatePacket.h"
AnimatePacket::AnimatePacket()
{
id = -1;
action = 0;
}
AnimatePacket::AnimatePacket(shared_ptr<Entity> e, int action)
{
id = e->entityId;
this->action = action;
}
void AnimatePacket::read(DataInputStream *dis) //throws IOException
{
id = dis->readInt();
action = dis->readByte();
}
void AnimatePacket::write(DataOutputStream *dos) //throws IOException
{
dos->writeInt(id);
dos->writeByte(action);
}
void AnimatePacket::handle(PacketListener *listener)
{
listener->handleAnimate(shared_from_this());
}
int AnimatePacket::getEstimatedSize()
{
return 5;
}
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#pragma once
using namespace std;
#include "Packet.h"
class AnimatePacket : public Packet, public enable_shared_from_this<AnimatePacket>
{
public:
static const int SWING = 1;
static const int HURT = 2;
static const int WAKE_UP = 3;
static const int RESPAWN = 4;
static const int EAT = 5; // 1.8.2
static const int CRITICAL_HIT = 6;
static const int MAGIC_CRITICAL_HIT = 7;
int id;
int action;
AnimatePacket();
AnimatePacket(shared_ptr<Entity> e, int action);
virtual void read(DataInputStream *dis);
virtual void write(DataOutputStream *dos);
virtual void handle(PacketListener *listener);
virtual int getEstimatedSize();
public:
static shared_ptr<Packet> create() { return shared_ptr<Packet>(new AnimatePacket()); }
virtual int getId() { return 18; }
};
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#include "stdafx.h"
#include "net.minecraft.world.entity.player.h"
#include "net.minecraft.world.entity.item.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.level.tile.h"
#include "net.minecraft.world.h"
#include "net.minecraft.h"
#include "AnvilTile.h"
const unsigned int AnvilTile::ANVIL_NAMES[ANVIL_NAMES_LENGTH] = { IDS_TILE_ANVIL_INTACT,
IDS_TILE_ANVIL_SLIGHTLYDAMAGED,
IDS_TILE_ANVIL_VERYDAMAGED,
};
wstring AnvilTile::TEXTURE_DAMAGE_NAMES[ANVIL_NAMES_LENGTH] = {
L"anvil_top", L"anvil_top_damaged_1", L"anvil_top_damaged_2"
};
AnvilTile::AnvilTile(int id) : HeavyTile(id, Material::heavyMetal, isSolidRender() )
{
part = PART_BASE;
setLightBlock(0);
icons = NULL;
}
bool AnvilTile::isCubeShaped()
{
return false;
}
bool AnvilTile::isSolidRender(bool isServerLevel)
{
return false;
}
Icon *AnvilTile::getTexture(int face, int data)
{
if (part == PART_TOP && face == Facing::UP)
{
int damage = (data >> 2) % ANVIL_NAMES_LENGTH;
return icons[damage];
}
return icon;
}
void AnvilTile::registerIcons(IconRegister *iconRegister)
{
icon = iconRegister->registerIcon(L"anvil_base");
icons = new Icon*[ANVIL_NAMES_LENGTH];
for (int i = 0; i < ANVIL_NAMES_LENGTH; i++)
{
icons[i] = iconRegister->registerIcon(TEXTURE_DAMAGE_NAMES[i]);
}
}
void AnvilTile::setPlacedBy(Level *level, int x, int y, int z, shared_ptr<Mob> by)
{
int dir = (Mth::floor(by->yRot * 4 / (360) + 0.5)) & 3;
int dmg = level->getData(x, y, z) >> 2;
dir = ++dir % 4;
if (dir == 0) level->setData(x, y, z, Direction::NORTH | (dmg << 2));
if (dir == 1) level->setData(x, y, z, Direction::EAST | (dmg << 2));
if (dir == 2) level->setData(x, y, z, Direction::SOUTH | (dmg << 2));
if (dir == 3) level->setData(x, y, z, Direction::WEST | (dmg << 2));
}
bool AnvilTile::use(Level *level, int x, int y, int z, shared_ptr<Player> player, int clickedFace, float clickX, float clickY, float clickZ, bool soundOnly)
{
if (level->isClientSide)
{
return true;
}
player->startRepairing(x, y, z);
return true;
}
int AnvilTile::getRenderShape()
{
return SHAPE_ANVIL;
}
int AnvilTile::getSpawnResourcesAuxValue(int data)
{
return data >> 2;
}
void AnvilTile::updateShape(LevelSource *level, int x, int y, int z, int forceData, shared_ptr<TileEntity> forceEntity)
{
int dir = level->getData(x, y, z) & 3;
if (dir == Direction::EAST || dir == Direction::WEST)
{
setShape(0, 0, 2 / 16.0f, 1, 1, 1 - 2 / 16.0f);
}
else
{
setShape(2 / 16.0f, 0, 0, 1 - 2 / 16.0f, 1, 1);
}
}
void AnvilTile::falling(shared_ptr<FallingTile> entity)
{
entity->setHurtsEntities(true);
}
void AnvilTile::onLand(Level *level, int xt, int yt, int zt, int data)
{
level->levelEvent(LevelEvent::SOUND_ANVIL_LAND, xt, yt, zt, 0);
}
bool AnvilTile::shouldRenderFace(LevelSource *level, int x, int y, int z, int face)
{
return true;
}
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#pragma once
#include "HeavyTile.h"
class FallingTile;
class AnvilTile : public HeavyTile
{
friend class ChunkRebuildData;
friend class Tile;
public:
static const int PART_BASE = 0;
static const int PART_JOINT = 1;
static const int PART_COLUMN = 2;
static const int PART_TOP = 3;
static const int ANVIL_NAMES_LENGTH = 3;
static const unsigned int ANVIL_NAMES[ANVIL_NAMES_LENGTH];
private:
static wstring TEXTURE_DAMAGE_NAMES[ANVIL_NAMES_LENGTH];
public:
int part;
private:
Icon **icons;
protected:
AnvilTile(int id);
public:
bool isCubeShaped();
bool isSolidRender(bool isServerLevel = false);
Icon *getTexture(int face, int data);
void registerIcons(IconRegister *iconRegister);
void setPlacedBy(Level *level, int x, int y, int z, shared_ptr<Mob> by);
bool use(Level *level, int x, int y, int z, shared_ptr<Player> player, int clickedFace, float clickX, float clickY, float clickZ, bool soundOnly = false);
int getRenderShape();
int getSpawnResourcesAuxValue(int data);
void updateShape(LevelSource *level, int x, int y, int z, int forceData = -1, shared_ptr<TileEntity> forceEntity = shared_ptr<TileEntity>());
protected:
void falling(shared_ptr<FallingTile> entity);
public:
void onLand(Level *level, int xt, int yt, int zt, int data);
bool shouldRenderFace(LevelSource *level, int x, int y, int z, int face);
};
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#include "stdafx.h"
#include "net.minecraft.world.level.tile.h"
#include "AnvilTileItem.h"
AnvilTileItem::AnvilTileItem(Tile *tile) : MultiTextureTileItem(tile->id - 256, tile, (int *)AnvilTile::ANVIL_NAMES, 3)
{
}
int AnvilTileItem::getLevelDataForAuxValue(int auxValue)
{
return auxValue << 2;
}
unsigned int AnvilTileItem::getDescriptionId(int iData)
{
int damage = iData >> 2;
return MultiTextureTileItem::getDescriptionId(damage);
}
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#pragma once
#include "MultiTextureTileItem.h"
class AnvilTileItem : public MultiTextureTileItem
{
public:
AnvilTileItem(Tile *tile);
int getLevelDataForAuxValue(int auxValue);
virtual unsigned int getDescriptionId(int iData);
private:
};
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#include "stdafx.h"
#include "net.minecraft.world.entity.animal.h"
#include "net.minecraft.world.level.tile.h"
#include "net.minecraft.world.item.h"
#include "net.minecraft.world.item.crafting.h"
#include "ArmorDyeRecipe.h"
bool ArmorDyeRecipe::matches(shared_ptr<CraftingContainer> craftSlots, Level *level)
{
shared_ptr<ItemInstance> target = nullptr;
vector<shared_ptr<ItemInstance> > dyes;
for (int slot = 0; slot < craftSlots->getContainerSize(); slot++)
{
shared_ptr<ItemInstance> item = craftSlots->getItem(slot);
if (item == NULL) continue;
ArmorItem *armor = dynamic_cast<ArmorItem *>(item->getItem());
if (armor)
{
if (armor->getMaterial() == ArmorItem::ArmorMaterial::CLOTH && target == NULL)
{
target = item;
}
else
{
return false;
}
}
else if (item->id == Item::dye_powder_Id)
{
dyes.push_back(item);
}
else
{
return false;
}
}
return target != NULL && !dyes.empty();
}
shared_ptr<ItemInstance> ArmorDyeRecipe::assembleDyedArmor(shared_ptr<CraftingContainer> craftSlots)
{
shared_ptr<ItemInstance> target = nullptr;
int colorTotals[3];
colorTotals[0] = 0;
colorTotals[1] = 0;
colorTotals[2] = 0;
int intensityTotal = 0;
int colourCounts = 0;
ArmorItem *armor = NULL;
if(craftSlots != NULL)
{
for (int slot = 0; slot < craftSlots->getContainerSize(); slot++)
{
shared_ptr<ItemInstance> item = craftSlots->getItem(slot);
if (item == NULL) continue;
armor = dynamic_cast<ArmorItem *>(item->getItem());
if (armor)
{
if (armor->getMaterial() == ArmorItem::ArmorMaterial::CLOTH && target == NULL)
{
target = item->copy();
if (armor->hasCustomColor(item))
{
int color = armor->getColor(target);
float red = (float) ((color >> 16) & 0xFF) / 0xFF;
float green = (float) ((color >> 8) & 0xFF) / 0xFF;
float blue = (float) (color & 0xFF) / 0xFF;
intensityTotal += max(red, max(green, blue)) * 0xFF;
colorTotals[0] += red * 0xFF;
colorTotals[1] += green * 0xFF;
colorTotals[2] += blue * 0xFF;
colourCounts++;
}
}
else
{
return nullptr;
}
}
else if (item->id == Item::dye_powder_Id)
{
int tileData = ClothTile::getTileDataForItemAuxValue(item->getAuxValue());
int red = (int) (Sheep::COLOR[tileData][0] * 0xFF);
int green = (int) (Sheep::COLOR[tileData][1] * 0xFF);
int blue = (int) (Sheep::COLOR[tileData][2] * 0xFF);
intensityTotal += max(red, max(green, blue));
colorTotals[0] += red;
colorTotals[1] += green;
colorTotals[2] += blue;
colourCounts++;
}
else
{
return nullptr;
}
}
}
if (armor == NULL) return nullptr;
int red = (colorTotals[0] / colourCounts);
int green = (colorTotals[1] / colourCounts);
int blue = (colorTotals[2] / colourCounts);
float averageIntensity = (float) intensityTotal / colourCounts;
float resultIntensity = (float) max(red, max(green, blue));
// System.out.println(averageIntensity + ", " + resultIntensity);
red = (int) ((float) red * averageIntensity / resultIntensity);
green = (int) ((float) green * averageIntensity / resultIntensity);
blue = (int) ((float) blue * averageIntensity / resultIntensity);
int rgb = red;
rgb = (rgb << 8) + green;
rgb = (rgb << 8) + blue;
armor->setColor(target, rgb);
return target;
}
shared_ptr<ItemInstance> ArmorDyeRecipe::assemble(shared_ptr<CraftingContainer> craftSlots)
{
return ArmorDyeRecipe::assembleDyedArmor(craftSlots);
}
int ArmorDyeRecipe::size()
{
return 10;
}
const ItemInstance *ArmorDyeRecipe::getResultItem()
{
return NULL;
}
const int ArmorDyeRecipe::getGroup()
{
return ShapedRecipy::eGroupType_Armour;
}
// 4J-PB
bool ArmorDyeRecipe::requires(int iRecipe)
{
return false;
}
void ArmorDyeRecipe::requires(INGREDIENTS_REQUIRED *pIngReq)
{
//int iCount=0;
//bool bFound;
//int j;
INGREDIENTS_REQUIRED TempIngReq;
// shapeless doesn't have the 3x3 shape, but we'll just use this to store the ingredients anyway
TempIngReq.iIngC=0;
TempIngReq.iType = RECIPE_TYPE_2x2; // all the dyes can be made in a 2x2
TempIngReq.uiGridA = new unsigned int [9];
TempIngReq.iIngIDA= new int [3*3];
TempIngReq.iIngValA = new int [3*3];
TempIngReq.iIngAuxValA = new int [3*3];
ZeroMemory(TempIngReq.iIngIDA,sizeof(int)*9);
ZeroMemory(TempIngReq.iIngValA,sizeof(int)*9);
memset(TempIngReq.iIngAuxValA,Recipes::ANY_AUX_VALUE,sizeof(int)*9);
ZeroMemory(TempIngReq.uiGridA,sizeof(unsigned int)*9);
#if 0
AUTO_VAR(citEnd, ingredients->end());
for (vector<ItemInstance *>::const_iterator ingredient = ingredients->begin(); ingredient != citEnd; ingredient++)
{
ItemInstance *expected = *ingredient;
if (expected!=NULL)
{
int iAuxVal = (*ingredient)->getAuxValue();
TempIngReq.uiGridA[iCount++]=expected->id | iAuxVal<<24;
// 4J-PB - put the ingredients in boxes 1,2,4,5 so we can see them in a 2x2 crafting screen
if(iCount==2) iCount=3;
bFound=false;
for(j=0;j<TempIngReq.iIngC;j++)
{
if((TempIngReq.iIngIDA[j]==expected->id) && (iAuxVal == Recipes::ANY_AUX_VALUE || TempIngReq.iIngAuxValA[j] == iAuxVal))
{
bFound= true;
break;
}
}
if(bFound)
{
TempIngReq.iIngValA[j]++;
}
else
{
TempIngReq.iIngIDA[TempIngReq.iIngC]=expected->id;
TempIngReq.iIngAuxValA[TempIngReq.iIngC]=iAuxVal;
TempIngReq.iIngValA[TempIngReq.iIngC++]++;
}
}
}
#endif
pIngReq->iIngIDA = new int [TempIngReq.iIngC];
pIngReq->iIngValA = new int [TempIngReq.iIngC];
pIngReq->iIngAuxValA = new int [TempIngReq.iIngC];
pIngReq->uiGridA = new unsigned int [9];
pIngReq->pRecipy=this;
for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i)
{
pIngReq->bCanMake[i]=false;
}
pIngReq->iIngC=TempIngReq.iIngC;
pIngReq->iType=TempIngReq.iType;
if(pIngReq->iIngC!=0)
{
memcpy(pIngReq->iIngIDA,TempIngReq.iIngIDA,sizeof(int)*TempIngReq.iIngC);
memcpy(pIngReq->iIngValA,TempIngReq.iIngValA,sizeof(int)*TempIngReq.iIngC);
memcpy(pIngReq->iIngAuxValA,TempIngReq.iIngAuxValA,sizeof(int)*TempIngReq.iIngC);
}
memcpy(pIngReq->uiGridA,TempIngReq.uiGridA,sizeof(unsigned int) *9);
delete [] TempIngReq.iIngIDA;
delete [] TempIngReq.iIngValA;
delete [] TempIngReq.iIngAuxValA;
delete [] TempIngReq.uiGridA;
}
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#pragma once
#include "Recipy.h"
class ArmorDyeRecipe : public Recipy
{
public:
bool matches(shared_ptr<CraftingContainer> craftSlots, Level *level);
// 4J Stu - Made static as we use this in a different way from the Java (but needs to be a different name otherwise Orbis compiler complains
static shared_ptr<ItemInstance> assembleDyedArmor(shared_ptr<CraftingContainer> craftSlots);
shared_ptr<ItemInstance> assemble(shared_ptr<CraftingContainer> craftSlots);
int size();
const ItemInstance *getResultItem();
virtual const int getGroup();
// 4J-PB
virtual bool requires(int iRecipe);
virtual void requires(INGREDIENTS_REQUIRED *pIngReq);
};
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#include "stdafx.h"
#include "..\Minecraft.Client\Minecraft.h"
#include "net.minecraft.world.h"
#include "net.minecraft.world.entity.player.h"
#include "com.mojang.nbt.h"
#include "ArmorItem.h"
const int ArmorItem::healthPerSlot[] = {
11, 16, 15, 13
};
const wstring ArmorItem::LEATHER_OVERLAYS[] = {
L"helmetCloth_overlay", L"chestplateCloth_overlay", L"leggingsCloth_overlay", L"bootsCloth_overlay"
};
const wstring ArmorItem::TEXTURE_EMPTY_SLOTS[] = {
L"slot_empty_helmet", L"slot_empty_chestplate", L"slot_empty_leggings", L"slot_empty_boots"
};
typedef ArmorItem::ArmorMaterial _ArmorMaterial;
const int _ArmorMaterial::clothArray[] = {1,3,2,1};
const int _ArmorMaterial::chainArray[] = {2, 5, 4, 1};
const int _ArmorMaterial::ironArray[] = {2, 6, 5, 2};
const int _ArmorMaterial::goldArray[] = {2, 5, 3, 1};
const int _ArmorMaterial::diamondArray[] = {3, 8, 6, 3};
const _ArmorMaterial *_ArmorMaterial::CLOTH = new _ArmorMaterial(5, _ArmorMaterial::clothArray, 15);
const _ArmorMaterial *_ArmorMaterial::CHAIN = new _ArmorMaterial(15, _ArmorMaterial::chainArray, 12);
const _ArmorMaterial *_ArmorMaterial::IRON = new _ArmorMaterial(15, _ArmorMaterial::ironArray, 9);
const _ArmorMaterial *_ArmorMaterial::GOLD = new _ArmorMaterial(7, _ArmorMaterial::goldArray, 25);
const _ArmorMaterial *_ArmorMaterial::DIAMOND = new _ArmorMaterial(33, _ArmorMaterial::diamondArray, 10);
_ArmorMaterial::ArmorMaterial(int durabilityMultiplier, const int slotProtections[], int enchantmentValue)
{
this->durabilityMultiplier = durabilityMultiplier;
this->slotProtections = (int *)slotProtections;
this->enchantmentValue = enchantmentValue;
}
_ArmorMaterial::~ArmorMaterial()
{
delete [] slotProtections;
}
int _ArmorMaterial::getHealthForSlot(int slot) const
{
return healthPerSlot[slot] * durabilityMultiplier;
}
int _ArmorMaterial::getDefenseForSlot(int slot) const
{
return slotProtections[slot];
}
int _ArmorMaterial::getEnchantmentValue() const
{
return enchantmentValue;
}
int _ArmorMaterial::getTierItemId() const
{
if (this == CLOTH)
{
return Item::leather_Id;
}
else if (this == CHAIN)
{
return Item::ironIngot_Id;
}
else if (this == GOLD)
{
return Item::goldIngot_Id;
}
else if (this == IRON)
{
return Item::ironIngot_Id;
}
else if (this == DIAMOND)
{
return Item::diamond_Id;
}
return 0;
}
ArmorItem::ArmorItem(int id, const ArmorMaterial *armorType, int icon, int slot) : Item( id ), armorType( armorType ), slot( slot ), modelIndex( icon ), defense( armorType->getDefenseForSlot(slot) )
{
setMaxDamage(armorType->getHealthForSlot(slot));
maxStackSize = 1;
}
int ArmorItem::getColor(shared_ptr<ItemInstance> item, int spriteLayer)
{
if (spriteLayer > 0)
{
return 0xFFFFFF;
}
int color = getColor(item);
if (color < 0) color = 0xFFFFFF;
return color;
}
//@Override
bool ArmorItem::hasMultipleSpriteLayers()
{
return armorType == ArmorMaterial::CLOTH;
}
int ArmorItem::getEnchantmentValue()
{
return armorType->getEnchantmentValue();
}
const _ArmorMaterial *ArmorItem::getMaterial()
{
return armorType;
}
bool ArmorItem::hasCustomColor(shared_ptr<ItemInstance> item)
{
if (armorType != ArmorMaterial::CLOTH) return false;
if (!item->hasTag()) return false;
if (!item->getTag()->contains(L"display")) return false;
if (!item->getTag()->getCompound(L"display")->contains(L"color")) return false;
return true;
}
int ArmorItem::getColor(shared_ptr<ItemInstance> item)
{
if (armorType != ArmorMaterial::CLOTH) return -1;
CompoundTag *tag = item->getTag();
if (tag == NULL) return Minecraft::GetInstance()->getColourTable()->getColor( DEFAULT_LEATHER_COLOR );
CompoundTag *display = tag->getCompound(L"display");
if (display == NULL) return Minecraft::GetInstance()->getColourTable()->getColor( DEFAULT_LEATHER_COLOR );
if (display->contains(L"color"))
{
return display->getInt(L"color");
}
else
{
return Minecraft::GetInstance()->getColourTable()->getColor( DEFAULT_LEATHER_COLOR );
}
}
//@Override
Icon *ArmorItem::getLayerIcon(int auxValue, int spriteLayer)
{
if (spriteLayer == 1)
{
return overlayIcon;
}
return Item::getLayerIcon(auxValue, spriteLayer);
}
void ArmorItem::clearColor(shared_ptr<ItemInstance> item)
{
if (armorType != ArmorMaterial::CLOTH) return;
CompoundTag *tag = item->getTag();
if (tag == NULL) return;
CompoundTag *display = tag->getCompound(L"display");
if (display->contains(L"color")) display->remove(L"color");
}
void ArmorItem::setColor(shared_ptr<ItemInstance> item, int color)
{
if (armorType != ArmorMaterial::CLOTH)
{
#ifndef _CONTENT_PACKAGE
printf("Can't dye non-leather!");
__debugbreak();
#endif
//throw new UnsupportedOperationException("Can't dye non-leather!");
}
CompoundTag *tag = item->getTag();
if (tag == NULL)
{
tag = new CompoundTag();
item->setTag(tag);
}
CompoundTag *display = tag->getCompound(L"display");
if (!tag->contains(L"display")) tag->putCompound(L"display", display);
display->putInt(L"color", color);
}
bool ArmorItem::isValidRepairItem(shared_ptr<ItemInstance> source, shared_ptr<ItemInstance> repairItem)
{
if (armorType->getTierItemId() == repairItem->id)
{
return true;
}
return Item::isValidRepairItem(source, repairItem);
}
//@Override
void ArmorItem::registerIcons(IconRegister *iconRegister)
{
Item::registerIcons(iconRegister);
if (armorType == ArmorMaterial::CLOTH)
{
overlayIcon = iconRegister->registerIcon(LEATHER_OVERLAYS[slot]);
}
iconEmpty = iconRegister->registerIcon(TEXTURE_EMPTY_SLOTS[slot]);
}
Icon *ArmorItem::getEmptyIcon(int slot)
{
switch (slot)
{
case 0:
return Item::helmet_diamond->iconEmpty;
case 1:
return Item::chestplate_diamond->iconEmpty;
case 2:
return Item::leggings_diamond->iconEmpty;
case 3:
return Item::boots_diamond->iconEmpty;
}
return NULL;
}
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#pragma once
#include "Item.h"
class ArmorItem : public Item
{
public:
static const int SLOT_HEAD = 0;
static const int SLOT_TORSO = 1;
static const int SLOT_LEGS = 2;
static const int SLOT_FEET = 3;
static const eMinecraftColour DEFAULT_LEATHER_COLOR = eMinecraftColour_Armour_Default_Leather_Colour;
private:
static const int healthPerSlot[];
static const wstring LEATHER_OVERLAYS[] ;
public:
static const wstring TEXTURE_EMPTY_SLOTS[];
public:
class ArmorMaterial
{
public:
static const int clothArray[];
static const int chainArray[];
static const int ironArray[];
static const int goldArray[];
static const int diamondArray[];
public:
static const ArmorMaterial *CLOTH;
static const ArmorMaterial *CHAIN;
static const ArmorMaterial *IRON;
static const ArmorMaterial *GOLD;
static const ArmorMaterial *DIAMOND;
private:
int durabilityMultiplier;
int *slotProtections;
int enchantmentValue;
// 4J Stu - Had to make this public but was private
// We shouldn't be creating these except the static initialisation
public:
ArmorMaterial(int durabilityMultiplier, const int slotProtections[], int enchantmentValue);
~ArmorMaterial();
public:
int getHealthForSlot(int slot) const;
int getDefenseForSlot(int slot) const;
int getEnchantmentValue() const;
int getTierItemId() const;
};
const int slot;
const int defense;
const int modelIndex;
private:
const ArmorMaterial *armorType;
Icon *overlayIcon;
Icon *iconEmpty;
public:
ArmorItem(int id, const ArmorMaterial *armorType, int icon, int slot);
//@Override
int getColor(shared_ptr<ItemInstance> item, int spriteLayer);
//@Override
bool hasMultipleSpriteLayers();
virtual int getEnchantmentValue();
const ArmorMaterial *getMaterial();
bool hasCustomColor(shared_ptr<ItemInstance> item);
int getColor(shared_ptr<ItemInstance> item);
//@Override
Icon *getLayerIcon(int auxValue, int spriteLayer);
void clearColor(shared_ptr<ItemInstance> item);
void setColor(shared_ptr<ItemInstance> item, int color);
bool isValidRepairItem(shared_ptr<ItemInstance> source, shared_ptr<ItemInstance> repairItem);
//@Override
void registerIcons(IconRegister *iconRegister);
static Icon *getEmptyIcon(int slot);
};
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//package net.minecraft.world.item.crafting;
//import net.minecraft.world.item.*;
//import net.minecraft.world.level.tile.Tile;
#include "stdafx.h"
#include "net.minecraft.world.item.h"
#include "Tile.h"
#include "Recipy.h"
#include "Recipes.h"
#include "ArmorRecipes.h"
// 4J-PB - adding "" on the end of these so we can detect it
wstring ArmorRecipes::shapes[][4] =
{
{L"XXX", //
L"X X",L""},//
{L"X X", //
L"XXX",//
L"XXX",L""},//
{L"XXX", //
L"X X",//
L"X X",L""},//
{L"X X",//
L"X X",L""},//
};
/*
ArmorRecipes::map[5] =
{
{Item::leather, Tile::fire, Item::ironIngot, Item::diamond, Item::goldIngot},
{Item::helmet_cloth, Item::helmet_chain, Item::helmet_iron, Item::helmet_diamond, Item::helmet_gold},
{Item::chestplate_cloth, Item::chestplate_chain, Item::chestplate_iron, Item::chestplate_diamond, Item::chestplate_gold},
{Item::leggings_cloth, Item::leggings_chain, Item::leggings_iron, Item::leggings_diamond, Item::leggings_gold},
{Item::boots_cloth, Item::boots_chain, Item::boots_iron, Item::boots_diamond, Item::boots_gold},
};
*/
void ArmorRecipes::_init()
{
map = new vector <Object *> [MAX_ARMOUR_RECIPES];
// 4J-PB - removing the chain armour, since we show all possible recipes in the xbox game, and it's not one you can make
ADD_OBJECT(map[0],Item::leather);
// ADD_OBJECT(map[0],Tile::fire);
ADD_OBJECT(map[0],Item::ironIngot);
ADD_OBJECT(map[0],Item::diamond);
ADD_OBJECT(map[0],Item::goldIngot);
ADD_OBJECT(map[1],Item::helmet_cloth);
// ADD_OBJECT(map[1],Item::helmet_chain);
ADD_OBJECT(map[1],Item::helmet_iron);
ADD_OBJECT(map[1],Item::helmet_diamond);
ADD_OBJECT(map[1],Item::helmet_gold);
ADD_OBJECT(map[2],Item::chestplate_cloth);
// ADD_OBJECT(map[2],Item::chestplate_chain);
ADD_OBJECT(map[2],Item::chestplate_iron);
ADD_OBJECT(map[2],Item::chestplate_diamond);
ADD_OBJECT(map[2],Item::chestplate_gold);
ADD_OBJECT(map[3],Item::leggings_cloth);
// ADD_OBJECT(map[3],Item::leggings_chain);
ADD_OBJECT(map[3],Item::leggings_iron);
ADD_OBJECT(map[3],Item::leggings_diamond);
ADD_OBJECT(map[3],Item::leggings_gold);
ADD_OBJECT(map[4],Item::boots_cloth);
// ADD_OBJECT(map[4],Item::boots_chain);
ADD_OBJECT(map[4],Item::boots_iron);
ADD_OBJECT(map[4],Item::boots_diamond);
ADD_OBJECT(map[4],Item::boots_gold);
}
// 4J-PB added for quick equip in the inventory
ArmorRecipes::_eArmorType ArmorRecipes::GetArmorType(int iId)
{
switch(iId)
{
case Item::helmet_cloth_Id:
case Item::helmet_chain_Id:
case Item::helmet_iron_Id:
case Item::helmet_diamond_Id:
case Item::helmet_gold_Id:
return eArmorType_Helmet;
break;
case Item::chestplate_cloth_Id:
case Item::chestplate_chain_Id:
case Item::chestplate_iron_Id:
case Item::chestplate_diamond_Id:
case Item::chestplate_gold_Id:
return eArmorType_Chestplate;
break;
case Item::leggings_cloth_Id:
case Item::leggings_chain_Id:
case Item::leggings_iron_Id:
case Item::leggings_diamond_Id:
case Item::leggings_gold_Id:
return eArmorType_Leggings;
break;
case Item::boots_cloth_Id:
case Item::boots_chain_Id:
case Item::boots_iron_Id:
case Item::boots_diamond_Id:
case Item::boots_gold_Id:
return eArmorType_Boots;
break;
}
return eArmorType_None;
}
void ArmorRecipes::addRecipes(Recipes *r)
{
wchar_t wchTypes[5];
wchTypes[4]=0;
for (unsigned int m = 0; m < map[0].size(); m++)
{
Object *pObjMaterial = map[0].at(m);
for (int t=0; t<MAX_ARMOUR_RECIPES-1; t++)
{
Item *target = map[t+1].at(m)->item;
wchTypes[0]=L'w';
wchTypes[1]=L'c';
wchTypes[3]=L'g';
if(pObjMaterial->GetType()==eType_TILE)
{
wchTypes[2]=L't';
r->addShapedRecipy(new ItemInstance(target),
wchTypes,
shapes[t],
L'X', pObjMaterial->tile,
L'A');
}
else
{
// must be Item
wchTypes[2]=L'i';
r->addShapedRecipy(new ItemInstance(target),
wchTypes,
shapes[t],
L'X', pObjMaterial->item,
L'A');
}
}
}
}
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//package net.minecraft.world.item.crafting;
//import net.minecraft.world.item.*;
//import net.minecraft.world.level.tile.Tile;
#pragma once
#define MAX_ARMOUR_RECIPES 5
class ArmorRecipes
{
public:
enum _eArmorType
{
eArmorType_None=0,
eArmorType_Helmet,
eArmorType_Chestplate,
eArmorType_Leggings,
eArmorType_Boots,
}
eArmorType;
// 4J - added for common ctor code
void _init();
ArmorRecipes() {_init();}
private:
// 4J-PB - this wasn't static in java, so might not be right
static wstring shapes[][4];
private:
vector <Object *> *map;
public:
void addRecipes(Recipes *r);
static _eArmorType GetArmorType(int iId);
};
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#include "stdafx.h"
#include "net.minecraft.world.h"
#include "net.minecraft.world.item.h"
#include "net.minecraft.world.level.tile.h"
#include "net.minecraft.world.inventory.h"
#include "net.minecraft.world.item.crafting.h"
#include "ArmorSlot.h"
ArmorSlot::ArmorSlot(int slotNum, shared_ptr<Container> container, int id, int x, int y)
: Slot( container, id, x, y ),
slotNum( slotNum )
{
}
int ArmorSlot::getMaxStackSize()
{
return 1;
}
bool ArmorSlot::mayPlace(shared_ptr<ItemInstance> item)
{
if ( dynamic_cast<ArmorItem *>( item->getItem() ) != NULL)
{
return dynamic_cast<ArmorItem *>( item->getItem() )->slot == slotNum;
}
if (item->getItem()->id == Tile::pumpkin_Id || item->getItem()->id == Item::skull_Id)
{
return slotNum == 0;
}
return false;
}
Icon *ArmorSlot::getNoItemIcon()
{
return ArmorItem::getEmptyIcon(slotNum);
}
//
//bool ArmorSlot::mayCombine(shared_ptr<ItemInstance> item)
//{
// shared_ptr<ItemInstance> thisItemI = getItem();
// if(thisItemI == NULL || item == NULL) return false;
//
// ArmorItem *thisItem = (ArmorItem *)thisItemI->getItem();
// bool thisIsDyableArmor = thisItem->getMaterial() == ArmorItem::ArmorMaterial::CLOTH;
// bool itemIsDye = item->id == Item::dye_powder_Id;
// return thisIsDyableArmor && itemIsDye;
//}
//
//shared_ptr<ItemInstance> ArmorSlot::combine(shared_ptr<ItemInstance> item)
//{
// shared_ptr<CraftingContainer> craftSlots = shared_ptr<CraftingContainer>( new CraftingContainer(NULL, 2, 2) );
// craftSlots->setItem(0, item);
// craftSlots->setItem(1, getItem()); // Armour item needs to go second
// shared_ptr<ItemInstance> result = ArmorDyeRecipe::assembleDyedArmor(craftSlots);
// craftSlots->setItem(0, nullptr);
// craftSlots->setItem(1, nullptr);
// return result;
//}
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#pragma once
// 4J Stu Added
// In InventoryMenu.java they create an anoymous class while creating some slot. I have moved the content
// of that anonymous class to here
#include "Slot.h"
class Container;
class ArmorSlot : public Slot
{
private:
const int slotNum;
public:
ArmorSlot(int slotNum, shared_ptr<Container> container, int id, int x, int y);
virtual ~ArmorSlot() {}
virtual int getMaxStackSize();
virtual bool mayPlace(shared_ptr<ItemInstance> item);
Icon *getNoItemIcon();
//virtual bool mayCombine(shared_ptr<ItemInstance> item); // 4J Added
//virtual shared_ptr<ItemInstance> combine(shared_ptr<ItemInstance> item); // 4J Added
};
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#pragma once
#include <assert.h>
//Note - this is meant to be a really simple wrapper round a pointer just to be able to add a length value to arrays.
// As such, it shouldn't delete its data in a destructor as shallow copies will be made of this and we don't want to
// free the data just because one of those has gone out of scope
template <class T> class arrayWithLength
{
public:
T *data;
unsigned int length;
arrayWithLength() { data = NULL; length = 0; }
arrayWithLength(unsigned int elements, bool bClearArray=true) { assert(elements!=0); data = new T[elements]; if(bClearArray){ memset( data,0,sizeof(T)*elements); } this->length = elements; }
// 4J Stu Added this ctor so I static init arrays in the Item derivation tree
arrayWithLength( T data[], unsigned int elements) { this->data = data; this->length = elements; }
//~arrayWithLength() { delete[] data; }
void resize( unsigned int elements )
{
assert( elements > length );
T *temp = new T[elements];
memset( temp,0,sizeof(T)*elements);
if( data != NULL )
{
std::copy( data, data+length, temp );
delete[] data;
}
data = temp;
length = elements;
}
T& operator[](unsigned int i) { return data[i]; }
T operator[](unsigned int i) const { return data[i]; }
};
// TODO 4J Stu - This looks right, but is it?
template <class T> class array2DWithLength
{
typedef arrayWithLength< T >* _parrayWithLength;
public:
_parrayWithLength *data;
unsigned int length;
array2DWithLength() { data = NULL; length = 0; }
array2DWithLength(unsigned int dimA, unsigned int dimB)
{
data = new _parrayWithLength[dimA];
this->length = dimA;
for( unsigned int i = 0; i < length; i++ )
data[i] = new arrayWithLength<T>(dimB);
}
_parrayWithLength& operator[](unsigned int i) { return data[i]; }
_parrayWithLength operator[](unsigned int i) const { return data[i]; }
};
class Biome;
class LevelChunk;
class Node;
class Item;
class Tile;
class Stat;
class MobCategory;
class File;
class Vertex;
class _Polygon; // Renaming as have conflict with Windows Polygon fn
class ServerLevel;
class MultiPlayerLevel;
class Level;
class LevelRenderer;
class WeighedRandomItem;
class WeighedTreasure;
class Layer;
//class Cube;
class ModelPart;
class Enchantment;
class ClipChunk;
typedef arrayWithLength<double> doubleArray;
typedef arrayWithLength<byte> byteArray;
typedef arrayWithLength<char> charArray;
typedef arrayWithLength<short> shortArray;
typedef arrayWithLength<int> intArray;
typedef arrayWithLength<float> floatArray;
typedef arrayWithLength<Biome *> BiomeArray;
typedef arrayWithLength<LevelChunk *> LevelChunkArray;
typedef array2DWithLength<LevelChunk *> LevelChunk2DArray;
typedef arrayWithLength<Node *> NodeArray;
typedef arrayWithLength<Item *> ItemArray;
typedef arrayWithLength<Tile *> TileArray;
typedef arrayWithLength<Stat *> StatArray;
typedef arrayWithLength<MobCategory *> MobCategoryArray;
typedef arrayWithLength<File *> FileArray;
typedef arrayWithLength<Vertex *> VertexArray;
typedef arrayWithLength<_Polygon *> PolygonArray;
typedef arrayWithLength<ServerLevel *> ServerLevelArray;
typedef arrayWithLength<MultiPlayerLevel *> MultiPlayerLevelArray;
typedef arrayWithLength<Level *> LevelArray;
typedef arrayWithLength<LevelRenderer *> LevelRendererArray;
typedef arrayWithLength<WeighedRandomItem *> WeighedRandomItemArray;
typedef arrayWithLength<WeighedTreasure *> WeighedTreasureArray;
typedef arrayWithLength< shared_ptr<Layer> > LayerArray;
//typedef arrayWithLength<Cube *> CubeArray;
typedef arrayWithLength<ModelPart *> ModelPartArray;
typedef arrayWithLength<Enchantment *> EnchantmentArray;
typedef arrayWithLength<ClipChunk> ClipChunkArray;
#include "ItemInstance.h"
typedef arrayWithLength<shared_ptr<ItemInstance> > ItemInstanceArray;
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#pragma once
using namespace std;
#include "ArrayWithLength.h"
class Arrays
{
public:
static void fill(doubleArray arr, unsigned int from, unsigned int to, double value)
{ assert(from >=0); assert( from <= to ); assert( to <= arr.length ); std::fill( arr.data+from, arr.data+to, value ); }
static void fill(floatArray arr, unsigned int from, unsigned int to, float value)
{ assert(from >=0); assert( from <= to ); assert( to <= arr.length ); std::fill( arr.data+from, arr.data+to, value ); }
static void fill(BiomeArray arr, unsigned int from, unsigned int to, Biome *value)
{ assert(from >=0); assert( from <= to ); assert( to <= arr.length ); std::fill( arr.data+from, arr.data+to, value ); }
static void fill(byteArray arr, unsigned int from, unsigned int to, byte value)
{ assert(from >=0); assert( from <= to ); assert( to <= arr.length ); std::fill( arr.data+from, arr.data+to, value ); }
static void fill(byteArray arr, byte value)
{ std::fill( arr.data, arr.data+arr.length, value ); }
};
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#include "stdafx.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.level.tile.h"
#include "net.minecraft.world.entity.h"
#include "net.minecraft.world.entity.player.h"
#include "net.minecraft.world.phys.h"
#include "net.minecraft.world.item.h"
#include "net.minecraft.world.damagesource.h"
#include "net.minecraft.world.item.enchantment.h"
#include "com.mojang.nbt.h"
#include "Arrow.h"
// 4J : WESTY : Added for other award, kill creeper with arrow.
#include "net.minecraft.world.entity.monster.h"
#include "net.minecraft.stats.h"
#include "SoundTypes.h"
// base damage, multiplied with velocity
const double Arrow::ARROW_BASE_DAMAGE = 2.0f;
// 4J - added common ctor code.
void Arrow::_init()
{
// 4J Stu - This function call had to be moved here from the Entity ctor to ensure that
// the derived version of the function is called
this->defineSynchedData();
xTile = -1;
yTile = -1;
zTile = -1;
lastTile = 0;
lastData = 0;
inGround = false;
pickup = PICKUP_DISALLOWED;
shakeTime = 0;
flightTime = 0;
owner = nullptr;
life = 0;
baseDamage = ARROW_BASE_DAMAGE;
knockback = 0;
}
Arrow::Arrow(Level *level) : Entity( level )
{
_init();
this->setSize(0.5f, 0.5f);
}
Arrow::Arrow(Level *level, shared_ptr<Mob> mob, shared_ptr<Mob> target, float power, float uncertainty) : Entity( level )
{
_init();
this->owner = mob;
if ( dynamic_pointer_cast<Player>( mob ) != NULL) pickup = PICKUP_ALLOWED;
y = mob->y + mob->getHeadHeight() - 0.1f;
double xd = target->x - mob->x;
double yd = (target->y + target->getHeadHeight() - 0.7f) - y;
double zd = target->z - mob->z;
double sd = sqrt(xd * xd + zd * zd);
if (sd < 0.0000001) return;
float yRot = (float) (atan2(zd, xd) * 180 / PI) - 90;
float xRot = (float) -(atan2(yd, sd) * 180 / PI);
double xdn = xd / sd;
double zdn = zd / sd;
moveTo(mob->x + xdn, y, mob->z + zdn, yRot, xRot);
heightOffset = 0;
float yo = (float) sd * 0.2f;
shoot(xd, yd + yo, zd, power, uncertainty);
}
Arrow::Arrow(Level *level, double x, double y, double z) : Entity( level )
{
_init();
this->setSize(0.5f, 0.5f);
this->setPos(x, y, z);
this->heightOffset = 0;
}
Arrow::Arrow(Level *level, shared_ptr<Mob> mob, float power) : Entity( level )
{
_init();
this->owner = mob;
if ( dynamic_pointer_cast<Player>( mob ) != NULL) pickup = PICKUP_ALLOWED;
setSize(0.5f, 0.5f);
this->moveTo(mob->x, mob->y + mob->getHeadHeight(), mob->z, mob->yRot, mob->xRot);
x -= Mth::cos(yRot / 180 * PI) * 0.16f;
y -= 0.1f;
z -= Mth::sin(yRot / 180 * PI) * 0.16f;
this->setPos(x, y, z);
this->heightOffset = 0;
xd = -Mth::sin(yRot / 180 * PI) * Mth::cos(xRot / 180 * PI);
zd = Mth::cos(yRot / 180 * PI) * Mth::cos(xRot / 180 * PI);
yd = -Mth::sin(xRot / 180 * PI);
shoot(xd, yd, zd, power * 1.5f, 1);
}
void Arrow::defineSynchedData()
{
entityData->define(ID_FLAGS, (byte) 0);
}
void Arrow::shoot(double xd, double yd, double zd, float pow, float uncertainty)
{
float dist = (float) sqrt(xd * xd + yd * yd + zd * zd);
xd /= dist;
yd /= dist;
zd /= dist;
xd += (random->nextGaussian()) * 0.0075f * uncertainty;
yd += (random->nextGaussian()) * 0.0075f * uncertainty;
zd += (random->nextGaussian()) * 0.0075f * uncertainty;
xd *= pow;
yd *= pow;
zd *= pow;
this->xd = xd;
this->yd = yd;
this->zd = zd;
double sd = sqrt(xd * xd + zd * zd);
yRotO = this->yRot = (float) (atan2(xd, zd) * 180 / PI);
xRotO = this->xRot = (float) (atan2(yd, sd) * 180 / PI);
life = 0;
}
void Arrow::lerpTo(double x, double y, double z, float yRot, float xRot, int steps)
{
setPos(x, y, z);
setRot(yRot, xRot);
}
void Arrow::lerpMotion(double xd, double yd, double zd)
{
this->xd = xd;
this->yd = yd;
this->zd = zd;
if (xRotO == 0 && yRotO == 0)
{
double sd = sqrt(xd * xd + zd * zd);
yRotO = this->yRot = (float) (atan2( xd, zd) * 180 / PI);
xRotO = this->xRot = (float) (atan2( yd, sd) * 180 / PI);
xRotO = xRot;
yRotO = yRot;
app.DebugPrintf("%f %f : 0x%x\n",xRot,yRot,&yRot);
moveTo(x, y, z, yRot, xRot);
life = 0;
}
}
void Arrow::tick()
{
Entity::tick();
if (xRotO == 0 && yRotO == 0)
{
double sd = sqrt(xd * xd + zd * zd);
yRotO = this->yRot = (float) (atan2(xd, zd) * 180 / PI);
xRotO = this->xRot = (float) (atan2(yd, sd) * 180 / PI);
}
{
int t = level->getTile(xTile, yTile, zTile);
if (t > 0)
{
Tile::tiles[t]->updateShape(level, xTile, yTile, zTile);
AABB *aabb = Tile::tiles[t]->getAABB(level, xTile, yTile, zTile);
if (aabb != NULL && aabb->contains(Vec3::newTemp(x, y, z)))
{
inGround = true;
}
}
}
if (shakeTime > 0) shakeTime--;
if (inGround)
{
int tile = level->getTile(xTile, yTile, zTile);
int data = level->getData(xTile, yTile, zTile);
if (tile != lastTile || data != lastData)
{
inGround = false;
xd *= random->nextFloat() * 0.2f;
yd *= random->nextFloat() * 0.2f;
zd *= random->nextFloat() * 0.2f;
life = 0;
flightTime = 0;
return;
}
else
{
life++;
if (life == 20 * 60) remove();
return;
}
}
else
{
flightTime++;
}
Vec3 *from = Vec3::newTemp(x, y, z);
Vec3 *to = Vec3::newTemp(x + xd, y + yd, z + zd);
HitResult *res = level->clip(from, to, false, true);
from = Vec3::newTemp(x, y, z);
to = Vec3::newTemp(x + xd, y + yd, z + zd);
if (res != NULL)
{
to = Vec3::newTemp(res->pos->x, res->pos->y, res->pos->z);
}
shared_ptr<Entity> hitEntity = nullptr;
vector<shared_ptr<Entity> > *objects = level->getEntities(shared_from_this(), this->bb->expand(xd, yd, zd)->grow(1, 1, 1));
double nearest = 0;
AUTO_VAR(itEnd, objects->end());
for (AUTO_VAR(it, objects->begin()); it != itEnd; it++)
{
shared_ptr<Entity> e = *it; //objects->at(i);
if (!e->isPickable() || (e == owner && flightTime < 5)) continue;
float rr = 0.3f;
AABB *bb = e->bb->grow(rr, rr, rr);
HitResult *p = bb->clip(from, to);
if (p != NULL)
{
double dd = from->distanceTo(p->pos);
if (dd < nearest || nearest == 0)
{
hitEntity = e;
nearest = dd;
}
delete p;
}
}
if (hitEntity != NULL)
{
delete res;
res = new HitResult(hitEntity);
}
if (res != NULL)
{
if (res->entity != NULL)
{
float pow = Mth::sqrt(xd * xd + yd * yd + zd * zd);
int dmg = (int) Mth::ceil((float)(pow * baseDamage));
if(isCritArrow()) dmg += random->nextInt(dmg / 2 + 2);
DamageSource *damageSource = NULL;
if (owner == NULL)
{
damageSource = DamageSource::arrow(dynamic_pointer_cast<Arrow>(shared_from_this()), shared_from_this());
}
else
{
damageSource = DamageSource::arrow(dynamic_pointer_cast<Arrow>(shared_from_this()), owner);
}
if(res->entity->hurt(damageSource, dmg))
{
// Firx for #67839 - Customer Encountered: Bows enchanted with "Flame" still set things on fire if pvp/attack animals is turned off
// 4J Stu - We should not set the entity on fire unless we can cause some damage (this doesn't necessarily mean that the arrow hit lowered their health)
// set targets on fire first because we want cooked
// pork/chicken/steak
if (this->isOnFire())
{
res->entity->setOnFire(5);
}
shared_ptr<Mob> mob = dynamic_pointer_cast<Mob>(res->entity);
if (mob != NULL)
{
mob->arrowCount++;
if (knockback > 0)
{
float pushLen = sqrt(xd * xd + zd * zd);
if (pushLen > 0)
{
res->entity->push(xd * knockback * .6f / pushLen, 0.1, zd * knockback * .6f / pushLen);
}
}
if (owner != NULL)
{
ThornsEnchantment::doThornsAfterAttack(owner, mob, random);
}
}
// 4J : WESTY : For award, need to track if creeper was killed by arrow from the player.
if ( (dynamic_pointer_cast<Player>(owner) != NULL ) && // arrow owner is a player
( res->entity->isAlive() == false ) && // target is now dead
( dynamic_pointer_cast<Creeper>( res->entity ) != NULL ) ) // target is a creeper
{
dynamic_pointer_cast<Player>(owner)->awardStat(
GenericStats::arrowKillCreeper(),
GenericStats::param_arrowKillCreeper()
);
}
// 4J - sound change brought forward from 1.2.3
level->playSound(shared_from_this(), eSoundType_RANDOM_BOW_HIT, 1.0f, 1.2f / (random->nextFloat() * 0.2f + 0.9f));
remove();
}
else
{
xd *= -0.1f;
yd *= -0.1f;
zd *= -0.1f;
yRot += 180;
yRotO += 180;
flightTime = 0;
}
delete damageSource;
}
else
{
xTile = res->x;
yTile = res->y;
zTile = res->z;
lastTile = level->getTile(xTile, yTile, zTile);
lastData = level->getData(xTile, yTile, zTile);
xd = (float) (res->pos->x - x);
yd = (float) (res->pos->y - y);
zd = (float) (res->pos->z - z);
float dd = (float) sqrt(xd * xd + yd * yd + zd * zd);
// 4J added check - zero dd here was creating NaNs
if( dd > 0.0001f )
{
x -= (xd / dd) * 0.05f;
y -= (yd / dd) * 0.05f;
z -= (zd / dd) * 0.05f;
}
// 4J - sound change brought forward from 1.2.3
level->playSound(shared_from_this(), eSoundType_RANDOM_BOW_HIT, 1.0f, 1.2f / (random->nextFloat() * 0.2f + 0.9f));
inGround = true;
shakeTime = 7;
setCritArrow(false);
}
}
delete res;
if(isCritArrow())
{
for (int i = 0; i < 4; i++)
{
level->addParticle(eParticleType_crit, x + xd * i / 4.0f, y + yd * i / 4.0f, z + zd * i / 4.0f, -xd, -yd + 0.2, -zd);
}
}
x += xd;
y += yd;
z += zd;
double sd = sqrt(xd * xd + zd * zd);
yRot = (float) (atan2(xd, zd) * 180 / PI);
xRot = (float) (atan2(yd, sd) * 180 / PI);
while (xRot - xRotO < -180)
xRotO -= 360;
while (xRot - xRotO >= 180)
xRotO += 360;
while (yRot - yRotO < -180)
yRotO -= 360;
while (yRot - yRotO >= 180)
yRotO += 360;
xRot = xRotO + (xRot - xRotO) * 0.2f;
yRot = yRotO + (yRot - yRotO) * 0.2f;
float inertia = 0.99f;
float gravity = 0.05f;
if (isInWater())
{
for (int i = 0; i < 4; i++)
{
float s = 1 / 4.0f;
level->addParticle(eParticleType_bubble, x - xd * s, y - yd * s, z - zd * s, xd, yd, zd);
}
inertia = 0.80f;
}
xd *= inertia;
yd *= inertia;
zd *= inertia;
yd -= gravity;
setPos(x, y, z);
checkInsideTiles();
}
void Arrow::addAdditonalSaveData(CompoundTag *tag)
{
tag->putShort(L"xTile", (short) xTile);
tag->putShort(L"yTile", (short) yTile);
tag->putShort(L"zTile", (short) zTile);
tag->putByte(L"inTile", (byte) lastTile);
tag->putByte(L"inData", (byte) lastData);
tag->putByte(L"shake", (byte) shakeTime);
tag->putByte(L"inGround", (byte) (inGround ? 1 : 0));
tag->putByte(L"pickup", (byte) pickup);
tag->putDouble(L"damage", baseDamage);
}
void Arrow::readAdditionalSaveData(CompoundTag *tag)
{
xTile = tag->getShort(L"xTile");
yTile = tag->getShort(L"yTile");
zTile = tag->getShort(L"zTile");
lastTile = tag->getByte(L"inTile") & 0xff;
lastData = tag->getByte(L"inData") & 0xff;
shakeTime = tag->getByte(L"shake") & 0xff;
inGround = tag->getByte(L"inGround") == 1;
if (tag->contains(L"damage"))
{
baseDamage = tag->getDouble(L"damage");
}
if (tag->contains(L"pickup"))
{
pickup = tag->getByte(L"pickup");
}
else if (tag->contains(L"player"))
{
pickup = tag->getBoolean(L"player") ? PICKUP_ALLOWED : PICKUP_DISALLOWED;
}
}
void Arrow::playerTouch(shared_ptr<Player> player)
{
if (level->isClientSide || !inGround || shakeTime > 0) return;
bool bRemove = pickup == PICKUP_ALLOWED || (pickup == PICKUP_CREATIVE_ONLY && player->abilities.instabuild);
if (pickup == PICKUP_ALLOWED)
{
if (!player->inventory->add( shared_ptr<ItemInstance>( new ItemInstance(Item::arrow, 1) ) ))
{
bRemove = false;
}
}
if (bRemove)
{
level->playSound(shared_from_this(), eSoundType_RANDOM_POP, 0.2f, ((random->nextFloat() - random->nextFloat()) * 0.7f + 1.0f) * 2.0f);
player->take(shared_from_this(), 1);
remove();
}
}
float Arrow::getShadowHeightOffs()
{
return 0;
}
void Arrow::setBaseDamage(double baseDamage)
{
this->baseDamage = baseDamage;
}
double Arrow::getBaseDamage()
{
return baseDamage;
}
void Arrow::setKnockback(int knockback)
{
this->knockback = knockback;
}
bool Arrow::isAttackable()
{
return false;
}
void Arrow::setCritArrow(bool critArrow)
{
byte flags = entityData->getByte(ID_FLAGS);
if (critArrow)
{
entityData->set(ID_FLAGS, (byte) (flags | FLAG_CRIT));
}
else
{
entityData->set(ID_FLAGS, (byte) (flags & ~FLAG_CRIT));
}
}
bool Arrow::isCritArrow()
{
byte flags = entityData->getByte(ID_FLAGS);
return (flags & FLAG_CRIT) != 0;
}
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#pragma once
using namespace std;
#include "Entity.h"
class Level;
class CompoundTag;
class Arrow : public Entity
{
public:
eINSTANCEOF GetType() { return eTYPE_ARROW; }
static Entity *create(Level *level) { return new Arrow(level); }
private:
// base damage, multiplied with velocity
static const double ARROW_BASE_DAMAGE;
public:
static const int PICKUP_DISALLOWED = 0;
static const int PICKUP_ALLOWED = 1;
static const int PICKUP_CREATIVE_ONLY = 2;
private:
static const int ID_FLAGS = 16;
static const int FLAG_CRIT = 1;
private:
int xTile;
int yTile;
int zTile;
int lastTile;
int lastData;
bool inGround;
public:
int pickup;
int shakeTime;
shared_ptr<Entity> owner;
private:
double baseDamage;
int knockback;
private:
int life;
int flightTime;
// 4J - added common ctor code.
void _init();
public:
Arrow(Level *level);
Arrow(Level *level, shared_ptr<Mob> mob, shared_ptr<Mob> target, float power, float uncertainty);
Arrow(Level *level, double x, double y, double z);
Arrow(Level *level, shared_ptr<Mob> mob, float power);
protected:
virtual void defineSynchedData();
public:
void shoot(double xd, double yd, double zd, float pow, float uncertainty);
virtual void lerpTo(double x, double y, double z, float yRot, float xRot, int steps);
virtual void lerpMotion(double xd, double yd, double zd);
virtual void tick();
virtual void addAdditonalSaveData(CompoundTag *tag);
virtual void readAdditionalSaveData(CompoundTag *tag);
virtual void playerTouch(shared_ptr<Player> player);
virtual float getShadowHeightOffs();
void setBaseDamage(double baseDamage);
double getBaseDamage();
void setKnockback(int knockback);
virtual bool isAttackable();
void setCritArrow(bool critArrow);
bool isCritArrow();
};
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#include "stdafx.h"
#include "net.minecraft.world.entity.ai.control.h"
#include "net.minecraft.world.entity.ai.navigation.h"
#include "net.minecraft.world.entity.ai.sensing.h"
#include "net.minecraft.world.entity.projectile.h"
#include "net.minecraft.world.entity.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.phys.h"
#include "SoundTypes.h"
#include "ArrowAttackGoal.h"
ArrowAttackGoal::ArrowAttackGoal(Mob *mob, float speed, int projectileType, int attackInterval)
{
// 4J Init
target = weak_ptr<Mob>();
attackTime = 0;
seeTime = 0;
this->mob = mob;
this->level = mob->level;
this->speed = speed;
this->projectileType = projectileType;
this->attackInterval = attackInterval;
setRequiredControlFlags(Control::MoveControlFlag | Control::LookControlFlag);
}
bool ArrowAttackGoal::canUse()
{
shared_ptr<Mob> bestTarget = mob->getTarget();
if (bestTarget == NULL) return false;
target = weak_ptr<Mob>(bestTarget);
return true;
}
bool ArrowAttackGoal::canContinueToUse()
{
return target.lock() != NULL && (canUse() || !mob->getNavigation()->isDone());
}
void ArrowAttackGoal::stop()
{
target = weak_ptr<Mob>();
}
void ArrowAttackGoal::tick()
{
double attackRadiusSqr = 10 * 10;
shared_ptr<Mob> tar = target.lock();
double targetDistSqr = mob->distanceToSqr(tar->x, tar->bb->y0, tar->z);
bool canSee = mob->getSensing()->canSee(tar);
if (canSee)
{
++seeTime;
}
else seeTime = 0;
if (targetDistSqr > attackRadiusSqr || seeTime < 20) mob->getNavigation()->moveTo(tar, speed);
else mob->getNavigation()->stop();
mob->getLookControl()->setLookAt(tar, 30, 30);
attackTime = max(attackTime - 1, 0);
if (attackTime > 0) return;
if (targetDistSqr > attackRadiusSqr || !canSee) return;
fireAtTarget();
attackTime = attackInterval;
}
void ArrowAttackGoal::fireAtTarget()
{
shared_ptr<Mob> tar = target.lock();
if (projectileType == ArrowType)
{
shared_ptr<Arrow> arrow = shared_ptr<Arrow>( new Arrow(level, dynamic_pointer_cast<Mob>(mob->shared_from_this()), tar, 1.60f, 12) );
level->playSound(mob->shared_from_this(), eSoundType_RANDOM_BOW, 1.0f, 1 / (mob->getRandom()->nextFloat() * 0.4f + 0.8f));
level->addEntity(arrow);
}
else if (projectileType == SnowballType)
{
shared_ptr<Snowball> snowball = shared_ptr<Snowball>( new Snowball(level, dynamic_pointer_cast<Mob>(mob->shared_from_this())) );
double xd = tar->x - mob->x;
double yd = (tar->y + tar->getHeadHeight() - 1.1f) - snowball->y;
double zd = tar->z - mob->z;
float yo = sqrt(xd * xd + zd * zd) * 0.2f;
snowball->shoot(xd, yd + yo, zd, 1.60f, 12);
level->playSound(mob->shared_from_this(), eSoundType_RANDOM_BOW, 1.0f, 1 / (mob->getRandom()->nextFloat() * 0.4f + 0.8f));
level->addEntity(snowball);
}
}
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#pragma once
#include "Goal.h"
class ArrowAttackGoal : public Goal
{
public:
static const int ArrowType = 1;
static const int SnowballType = 2;
Level *level;
Mob *mob; // Owner of this goal
weak_ptr<Mob> target;
int attackTime;
float speed;
int seeTime;
int projectileType;
int attackInterval;
ArrowAttackGoal(Mob *mob, float speed, int projectileType, int attackInterval);
virtual bool canUse();
virtual bool canContinueToUse();
virtual void stop();
virtual void tick();
private:
void fireAtTarget();
public:
// 4J Added override to update ai elements when loading entity from schematics
virtual void setLevel(Level *level) { this->level = level; }
};
@@ -0,0 +1,22 @@
#include "stdafx.h"
#include "ArrowDamageEnchantment.h"
ArrowDamageEnchantment::ArrowDamageEnchantment(int id, int frequency) : Enchantment(id, frequency, EnchantmentCategory::bow)
{
setDescriptionId(IDS_ENCHANTMENT_ARROW_DAMAGE);
}
int ArrowDamageEnchantment::getMinCost(int level)
{
return 1 + (level - 1) * 10;
}
int ArrowDamageEnchantment::getMaxCost(int level)
{
return getMinCost(level) + 15;
}
int ArrowDamageEnchantment::getMaxLevel()
{
return 5;
}
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#pragma once
#include "Enchantment.h"
class ArrowDamageEnchantment : public Enchantment
{
public:
ArrowDamageEnchantment(int id, int frequency);
virtual int getMinCost(int level);
virtual int getMaxCost(int level);
virtual int getMaxLevel();
};
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#include "stdafx.h"
#include "ArrowFireEnchantment.h"
ArrowFireEnchantment::ArrowFireEnchantment(int id, int frequency) : Enchantment(id, frequency, EnchantmentCategory::bow)
{
setDescriptionId(IDS_ENCHANTMENT_ARROW_FIRE);
}
int ArrowFireEnchantment::getMinCost(int level)
{
return 20;
}
int ArrowFireEnchantment::getMaxCost(int level)
{
return 50;
}
int ArrowFireEnchantment::getMaxLevel()
{
return 1;
}
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#pragma once
#include "Enchantment.h"
class ArrowFireEnchantment : public Enchantment
{
public:
ArrowFireEnchantment(int id, int frequency);
virtual int getMinCost(int level);
virtual int getMaxCost(int level);
virtual int getMaxLevel();
};
@@ -0,0 +1,22 @@
#include "stdafx.h"
#include "ArrowInfiniteEnchantment.h"
ArrowInfiniteEnchantment::ArrowInfiniteEnchantment(int id, int frequency) : Enchantment(id, frequency, EnchantmentCategory::bow)
{
setDescriptionId(IDS_ENCHANTMENT_ARROW_INFINITE);
}
int ArrowInfiniteEnchantment::getMinCost(int level)
{
return 20;
}
int ArrowInfiniteEnchantment::getMaxCost(int level)
{
return 50;
}
int ArrowInfiniteEnchantment::getMaxLevel()
{
return 1;
}
@@ -0,0 +1,13 @@
#pragma once
#include "Enchantment.h"
class ArrowInfiniteEnchantment : public Enchantment
{
public:
ArrowInfiniteEnchantment(int id, int frequency);
virtual int getMinCost(int level);
virtual int getMaxCost(int level);
virtual int getMaxLevel();
};
@@ -0,0 +1,22 @@
#include "stdafx.h"
#include "ArrowKnockbackEnchantment.h"
ArrowKnockbackEnchantment::ArrowKnockbackEnchantment(int id, int frequency) : Enchantment(id, frequency, EnchantmentCategory::bow)
{
setDescriptionId(IDS_ENCHANTMENT_ARROW_KNOCKBACK);
}
int ArrowKnockbackEnchantment::getMinCost(int level)
{
return 12 + (level - 1) * 20;
}
int ArrowKnockbackEnchantment::getMaxCost(int level)
{
return getMinCost(level) + 25;
}
int ArrowKnockbackEnchantment::getMaxLevel()
{
return 2;
}
@@ -0,0 +1,13 @@
#pragma once
#include "Enchantment.h"
class ArrowKnockbackEnchantment : public Enchantment
{
public:
ArrowKnockbackEnchantment(int id, int frequency);
virtual int getMinCost(int level);
virtual int getMaxCost(int level);
virtual int getMaxLevel();
};
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#include "stdafx.h"
#include "net.minecraft.world.level.tile.h"
#include "AuxDataTileItem.h"
AuxDataTileItem::AuxDataTileItem(int id, Tile *parentTile) : TileItem(id)
{
this->parentTile = parentTile;
setMaxDamage(0);
setStackedByData(true);
}
Icon *AuxDataTileItem::getIcon(int itemAuxValue)
{
return parentTile->getTexture(2, itemAuxValue);
}
int AuxDataTileItem::getLevelDataForAuxValue(int auxValue)
{
return auxValue;
}
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#pragma once
#include "TileItem.h"
class Tile;
class AuxDataTileItem : public TileItem
{
private:
Tile *parentTile;
public:
AuxDataTileItem(int id, Tile *parentTile);
Icon *getIcon(int itemAuxValue);
int getLevelDataForAuxValue(int auxValue);
};
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#include "stdafx.h"
#include "net.minecraft.world.entity.ai.control.h"
#include "net.minecraft.world.entity.ai.navigation.h"
#include "net.minecraft.world.entity.ai.sensing.h"
#include "net.minecraft.world.entity.ai.util.h"
#include "net.minecraft.world.entity.h"
#include "net.minecraft.world.entity.animal.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.level.pathfinder.h"
#include "net.minecraft.world.phys.h"
#include "AvoidPlayerGoal.h"
AvoidPlayerGoal::AvoidPlayerGoal(PathfinderMob *mob, const type_info& avoidType, float maxDist, float walkSpeed, float sprintSpeed) : avoidType(avoidType)
{
this->mob = mob;
//this->avoidType = avoidType;
this->maxDist = maxDist;
this->walkSpeed = walkSpeed;
this->sprintSpeed = sprintSpeed;
this->pathNav = mob->getNavigation();
setRequiredControlFlags(Control::MoveControlFlag);
toAvoid = weak_ptr<Entity>();
path = NULL;
}
AvoidPlayerGoal::~AvoidPlayerGoal()
{
if(path != NULL) delete path;
}
bool AvoidPlayerGoal::canUse()
{
if (avoidType == typeid(Player))
{
shared_ptr<TamableAnimal> tamableAnimal = dynamic_pointer_cast<TamableAnimal>(mob->shared_from_this());
if (tamableAnimal != NULL && tamableAnimal->isTame()) return false;
toAvoid = weak_ptr<Entity>(mob->level->getNearestPlayer(mob->shared_from_this(), maxDist));
if (toAvoid.lock() == NULL) return false;
}
else
{
vector<shared_ptr<Entity> > *entities = mob->level->getEntitiesOfClass(avoidType, mob->bb->grow(maxDist, 3, maxDist));
if (entities->empty())
{
delete entities;
return false;
}
toAvoid = weak_ptr<Entity>(entities->at(0));
delete entities;
}
if (!mob->getSensing()->canSee(toAvoid.lock())) return false;
Vec3 *pos = RandomPos::getPosAvoid(dynamic_pointer_cast<PathfinderMob>(mob->shared_from_this()), 16, 7, Vec3::newTemp(toAvoid.lock()->x, toAvoid.lock()->y, toAvoid.lock()->z));
if (pos == NULL) return false;
if (toAvoid.lock()->distanceToSqr(pos->x, pos->y, pos->z) < toAvoid.lock()->distanceToSqr(mob->shared_from_this())) return false;
delete path;
path = pathNav->createPath(pos->x, pos->y, pos->z);
if (path == NULL) return false;
if (!path->endsInXZ(pos)) return false;
return true;
}
bool AvoidPlayerGoal::canContinueToUse()
{
return toAvoid.lock() != NULL && !pathNav->isDone();
}
void AvoidPlayerGoal::start()
{
pathNav->moveTo(path, walkSpeed);
path = NULL;
}
void AvoidPlayerGoal::stop()
{
toAvoid = weak_ptr<Entity>();
}
void AvoidPlayerGoal::tick()
{
if (mob->distanceToSqr(toAvoid.lock()) < 7 * 7) mob->getNavigation()->setSpeed(sprintSpeed);
else mob->getNavigation()->setSpeed(walkSpeed);
}
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#pragma once
#include "Goal.h"
class PathNavigation;
class PathfinderMob;
class Path;
class AvoidPlayerGoal : public Goal
{
private:
PathfinderMob *mob; // Owner of this goal
float walkSpeed, sprintSpeed;
weak_ptr<Entity> toAvoid;
float maxDist;
Path *path;
PathNavigation *pathNav;
const type_info& avoidType;
public:
AvoidPlayerGoal(PathfinderMob *mob, const type_info& avoidType, float maxDist, float walkSpeed, float sprintSpeed);
~AvoidPlayerGoal();
virtual bool canUse();
virtual bool canContinueToUse();
virtual void start();
virtual void stop();
virtual void tick();
};
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#include "stdafx.h"
#include <iostream>
#include "InputOutputStream.h"
#include "PacketListener.h"
#include "AwardStatPacket.h"
AwardStatPacket::AwardStatPacket()
{
this->m_paramData.data = NULL;
this->m_paramData.length = 0;
}
AwardStatPacket::AwardStatPacket(int statId, int count)
{
this->statId = statId;
this->m_paramData.data = (byte *) new int(count);
this->m_paramData.length = sizeof(int);
}
AwardStatPacket::AwardStatPacket(int statId, byteArray paramData)
{
this->statId = statId;
this->m_paramData = paramData;
}
AwardStatPacket::~AwardStatPacket()
{
if (m_paramData.data != NULL)
{
delete [] m_paramData.data;
m_paramData.data = NULL;
}
}
void AwardStatPacket::handle(PacketListener *listener)
{
listener->handleAwardStat(shared_from_this());
m_paramData.data = NULL;
}
void AwardStatPacket::read(DataInputStream *dis) //throws IOException
{
statId = dis->readInt();
// Read parameter blob.
int length = dis->readInt();
if(length > 0)
{
m_paramData = byteArray(length);
dis->readFully(m_paramData);
}
}
void AwardStatPacket::write(DataOutputStream *dos) //throws IOException
{
dos->writeInt(statId);
dos->writeInt(m_paramData.length);
if(m_paramData.length > 0) dos->write(m_paramData);
}
int AwardStatPacket::getEstimatedSize()
{
return 6;
}
bool AwardStatPacket::isAync()
{
return true;
}
// On most platforms we only store 'count' in an AwardStatPacket.
int AwardStatPacket::getCount()
{
return *((int*)this->m_paramData.data);
}
// On Durango we store 'Event' parameters here in a blob.
byteArray AwardStatPacket::getParamData()
{
return m_paramData;
}
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#pragma once
using namespace std;
#include "Packet.h"
class AwardStatPacket : public Packet, public enable_shared_from_this<AwardStatPacket>
{
public:
int statId;
// 4J-JEV: Changed to allow for Durango events.
protected:
byteArray m_paramData;
public:
AwardStatPacket();
AwardStatPacket(int statId, int count);
AwardStatPacket(int statId, byteArray paramData);
~AwardStatPacket();
virtual void handle(PacketListener *listener);
virtual void read(DataInputStream *dis);
virtual void write(DataOutputStream *dos);
virtual int getEstimatedSize();
virtual bool isAync();
static shared_ptr<Packet> create() { return shared_ptr<Packet>(new AwardStatPacket()); }
virtual int getId() { return 200; }
public:
// 4J-JEV: New getters to help prevent unsafe access
int getCount();
byteArray getParamData();
};
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#include "stdafx.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.level.tile.h"
#include "BasicTree.h"
byte BasicTree::axisConversionArray[] = { 2, 0, 0, 1, 2, 1 };
BasicTree::~BasicTree()
{
delete rnd;
for( int i = 0; i < foliageCoordsLength; i++ )
{
delete [] foliageCoords[i];
}
delete [] foliageCoords;
}
BasicTree::BasicTree(bool doUpdate) : Feature(doUpdate)
{
rnd = new Random();
origin[0] = 0;
origin[1] = 0;
origin[2] = 0;
// Field to hold the tree height.
height = 0;
// Other important tree information.
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;
}
void BasicTree::prepare()
{
// Initialize the instance variables.
// Populate the list of foliage cluster locations.
// Designed to be overridden in child classes to change basic
// tree properties (trunk width, branch angle, foliage density, etc..).
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;
// The foliage coordinates are a list of [x,y,z,y of branch base] values for each cluster
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;
}
// The originOffset is to put the value in the middle of the block.
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 };
// check the center column of the cluster for obstructions.
if (checkLine(checkStart, checkEnd) == -1) {
// If the cluster can be created, check the branch path
// for obstructions.
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);
}
// Now check the branch path
if (checkLine(checkBranchBase, checkStart) == -1)
{
// If the branch path is clear, add the position to the list
// of foliage positions
tempFoliageCoords[clusterCount][0] = x;
tempFoliageCoords[clusterCount][1] = y;
tempFoliageCoords[clusterCount][2] = z;
tempFoliageCoords[clusterCount][3] = checkBranchBase[1];
clusterCount++;
}
}
num++;
}
y--;
relativeY--;
}
// 4J Stu - Rather than copying the array, we are storing the number of valid elements in the array
foliageCoordsLength = clusterCount;
foliageCoords = tempFoliageCoords;
// Delete the rest of the array whilst we still know how big it was
for( int i = clusterCount; i < clustersPerY * height; i++ )
{
delete [] tempFoliageCoords[i];
tempFoliageCoords[i] = NULL;
}
// 4J - original code for above is the following, it isn't obvious to me why it is doing a copy of the array, so let's not for now
// foliageCoords = new int[clusterCount][4];
// System.arraycopy(tempFoliageCoords, 0, foliageCoords, 0, clusterCount);
}
void BasicTree::crossection(int x, int y, int z, float radius, byte direction, int material)
{
PIXBeginNamedEvent(0, "BasicTree crossection");
// Create a circular cross section.
//
// Used to nearly everything in the foliage, branches, and trunk.
// This is a good target for performance optimization.
// Passed values:
// x,y,z is the center location of the cross section
// radius is the radius of the section from the center
// direction is the direction the cross section is pointed, 0 for x, 1 for y, 2 for z
// material is the index number for the material to use
int rad = (int) (radius + 0.618);
byte secidx1 = axisConversionArray[direction];
byte 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;
PIXBeginNamedEvent(0,"BasicTree getting tile");
thismat = thisLevel->getTile(position[0], position[1], position[2]);
PIXEndNamedEvent();
if (!((thismat == 0) || (thismat == Tile::leaves_Id)))
{
// If the material of the checked block is anything other than
// air or foliage, skip this tile.
offset2++;
continue;
}
PIXBeginNamedEvent(0,"BasicTree placing block");
placeBlock(thisLevel, position[0], position[1], position[2], material, 0);
PIXEndNamedEvent();
offset2++;
}
offset1++;
}
PIXEndNamedEvent();
}
float BasicTree::treeShape(int y)
{
// Take the y position relative to the base of the tree.
// Return the distance the foliage should be from the trunk axis.
// Return a negative number if foliage should not be created at this height.
// This method is intended for overriding in child classes, allowing
// different shaped trees.
// This method should return a consistent value for each y (don't randomize).
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));
// Alter this factor to change the overall width of the tree.
distance *= (float) 0.5;
return distance;
}
float BasicTree::foliageShape(int y)
{
// Take the y position relative to the base of the foliage cluster.
// Return the radius of the cluster at this y
// Return a negative number if no foliage should be created at this level
// this method is intended for overriding in child classes, allowing
// foliage of different sizes and shapes.
if ((y < 0) || (y >= foliageHeight)) return (float) -1;
else if ((y == 0) || (y == (foliageHeight - 1))) return (float) 2;
else return (float) 3;
}
void BasicTree::foliageCluster(int x, int y, int z)
{
PIXBeginNamedEvent(0,"BasicTree foliageCluster");
// Generate a cluster of foliage, with the base at x, y, z.
// The shape of the cluster is derived from foliageShape
// crossection is called to make each level.
int topy = y + foliageHeight;
int cury = topy - 1;
float radius;
// 4J Stu - Generate foliage from the top down so that we don't keep recalculating heightmaps
while (cury >= y)
{
radius = foliageShape(cury - y);
crossection(x, cury, z, radius, (byte) 1, Tile::leaves_Id);
cury--;
}
PIXEndNamedEvent();
}
void BasicTree::limb(int *start, int *end, int material)
{
// Create a limb from the start position to the end position.
// Used for creating the branches and trunk.
// Populate delta, the difference between start and end for all three axies.
// Set primidx to the index with the largest overall distance traveled.
int delta[] = { 0, 0, 0 };
byte idx = 0;
byte primidx = 0;
while (idx < 3)
{
delta[idx] = end[idx] - start[idx];
if (abs(delta[idx]) > abs(delta[primidx]))
{
primidx = idx;
}
idx++;
}
// If the largest distance is zero, don't bother to do anything else.
if (delta[primidx] == 0) return;
// set up the other two axis indices.
byte secidx1 = axisConversionArray[primidx];
byte secidx2 = axisConversionArray[primidx + 3];
// primsign is digit 1 or -1 depending on whether the limb is headed
// along the positive or negative primidx axis.
char primsign;
if (delta[primidx] > 0) primsign = 1;
else primsign = -1;
// Initilize the per-step movement for the non-primary axies.
double secfac1 = ((double) delta[secidx1]) / ((double) delta[primidx]);
double secfac2 = ((double) delta[secidx2]) / ((double) delta[primidx]);
// Initialize the coordinates.
int coordinate[] = { 0, 0, 0 };
// Loop through each crossection along the primary axis, from start to end
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 = TreeTile::FACING_Y;
int xdiff = abs(coordinate[0] - start[0]);
int zdiff = abs(coordinate[2] - start[2]);
int maxdiff = max(xdiff, zdiff);
if (maxdiff > 0)
{
if (xdiff == maxdiff)
{
dir = TreeTile::FACING_X;
}
else if (zdiff == maxdiff)
{
dir = TreeTile::FACING_Z;
}
}
placeBlock(thisLevel, coordinate[0], coordinate[1], coordinate[2], material, dir);
primoffset += primsign;
}
}
void BasicTree::makeFoliage()
{
// Create the tree foliage.
// Call foliageCluster at the correct locations
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 BasicTree::trimBranches(int localY)
{
// For larger trees, randomly "prune" the branches so there
// aren't too many.
// Return true if the branch should be created.
// This method is intended for overriding in child classes, allowing
// decent amounts of branches on very large trees.
// Can also be used to disable branches on some tree types, or
// make branches more sparse.
if (localY < (height * 0.2)) return false;
else return true;
}
void BasicTree::makeTrunk()
{
// Create the trunk of the tree.
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 BasicTree::makeBranches()
{
// Create the tree branches.
// Call trimBranches for each branch to see if you should create it.
// Call taperedLimb to the correct locations
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 BasicTree::checkLine(int *start, int *end)
{
// Check from coordinates start to end (both inclusive) for blocks other than air and foliage
// If a block other than air and foliage is found, return the number of steps taken.
// If no block other than air and foliage is found, return -1.
// Examples:
// If the third block searched is stone, return 2
// If the first block searched is lava, return 0
int delta[] = { 0, 0, 0 };
byte idx = 0;
byte primidx = 0;
while (idx < 3)
{
delta[idx] = end[idx] - start[idx];
if (abs(delta[idx]) > abs(delta[primidx]))
{
primidx = idx;
}
idx++;
}
// If the largest distance is zero, don't bother to do anything else.
if (delta[primidx] == 0) return -1;
// set up the other two axis indices.
byte secidx1 = axisConversionArray[primidx];
byte secidx2 = axisConversionArray[primidx + 3];
// primsign is digit 1 or -1 depending on whether the limb is headed
// along the positive or negative primidx axis.
char primsign; // 4J Stu - Was byte, but we use in a sum below and byte=unsigned char so we were setting endoffset incorrectly
if (delta[primidx] > 0) primsign = 1;
else primsign = -1;
// Initilize the per-step movement for the non-primary axies.
double secfac1 = ((double) delta[secidx1]) / ((double) delta[primidx]);
double secfac2 = ((double) delta[secidx2]) / ((double) delta[primidx]);
// Initialize the coordinates.
int coordinate[] = { 0, 0, 0 };
// Loop through each crossection along the primary axis, from start to end
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)))
{
// If the material of the checked block is anything other than
// air or foliage, stop looking.
break;
}
primoffset += primsign;
}
// If you reached the end without finding anything, return -1.
if (primoffset == endoffset)
{
return -1;
}
// Otherwise, return the number of steps you took.
else
{
return abs(primoffset);
}
}
bool BasicTree::checkLocation()
{
// Return true if the tree can be placed here.
// Return false if the tree can not be placed here.
// Examine the square under the trunk. Is it grass or dirt?
// If not, return false
// Examine center column for how tall the tree can be.
// If the checked height is shorter than height, but taller
// than 4, set the tree to the maximum height allowed.
// If the space is too short, return false.
int startPosition[] = { origin[0], origin[1], origin[2] };
int endPosition[] = { origin[0], origin[1] + height - 1, origin[2] };
// 4J Stu Added to stop tree features generating areas previously place by game rule generation
if(app.getLevelGenerationOptions() != NULL)
{
LevelGenerationOptions *levelGenOptions = app.getLevelGenerationOptions();
bool intersects = levelGenOptions->checkIntersects(startPosition[0], startPosition[1], startPosition[2], endPosition[0], endPosition[1], endPosition[2]);
if(intersects)
{
//app.DebugPrintf("Skipping reeds feature generation as it overlaps a game rule structure\n");
return false;
}
}
// Check the location it is resting on
int baseMaterial = thisLevel->getTile(origin[0], origin[1] - 1, origin[2]);
if (!((baseMaterial == 2) || (baseMaterial == 3)))
{
return false;
}
int allowedHeight = checkLine(startPosition, endPosition);
// If the set height is good, go with that
if (allowedHeight == -1)
{
return true;
}
// If the space is too short, tell the build to abort
else if (allowedHeight < 6)
{
return false;
}
// If the space is shorter than the set height, but not too short
// shorten the height, and tell the build to continue
else
{
height = allowedHeight;
//System.out.println("Shortened the tree");
return true;
}
}
void BasicTree::init(double heightInit, double widthInit, double foliageDensityInit)
{
// all of the parameters should be from 0.0 to 1.0
// heightInit scales the maximum overall height of the tree (still randomizes height within the possible range)
// widthInit scales the maximum overall width of the tree (keep this above 0.3 or so)
// foliageDensityInit scales how many foliage clusters are created.
//
// Note, you can call "place" without calling "init".
// This is the same as calling init(1.0,1.0,1.0) and then calling place.
heightVariance = (int) (heightInit * 12);
if (heightInit > 0.5) foliageHeight = 5;
widthScale = widthInit;
foliageDensity = foliageDensityInit;
}
bool BasicTree::place(Level *level, Random *random, int x, int y, int z)
{
// Note to Markus.
// currently the following fields are set randomly. If you like, make them
// parameters passed into "place".
//
// height: so the map generator can intelligently set the height of the tree,
// and make forests with large trees in the middle and smaller ones on the edges.
// Initialize the instance fields for the level and the seed.
thisLevel = level;
__int64 seed = random->nextLong();
rnd->setSeed(seed);
// Initialize the origin of the tree trunk
origin[0] = x;
origin[1] = y;
origin[2] = z;
// Sets the height. Take out this line if height is passed as a parameter
if (height == 0)
{
height = 5 + rnd->nextInt(heightVariance);
}
if (!(checkLocation()))
{
//System.out.println("Tree location failed");
return false;
}
PIXBeginNamedEvent(0, "Placing BasicTree");
//System.out.println("The height is");
//System.out.println(height);
//System.out.println("Trunk Height check done");
PIXBeginNamedEvent(0, "Preparing tree");
prepare();
PIXEndNamedEvent();
//System.out.println("Prepare done");
PIXBeginNamedEvent(0, "Making foliage");
makeFoliage();
PIXEndNamedEvent();
//System.out.println("Foliage done");
PIXBeginNamedEvent(0, "Making trunk");
makeTrunk();
PIXEndNamedEvent();
//System.out.println("Trunk done");
PIXBeginNamedEvent(0, "Making branches");
makeBranches();
PIXEndNamedEvent();
//System.out.println("Branches done");
PIXEndNamedEvent();
return true;
}
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#pragma once
#include "Feature.h"
class Level;
class BasicTree : public Feature
{
private:
// The axisConversionArray, when given a primary index, allows easy
// access to the indices of the other two axies. Access the data at the
// primary index location to get the horizontal secondary axis.
// Access the data at the primary location plus three to get the
// remaining, tertiary, axis.
// All directions are specified by an index, 0, 1, or 2 which
// correspond to x, y, and z.
// The axisConversionArray is used in several places
// notably the crossection and taperedLimb methods.
// Example:
// If the primary axis is z, then the primary index is 2.
// The secondary index is axisConversionArray[2] which is 0,
// the index for the x axis.
// The remaining axis is axisConversionArray[2 + 3] which is 1,
// the index for the y axis.
// Using this method, the secondary axis will always be horizontal (x or z),
// and the tertiary always vertical (y), if possible.
static byte axisConversionArray[];
// Set up the pseudorandom number generator
Random *rnd;
// Make fields to hold the level data and the random seed
Level *thisLevel;
// Field to hold the tree origin, x y and z.
int origin[3];
// Field to hold the tree height.
int height;
// Other important tree information.
int trunkHeight;
double trunkHeightScale;
double branchDensity;
double branchSlope;
double widthScale;
double foliageDensity;
int trunkWidth;
int heightVariance;
int foliageHeight;
// The foliage coordinates are a list of [x,y,z,y of branch base] values for each cluster
int **foliageCoords;
int foliageCoordsLength;
void prepare();
void crossection(int x, int y, int z, float radius, byte direction, int material);
float treeShape(int y);
float foliageShape(int y);
void foliageCluster(int x, int y, int z);
void limb(int *start, int *end, int material);
void makeFoliage();
bool trimBranches(int localY);
void makeTrunk();
void makeBranches();
int checkLine(int *start, int *end);
bool checkLocation();
public:
BasicTree(bool doUpdate);
virtual ~BasicTree();
virtual void init(double heightInit, double widthInit, double foliageDensityInit);
virtual bool place(Level *level, Random *random, int x, int y, int z);
};
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#include "stdafx.h"
#include "BasicTypeContainers.h"
#include <limits>
/* 4J Jev TODO,
this is different to Float::MAX_VALUE, javas floats
seem to actually allow values of infinity which c++ does not.
*/
//A constant holding the positive infinity of type float. It is equal to the value returned by Float.intBitsToFloat(0x7f800000).
const float Float::POSITIVE_INFINITY = 0x7f800000;
const float Float::MAX_VALUE = FLT_MAX;
const double Double::MAX_VALUE = DBL_MAX;
int Integer::parseInt(wstring &str, int radix /* = 10*/)
{
return wcstol( str.c_str(), NULL, radix );
}
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#pragma once
class Byte
{
public:
static const char MAX_VALUE = CHAR_MAX;
static const char MIN_VALUE = CHAR_MIN;
};
class Short
{
public:
static const short MAX_VALUE = SHRT_MAX;
static const short MIN_VALUE = SHRT_MIN;
};
class Integer
{
public:
static const int MAX_VALUE = INT_MAX;
static int parseInt(wstring &str, int radix = 10);
};
class Float
{
public:
static const float MAX_VALUE;
static int floatToIntBits( float value )
{
return *(int *)&value;
}
static int floatToRawIntBits( float value )
{
return *(int *)&value;
}
static float intBitsToFloat( int bits )
{
return *(float *)&bits;
}
static const float POSITIVE_INFINITY;
};
class Double
{
public:
static const double MAX_VALUE;
static bool isNaN( double a ) {
#ifdef __PS3__
return isnan(a);
#else
return ( a != a );
#endif
}
static bool isInfinite( double a ) { return false; /*4J TODO*/ }
static double longBitsToDouble( __int64 bits )
{
return *(double *)&bits;
}
static __int64 doubleToLongBits( double d )
{
return *(__int64 *)&d;
}
};
// 4J Stu - The String class should only be used if we need to use the BaseClass::class type
// As such I have renamed it so that we don't confuse it with places where we should use std::string
class _String
{
};
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#include "stdafx.h"
#include "net.minecraft.world.level.tile.h"
#include "BiomeDecorator.h"
#include "BeachBiome.h"
BeachBiome::BeachBiome(int id) : Biome(id)
{
// remove default mob spawn settings
friendlies.clear();
friendlies_chicken.clear(); // 4J added
this->topMaterial = (byte) Tile::sand_Id;
this->material = (byte) Tile::sand_Id;
decorator->treeCount = -999;
decorator->deadBushCount = 0;
decorator->reedsCount = 0;
decorator->cactusCount = 0;
}
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#pragma once
#include "Biome.h"
class BeachBiome : public Biome
{
public:
BeachBiome(int id);
};
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#include "stdafx.h"
#include "net.minecraft.h"
#include "net.minecraft.world.entity.player.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.level.tile.h"
#include "net.minecraft.world.item.h"
#include "Facing.h"
#include "GenericStats.h"
#include "BedItem.h"
BedItem::BedItem(int id) : Item( id )
{
}
bool BedItem::useOn(shared_ptr<ItemInstance> itemInstance, shared_ptr<Player> player, Level *level, int x, int y, int z, int face, float clickX, float clickY, float clickZ, bool bTestUseOnOnly)
{
if (face != Facing::UP)
{
return false;
}
// place on top of tile
y = y + 1;
BedTile *tile = (BedTile *) Tile::bed;
int dir = ( Mth::floor(player->yRot * 4 / (360) + 0.5f) ) & 3;
int xra = 0;
int zra = 0;
if (dir == Direction::SOUTH) zra = 1;
if (dir == Direction::WEST) xra = -1;
if (dir == Direction::NORTH) zra = -1;
if (dir == Direction::EAST) xra = 1;
if (!player->mayBuild(x, y, z) || !player->mayBuild(x + xra, y, z + zra)) return false;
if (level->isEmptyTile(x, y, z) && level->isEmptyTile(x + xra, y, z + zra) && level->isTopSolidBlocking(x, y - 1, z) && level->isTopSolidBlocking(x + xra, y - 1, z + zra))
{
// 4J-PB - Adding a test only version to allow tooltips to be displayed
if(!bTestUseOnOnly)
{
level->setTileAndData(x, y, z, tile->id, dir);
// double-check that the bed was successfully placed
if (level->getTile(x, y, z) == tile->id)
{
// 4J-JEV: Hook for durango 'BlockPlaced' event.
player->awardStat(GenericStats::blocksPlaced(tile->id), GenericStats::param_blocksPlaced(tile->id,itemInstance->getAuxValue(),1));
level->setTileAndData(x + xra, y, z + zra, tile->id, dir + BedTile::HEAD_PIECE_DATA);
}
itemInstance->count--;
}
return true;
}
return false;
}
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#pragma once
#include "Item.h"
class Player;
class Level;
class BedItem : public Item
{
public:
BedItem(int id);
virtual bool useOn(shared_ptr<ItemInstance> itemInstance, shared_ptr<Player> player, Level *level, int x, int y, int z, int face, float clickX, float clickY, float clickZ, bool bTestUseOnOnly=false);
};
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#include "stdafx.h"
#include "Dimension.h"
#include "net.minecraft.h"
#include "net.minecraft.world.entity.player.h"
#include "net.minecraft.world.item.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.h"
#include "BedTile.h"
int BedTile::HEAD_DIRECTION_OFFSETS[4][2] =
{
{ 0, 1 }, { -1, 0 }, { 0, -1 }, { 1, 0 }
};
BedTile::BedTile(int id) : DirectionalTile(id, Material::cloth, isSolidRender())
{
setShape();
iconEnd = NULL;
iconSide = NULL;
iconTop = NULL;
}
// 4J Added override
void BedTile::updateDefaultShape()
{
setShape();
}
// 4J-PB - Adding a TestUse for tooltip display
bool BedTile::TestUse(Level *level, int x, int y, int z, shared_ptr<Player> player)
{
//if (level->isClientSide) return true;
int data = level->getData(x, y, z);
if (!BedTile::isHeadPiece(data))
{
// fetch head piece instead
int direction = getDirection(data);
x += HEAD_DIRECTION_OFFSETS[direction][0];
z += HEAD_DIRECTION_OFFSETS[direction][1];
if (level->getTile(x, y, z) != id)
{
return true;
}
data = level->getData(x, y, z);
}
if (!level->dimension->mayRespawn())
{
return false;
}
if (BedTile::isOccupied(data))
{
return false;
}
Player::BedSleepingResult result = player->startSleepInBed(x, y, z, true); // true to just test the start sleep
if (result == Player::OK)
{
return true;
}
return false;
}
bool BedTile::use(Level *level, int x, int y, int z, shared_ptr<Player> player, int clickedFace, float clickX, float clickY, float clickZ, bool soundOnly/*=false*/) // 4J added soundOnly param
{
if( soundOnly) return false;
if (level->isClientSide) return true;
int data = level->getData(x, y, z);
if (!BedTile::isHeadPiece(data))
{
// fetch head piece instead
int direction = getDirection(data);
x += HEAD_DIRECTION_OFFSETS[direction][0];
z += HEAD_DIRECTION_OFFSETS[direction][1];
if (level->getTile(x, y, z) != id)
{
return true;
}
data = level->getData(x, y, z);
}
if (!level->dimension->mayRespawn())
{
double xc = x + 0.5;
double yc = y + 0.5;
double zc = z + 0.5;
level->setTile(x, y, z, 0);
int direction = getDirection(data);
x += HEAD_DIRECTION_OFFSETS[direction][0];
z += HEAD_DIRECTION_OFFSETS[direction][1];
if (level->getTile(x, y, z) == id) {
level->setTile(x, y, z, 0);
xc = (xc + x + 0.5) / 2;
yc = (yc + y + 0.5) / 2;
zc = (zc + z + 0.5) / 2;
}
level->explode(nullptr, x + 0.5f, y + 0.5f, z + 0.5f, 5, true, true);
return true;
}
if (BedTile::isOccupied(data))
{
shared_ptr<Player> sleepingPlayer = nullptr;
AUTO_VAR(itEnd, level->players.end());
for (AUTO_VAR(it, level->players.begin()); it != itEnd; it++ )
{
shared_ptr<Player> p = *it;
if (p->isSleeping())
{
Pos pos = p->bedPosition;
if (pos.x == x && pos.y == y && pos.z == z)
{
sleepingPlayer = p;
}
}
}
if (sleepingPlayer == NULL)
{
BedTile::setOccupied(level, x, y, z, false);
}
else
{
player->displayClientMessage(IDS_TILE_BED_OCCUPIED );
return true;
}
}
Player::BedSleepingResult result = player->startSleepInBed(x, y, z);
if (result == Player::OK)
{
BedTile::setOccupied(level, x, y, z, true);
// 4J-PB added
// are there multiple players in the same world as us?
if(level->AllPlayersAreSleeping()==false)
{
player->displayClientMessage(IDS_TILE_BED_PLAYERSLEEP);
}
return true;
}
if (result == Player::NOT_POSSIBLE_NOW)
{
player->displayClientMessage(IDS_TILE_BED_NO_SLEEP);
}
else if (result == Player::NOT_SAFE)
{
player->displayClientMessage(IDS_TILE_BED_NOTSAFE);
}
return true;
}
Icon *BedTile::getTexture(int face, int data)
{
if (face == Facing::DOWN)
{
return Tile::wood->getTexture(face);
}
int direction = getDirection(data);
int tileFacing = Direction::RELATIVE_DIRECTION_FACING[direction][face];
int part = isHeadPiece(data) ? PART_HEAD : PART_FOOT;
if ((part == PART_HEAD && tileFacing == Facing::NORTH) || (part == PART_FOOT && tileFacing == Facing::SOUTH))
{
return iconEnd[part];
}
if (tileFacing == Facing::EAST || tileFacing == Facing::WEST)
{
return iconSide[part];
}
return iconTop[part];
}
void BedTile::registerIcons(IconRegister *iconRegister)
{
iconTop = new Icon *[2];
iconTop[0] = iconRegister->registerIcon(L"bed_feet_top");
iconTop[1] = iconRegister->registerIcon(L"bed_head_top");
iconEnd = new Icon *[2];
iconEnd[0] = iconRegister->registerIcon(L"bed_feet_end");
iconEnd[1] = iconRegister->registerIcon(L"bed_head_end");
iconSide = new Icon *[2];
iconSide[0] = iconRegister->registerIcon(L"bed_feet_side");
iconSide[1] = iconRegister->registerIcon(L"bed_head_side");
}
int BedTile::getRenderShape()
{
return Tile::SHAPE_BED;
}
bool BedTile::isCubeShaped()
{
return false;
}
bool BedTile::isSolidRender(bool isServerLevel)
{
return false;
}
void BedTile::updateShape(LevelSource *level, int x, int y, int z, int forceData, shared_ptr<TileEntity> forceEntity) // 4J added forceData, forceEntity param
{
setShape();
}
void BedTile::neighborChanged(Level *level, int x, int y, int z, int type)
{
int data = level->getData(x, y, z);
int direction = getDirection(data);
if (isHeadPiece(data))
{
if (level->getTile(x - HEAD_DIRECTION_OFFSETS[direction][0], y, z - HEAD_DIRECTION_OFFSETS[direction][1]) != id)
{
level->setTile(x, y, z, 0);
}
} else
{
if (level->getTile(x + HEAD_DIRECTION_OFFSETS[direction][0], y, z + HEAD_DIRECTION_OFFSETS[direction][1]) != id)
{
level->setTile(x, y, z, 0);
if (!level->isClientSide)
{
Tile::spawnResources(level, x, y, z, data, 0); // 4J - had to add Tile:: here for C++ since this class doesn't have this overloaded method itself
}
}
}
}
int BedTile::getResource(int data, Random *random, int playerBonusLevel)
{
if (isHeadPiece(data))
{
return 0;
}
return Item::bed->id;
}
void BedTile::setShape()
{
Tile::setShape(0, 0, 0, 1, 9 / 16.0f, 1);
}
bool BedTile::isHeadPiece(int data)
{
return (data & HEAD_PIECE_DATA) != 0;
}
bool BedTile::isOccupied(int data)
{
return (data & OCCUPIED_DATA) != 0;
}
void BedTile::setOccupied(Level *level, int x, int y, int z, bool occupied)
{
int data = level->getData(x, y, z);
if (occupied)
{
data = data | OCCUPIED_DATA;
} else
{
data = data & ~OCCUPIED_DATA;
}
level->setData(x, y, z, data);
}
Pos *BedTile::findStandUpPosition(Level *level, int x, int y, int z, int skipCount)
{
int data = level->getData(x, y, z);
int direction = DirectionalTile::getDirection(data);
// try to find a clear location near the bed
for (int step = 0; step <= 1; step++)
{
int startX = x - BedTile::HEAD_DIRECTION_OFFSETS[direction][0] * step - 1;
int startZ = z - BedTile::HEAD_DIRECTION_OFFSETS[direction][1] * step - 1;
int endX = startX + 2;
int endZ = startZ + 2;
for (int standX = startX; standX <= endX; standX++)
{
for (int standZ = startZ; standZ <= endZ; standZ++)
{
// 4J Stu - Changed to check isSolidBlockingTile rather than isEmpty for the blocks that we wish to place the player
// This allows the player to spawn in blocks with snow, grass etc
if (level->isTopSolidBlocking(standX, y - 1, standZ) &&
!level->isSolidBlockingTile(standX, y, standZ) &&
!level->isSolidBlockingTile(standX, y + 1, standZ))
{
if (skipCount > 0) {
skipCount--;
continue;
}
return new Pos(standX, y, standZ);
}
}
}
}
return NULL;
}
void BedTile::spawnResources(Level *level, int x, int y, int z, int data, float odds, int playerBonus)
{
if (!isHeadPiece(data))
{
Tile::spawnResources(level, x, y, z, data, odds, 0);
}
}
int BedTile::getPistonPushReaction()
{
return Material::PUSH_DESTROY;
}
int BedTile::cloneTileId(Level *level, int x, int y, int z)
{
return Item::bed_Id;
}
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#pragma once
#include "DirectionalTile.h"
class Pos;
class Player;
class Random;
class Level;
class BedTile : public DirectionalTile
{
private:
static const int PART_FOOT = 0;
static const int PART_HEAD = 1;
Icon **iconEnd;
Icon **iconSide;
Icon **iconTop;
public:
static const int HEAD_PIECE_DATA = 0x8;
static const int OCCUPIED_DATA = 0x4;
static int HEAD_DIRECTION_OFFSETS[4][2];
BedTile(int id);
virtual void updateDefaultShape();
virtual bool TestUse(Level *level, int x, int y, int z, shared_ptr<Player> player);
virtual bool use(Level *level, int x, int y, int z, shared_ptr<Player> player, int clickedFace, float clickX, float clickY, float clickZ, bool soundOnly = false); // 4J added soundOnly param
virtual Icon *getTexture(int face, int data);
//@Override
void registerIcons(IconRegister *iconRegister);
virtual int getRenderShape();
virtual bool isCubeShaped();
virtual bool isSolidRender(bool isServerLevel = false);
virtual void updateShape(LevelSource *level, int x, int y, int z, int forceData = -1, shared_ptr<TileEntity> forceEntity = shared_ptr<TileEntity>()); // 4J added forceData, forceEntity param
virtual void neighborChanged(Level *level, int x, int y, int z, int type);
virtual int getResource(int data, Random *random,int playerBonusLevel);
private:
using Tile::setShape;
void setShape();
public:
static bool isHeadPiece(int data);
static bool isOccupied(int data);
static void setOccupied(Level *level, int x, int y, int z, bool occupied);
static Pos *findStandUpPosition(Level *level, int x, int y, int z, int skipCount);
virtual void spawnResources(Level *level, int x, int y, int z, int data, float odds, int playerBonus);
virtual int getPistonPushReaction();
virtual int cloneTileId(Level *level, int x, int y, int z);
};
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#include "stdafx.h"
#include "net.minecraft.world.entity.ai.control.h"
#include "net.minecraft.world.entity.animal.h"
#include "net.minecraft.world.entity.player.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.item.h"
#include "BegGoal.h"
BegGoal::BegGoal(Wolf *wolf, float lookDistance)
{
player = weak_ptr<Player>();
lookTime = 0;
this->wolf = wolf;
this->level = wolf->level;
this->lookDistance = lookDistance;
setRequiredControlFlags(Control::LookControlFlag);
}
bool BegGoal::canUse()
{
player = weak_ptr<Player>(level->getNearestPlayer(wolf->shared_from_this(), lookDistance));
if (player.lock() == NULL) return false;
wolf->setDespawnProtected();
return playerHoldingInteresting(player.lock());
}
bool BegGoal::canContinueToUse()
{
if (player.lock() == NULL || !player.lock()->isAlive()) return false;
if (wolf->distanceToSqr(player.lock()) > lookDistance * lookDistance) return false;
wolf->setDespawnProtected();
return lookTime > 0 && playerHoldingInteresting(player.lock());
}
void BegGoal::start()
{
wolf->setIsInterested(true);
lookTime = 40 + wolf->getRandom()->nextInt(40);
}
void BegGoal::stop()
{
wolf->setIsInterested(false);
player = weak_ptr<Player>();
}
void BegGoal::tick()
{
wolf->getLookControl()->setLookAt(player.lock()->x, player.lock()->y + player.lock()->getHeadHeight(), player.lock()->z, 10, wolf->getMaxHeadXRot());
--lookTime;
}
bool BegGoal::playerHoldingInteresting(shared_ptr<Player> player)
{
shared_ptr<ItemInstance> item = player->inventory->getSelected();
if (item == NULL) return false;
if (!wolf->isTame() && item->id == Item::bone_Id) return true;
return wolf->isFood(item);
}
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#pragma once
#include "Goal.h"
class Wolf;
class BegGoal : public Goal
{
private:
Wolf *wolf; // Owner of this goal
weak_ptr<Player> player;
Level *level;
float lookDistance;
int lookTime;
public:
BegGoal(Wolf *wolf, float lookDistance);
virtual bool canUse();
virtual bool canContinueToUse();
virtual void start();
virtual void stop();
virtual void tick();
private:
bool playerHoldingInteresting(shared_ptr<Player> player);
public:
// 4J Added override to update ai elements when loading entity from schematics
virtual void setLevel(Level *level) { this->level = level; }
};
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#include "stdafx.h"
#include "Node.h"
#include "System.h"
#include "BasicTypeContainers.h"
#include "BinaryHeap.h"
// 4J Jev, add common ctor code.
void BinaryHeap::_init()
{
heap = NodeArray(1024);
sizeVar = 0;
}
BinaryHeap::BinaryHeap()
{
_init();
}
BinaryHeap::~BinaryHeap()
{
delete[] heap.data;
}
Node *BinaryHeap::insert(Node *node)
{
/* if (node->heapIdx >=0) throw new IllegalStateException("OW KNOWS!"); 4J Jev, removed try/catch */
// Expand if necessary.
if (sizeVar == heap.length)
{
NodeArray newHeap = NodeArray(sizeVar << 1);
System::arraycopy(heap, 0, &newHeap, 0, sizeVar);
delete[] heap.data;
heap = newHeap;
}
// Insert at end and bubble up.
heap[sizeVar] = node;
node->heapIdx = sizeVar;
upHeap(sizeVar++);
return node;
}
void BinaryHeap::clear()
{
sizeVar = 0;
}
Node *BinaryHeap::peek()
{
return heap[0];
}
Node *BinaryHeap::pop()
{
Node *popped = heap[0];
heap[0] = heap[--sizeVar];
heap[sizeVar] = NULL;
if (sizeVar > 0) downHeap(0);
popped->heapIdx=-1;
return popped;
}
void BinaryHeap::remove(Node *node)
{
// This is what node.heapIdx is for.
heap[node->heapIdx] = heap[--sizeVar];
heap[sizeVar] = NULL;
if (sizeVar > node->heapIdx)
{
if (heap[node->heapIdx]->f < node->f)
{
upHeap(node->heapIdx);
}
else
{
downHeap(node->heapIdx);
}
}
// Just as a precaution: should make stuff blow up if the node is abused.
node->heapIdx = -1;
}
void BinaryHeap::changeCost(Node *node, float newCost)
{
float oldCost = node->f;
node->f = newCost;
if (newCost < oldCost)
{
upHeap(node->heapIdx);
}
else
{
downHeap(node->heapIdx);
}
}
int BinaryHeap::size()
{
return sizeVar;
}
void BinaryHeap::upHeap(int idx)
{
Node *node = heap[idx];
float cost = node->f;
while (idx > 0)
{
int parentIdx = (idx - 1) >> 1;
Node *parent = heap[parentIdx];
if (cost < parent->f)
{
heap[idx] = parent;
parent->heapIdx = idx;
idx = parentIdx;
}
else break;
}
heap[idx] = node;
node->heapIdx = idx;
}
void BinaryHeap::downHeap(int idx)
{
Node *node = heap[idx];
float cost = node->f;
while (true)
{
int leftIdx = 1 + (idx << 1);
int rightIdx = leftIdx + 1;
if (leftIdx >= sizeVar) break;
// We definitely have a left child.
Node *leftNode = heap[leftIdx];
float leftCost = leftNode->f;
// We may have a right child.
Node *rightNode;
float rightCost;
if (rightIdx >= sizeVar)
{
// Only need to compare with left.
rightNode = NULL;
rightCost = Float::POSITIVE_INFINITY;
}
else
{
rightNode = heap[rightIdx];
rightCost = rightNode->f;
}
// Find the smallest of the three costs: the corresponding node
// should be the parent.
if (leftCost < rightCost)
{
if (leftCost < cost)
{
heap[idx] = leftNode;
leftNode->heapIdx = idx;
idx = leftIdx;
}
else break;
}
else
{
if (rightCost < cost)
{
heap[idx] = rightNode;
rightNode->heapIdx = idx;
idx = rightIdx;
}
else break;
}
}
heap[idx] = node;
node->heapIdx = idx;
}
bool BinaryHeap::isEmpty()
{
return sizeVar==0;
}
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#pragma once
using namespace std;
#include "stdafx.h"
#include "Node.h"
#include "System.h"
#include "BasicTypeContainers.h"
class BinaryHeap
{
private:
NodeArray heap;
int sizeVar;
// 4J Jev, add common ctor code.
void _init();
public:
BinaryHeap();
~BinaryHeap();
Node *insert(Node *node);
void clear();
Node *peek();
Node *pop();
void remove(Node *node);
void changeCost(Node *node, float newCost);
int size();
private:
void upHeap(int idx);
void downHeap(int idx);
public:
bool isEmpty();
};
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#include "stdafx.h"
#include "Color.h"
#include "..\Minecraft.Client\Minecraft.h"
#include "net.minecraft.world.level.levelgen.feature.h"
#include "net.minecraft.world.level.tile.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.entity.animal.h"
#include "net.minecraft.world.entity.monster.h"
#include "net.minecraft.world.entity.h"
#include "Biome.h"
#include "net.minecraft.world.level.biome.h"
//public static final Biome[] biomes = new Biome[256];
Biome *Biome::biomes[256];
Biome *Biome::ocean = NULL;
Biome *Biome::plains = NULL;
Biome *Biome::desert = NULL;
Biome *Biome::extremeHills = NULL;
Biome *Biome::forest = NULL;
Biome *Biome::taiga = NULL;
Biome *Biome::swampland = NULL;
Biome *Biome::river = NULL;
Biome *Biome::hell = NULL;
Biome *Biome::sky = NULL;
Biome *Biome::frozenOcean = NULL;
Biome *Biome::frozenRiver = NULL;
Biome *Biome::iceFlats = NULL;
Biome *Biome::iceMountains = NULL;
Biome *Biome::mushroomIsland = NULL;
Biome *Biome::mushroomIslandShore = NULL;
Biome *Biome::beaches = NULL;
Biome *Biome::desertHills = NULL;
Biome *Biome::forestHills = NULL;
Biome *Biome::taigaHills = NULL;
Biome *Biome::smallerExtremeHills = NULL;
Biome *Biome::jungle = NULL;
Biome *Biome::jungleHills = NULL;
void Biome::staticCtor()
{
//public static final Biome[] biomes = new Biome[256];
Biome::ocean = (new OceanBiome(0))->setColor(0x000070)->setName(L"Ocean")->setDepthAndScale(-1, 0.4f)->setLeafFoliageWaterSkyColor(eMinecraftColour_Grass_Ocean, eMinecraftColour_Foliage_Ocean, eMinecraftColour_Water_Ocean,eMinecraftColour_Sky_Ocean);
Biome::plains = (new PlainsBiome(1))->setColor(0x8db360)->setName(L"Plains")->setTemperatureAndDownfall(0.8f, 0.4f)->setLeafFoliageWaterSkyColor(eMinecraftColour_Grass_Plains, eMinecraftColour_Foliage_Plains, eMinecraftColour_Water_Plains,eMinecraftColour_Sky_Plains);
Biome::desert = (new DesertBiome(2))->setColor(0xFA9418)->setName(L"Desert")->setNoRain()->setTemperatureAndDownfall(2, 0)->setDepthAndScale(0.1f, 0.2f)->setLeafFoliageWaterSkyColor(eMinecraftColour_Grass_Desert, eMinecraftColour_Foliage_Desert, eMinecraftColour_Water_Desert,eMinecraftColour_Sky_Desert);
Biome::extremeHills = (new ExtremeHillsBiome(3))->setColor(0x606060)->setName(L"Extreme Hills")->setDepthAndScale(0.3f, 1.5f)->setTemperatureAndDownfall(0.2f, 0.3f)->setLeafFoliageWaterSkyColor(eMinecraftColour_Grass_ExtremeHills, eMinecraftColour_Foliage_ExtremeHills, eMinecraftColour_Water_ExtremeHills,eMinecraftColour_Sky_ExtremeHills);
Biome::forest = (new ForestBiome(4))->setColor(0x056621)->setName(L"Forest")->setLeafColor(0x4EBA31)->setTemperatureAndDownfall(0.7f, 0.8f)->setLeafFoliageWaterSkyColor(eMinecraftColour_Grass_Forest, eMinecraftColour_Foliage_Forest, eMinecraftColour_Water_Forest,eMinecraftColour_Sky_Forest);
// 4J - brought forward Taiga temperature change from 0.3f to 0.05f, from 1.2.3
Biome::taiga = (new TaigaBiome(5))->setColor(0x0b6659)->setName(L"Taiga")->setLeafColor(0x4EBA31)->setSnowCovered()->setTemperatureAndDownfall(0.05f, 0.8f)->setDepthAndScale(0.1f, 0.4f)->setLeafFoliageWaterSkyColor(eMinecraftColour_Grass_Taiga, eMinecraftColour_Foliage_Taiga, eMinecraftColour_Water_Taiga,eMinecraftColour_Sky_Taiga);
Biome::swampland = (new SwampBiome(6))->setColor(0x07F9B2)->setName(L"Swampland")->setLeafColor(0x8BAF48)->setDepthAndScale(-0.2f, 0.1f)->setTemperatureAndDownfall(0.8f, 0.9f)->setLeafFoliageWaterSkyColor(eMinecraftColour_Grass_Swampland, eMinecraftColour_Foliage_Swampland, eMinecraftColour_Water_Swampland,eMinecraftColour_Sky_Swampland);
Biome::river = (new RiverBiome(7))->setColor(0x0000ff)->setName(L"River")->setDepthAndScale(-0.5f, 0)->setLeafFoliageWaterSkyColor(eMinecraftColour_Grass_River, eMinecraftColour_Foliage_River, eMinecraftColour_Water_River,eMinecraftColour_Sky_River);
Biome::hell = (new HellBiome(8))->setColor(0xff0000)->setName(L"Hell")->setNoRain()->setTemperatureAndDownfall(2, 0)->setLeafFoliageWaterSkyColor(eMinecraftColour_Grass_Hell, eMinecraftColour_Foliage_Hell, eMinecraftColour_Water_Hell,eMinecraftColour_Sky_Hell);
Biome::sky = (new TheEndBiome(9))->setColor(0x8080ff)->setName(L"Sky")->setNoRain()->setLeafFoliageWaterSkyColor(eMinecraftColour_Grass_Sky, eMinecraftColour_Foliage_Sky, eMinecraftColour_Water_Sky,eMinecraftColour_Sky_Sky);
Biome::frozenOcean = (new OceanBiome(10))->setColor(0x9090a0)->setName(L"FrozenOcean")->setSnowCovered()->setDepthAndScale(-1, 0.5f)->setTemperatureAndDownfall(0, 0.5f)->setLeafFoliageWaterSkyColor(eMinecraftColour_Grass_FrozenOcean, eMinecraftColour_Foliage_FrozenOcean, eMinecraftColour_Water_FrozenOcean,eMinecraftColour_Sky_FrozenOcean);
Biome::frozenRiver = (new RiverBiome(11))->setColor(0xa0a0ff)->setName(L"FrozenRiver")->setSnowCovered()->setDepthAndScale(-0.5f, 0)->setTemperatureAndDownfall(0, 0.5f)->setLeafFoliageWaterSkyColor(eMinecraftColour_Grass_FrozenRiver, eMinecraftColour_Foliage_FrozenRiver, eMinecraftColour_Water_FrozenRiver,eMinecraftColour_Sky_FrozenRiver);
Biome::iceFlats = (new IceBiome(12))->setColor(0xffffff)->setName(L"Ice Plains")->setSnowCovered()->setTemperatureAndDownfall(0, 0.5f)->setLeafFoliageWaterSkyColor(eMinecraftColour_Grass_IcePlains, eMinecraftColour_Foliage_IcePlains, eMinecraftColour_Water_IcePlains,eMinecraftColour_Sky_IcePlains);
Biome::iceMountains = (new IceBiome(13))->setColor(0xa0a0a0)->setName(L"Ice Mountains")->setSnowCovered()->setDepthAndScale(0.3f, 1.3f)->setTemperatureAndDownfall(0, 0.5f)->setLeafFoliageWaterSkyColor(eMinecraftColour_Grass_IceMountains, eMinecraftColour_Foliage_IceMountains, eMinecraftColour_Water_IceMountains,eMinecraftColour_Sky_IceMountains);
Biome::mushroomIsland = (new MushroomIslandBiome(14))->setColor(0xff00ff)->setName(L"MushroomIsland")->setTemperatureAndDownfall(0.9f, 1.0f)->setDepthAndScale(0.2f, 1.0f)->setLeafFoliageWaterSkyColor(eMinecraftColour_Grass_MushroomIsland, eMinecraftColour_Foliage_MushroomIsland, eMinecraftColour_Water_MushroomIsland,eMinecraftColour_Sky_MushroomIsland);
Biome::mushroomIslandShore = (new MushroomIslandBiome(15))->setColor(0xa000ff)->setName(L"MushroomIslandShore")->setTemperatureAndDownfall(0.9f, 1.0f)->setDepthAndScale(-1, 0.1f)->setLeafFoliageWaterSkyColor(eMinecraftColour_Grass_MushroomIslandShore, eMinecraftColour_Foliage_MushroomIslandShore, eMinecraftColour_Water_MushroomIslandShore,eMinecraftColour_Sky_MushroomIslandShore);
Biome::beaches = (new BeachBiome(16))->setColor(0xfade55)->setName(L"Beach")->setTemperatureAndDownfall(0.8f, 0.4f)->setDepthAndScale(0.0f, 0.1f)->setLeafFoliageWaterSkyColor(eMinecraftColour_Grass_Beach, eMinecraftColour_Foliage_Beach, eMinecraftColour_Water_Beach,eMinecraftColour_Sky_Beach);
Biome::desertHills = (new DesertBiome(17))->setColor(0xd25f12)->setName(L"DesertHills")->setNoRain()->setTemperatureAndDownfall(2, 0)->setDepthAndScale(0.3f, 0.8f)->setLeafFoliageWaterSkyColor(eMinecraftColour_Grass_DesertHills, eMinecraftColour_Foliage_DesertHills, eMinecraftColour_Water_DesertHills,eMinecraftColour_Sky_DesertHills);
Biome::forestHills = (new ForestBiome(18))->setColor(0x22551c)->setName(L"ForestHills")->setLeafColor(0x4EBA31)->setTemperatureAndDownfall(0.7f, 0.8f)->setDepthAndScale(0.3f, 0.7f)->setLeafFoliageWaterSkyColor(eMinecraftColour_Grass_ForestHills, eMinecraftColour_Foliage_ForestHills, eMinecraftColour_Water_ForestHills,eMinecraftColour_Sky_ForestHills);
Biome::taigaHills = (new TaigaBiome(19))->setColor(0x163933)->setName(L"TaigaHills")->setSnowCovered()->setLeafColor(0x4EBA31)->setTemperatureAndDownfall(0.05f, 0.8f)->setDepthAndScale(0.3f, 0.8f)->setLeafFoliageWaterSkyColor(eMinecraftColour_Grass_TaigaHills, eMinecraftColour_Foliage_TaigaHills, eMinecraftColour_Water_TaigaHills,eMinecraftColour_Sky_TaigaHills);
Biome::smallerExtremeHills = (new ExtremeHillsBiome(20))->setColor(0x72789a)->setName(L"Extreme Hills Edge")->setDepthAndScale(0.2f, 0.8f)->setTemperatureAndDownfall(0.2f, 0.3f)->setLeafFoliageWaterSkyColor(eMinecraftColour_Grass_ExtremeHillsEdge, eMinecraftColour_Foliage_ExtremeHillsEdge, eMinecraftColour_Water_ExtremeHillsEdge,eMinecraftColour_Sky_ExtremeHillsEdge);
Biome::jungle = (new JungleBiome(21))->setColor(0x537b09)->setName(L"Jungle")->setLeafColor(0x537b09)->setTemperatureAndDownfall(1.2f, 0.9f)->setDepthAndScale(0.2f, 0.4f)->setLeafFoliageWaterSkyColor(eMinecraftColour_Grass_Jungle, eMinecraftColour_Foliage_Jungle, eMinecraftColour_Water_Jungle,eMinecraftColour_Sky_Jungle);
Biome::jungleHills = (new JungleBiome(22))->setColor(0x2c4205)->setName(L"JungleHills")->setLeafColor(0x537b09)->setTemperatureAndDownfall(1.2f, 0.9f)->setDepthAndScale(1.8f, 0.5f)->setLeafFoliageWaterSkyColor(eMinecraftColour_Grass_JungleHills, eMinecraftColour_Foliage_JungleHills, eMinecraftColour_Water_JungleHills,eMinecraftColour_Sky_JungleHills);
}
Biome::Biome(int id) : id(id)
{
// 4J Stu Default inits
color = 0;
// snowCovered = false; // 4J - this isn't set by the java game any more so removing to save confusion
topMaterial = (byte) Tile::grass_Id;
material = (byte) Tile::dirt_Id;
leafColor = 0x4EE031;
_hasRain = true;
depth = 0.1f;
scale = 0.3f;
temperature = 0.5f;
downfall = 0.5f;
//waterColor = 0xffffff; // 4J Stu - Not used
decorator = NULL;
m_grassColor = eMinecraftColour_NOT_SET;
m_foliageColor = eMinecraftColour_NOT_SET;
m_waterColor = eMinecraftColour_NOT_SET;
/* 4J - removing these so that we can consistently return newly created trees via getTreeFeature, and let the calling function be resposible for deleting the returned tree
normalTree = new TreeFeature();
fancyTree = new BasicTree();
birchTree = new BirchFeature();
swampTree = new SwampTreeFeature();
*/
biomes[id] = this;
decorator = createDecorator();
friendlies.push_back(new MobSpawnerData(eTYPE_SHEEP, 12, 4, 4));
friendlies.push_back(new MobSpawnerData(eTYPE_PIG, 10, 4, 4));
friendlies_chicken.push_back(new MobSpawnerData(eTYPE_CHICKEN, 10, 4, 4)); // 4J - moved chickens to their own category
friendlies.push_back(new MobSpawnerData(eTYPE_COW, 8, 4, 4));
enemies.push_back(new MobSpawnerData(eTYPE_SPIDER, 10, 4, 4));
enemies.push_back(new MobSpawnerData(eTYPE_ZOMBIE, 10, 4, 4));
enemies.push_back(new MobSpawnerData(eTYPE_SKELETON, 10, 4, 4));
enemies.push_back(new MobSpawnerData(eTYPE_CREEPER, 10, 4, 4));
enemies.push_back(new MobSpawnerData(eTYPE_SLIME, 10, 4, 4));
enemies.push_back(new MobSpawnerData(eTYPE_ENDERMAN, 1, 1, 4));
// wolves are added to forests and taigas
waterFriendlies.push_back(new MobSpawnerData(eTYPE_SQUID, 10, 4, 4));
}
Biome::~Biome()
{
if(decorator != NULL) delete decorator;
}
BiomeDecorator *Biome::createDecorator()
{
return new BiomeDecorator(this);
}
// 4J Added
Biome *Biome::setLeafFoliageWaterSkyColor(eMinecraftColour grassColor, eMinecraftColour foliageColor, eMinecraftColour waterColour, eMinecraftColour skyColour)
{
m_grassColor = grassColor;
m_foliageColor = foliageColor;
m_waterColor = waterColour;
m_skyColor = skyColour;
return this;
}
Biome *Biome::setTemperatureAndDownfall(float temp, float downfall)
{
this->temperature = temp;
this->downfall = downfall;
return this;
}
Biome *Biome::setDepthAndScale(float depth, float scale)
{
this->depth = depth;
this->scale = scale;
return this;
}
Biome *Biome::setNoRain()
{
_hasRain = false;
return this;
}
Feature *Biome::getTreeFeature(Random *random)
{
if (random->nextInt(10) == 0)
{
return new BasicTree(false); // 4J used to return member fancyTree, now returning newly created object so that caller can be consistently resposible for cleanup
}
return new TreeFeature(false); // 4J used to return member normalTree, now returning newly created object so that caller can be consistently resposible for cleanup
}
Feature *Biome::getGrassFeature(Random *random)
{
return new TallGrassFeature(Tile::tallgrass_Id, TallGrass::TALL_GRASS);
}
Biome *Biome::setSnowCovered()
{
this->snowCovered = true;
return this;
}
Biome *Biome::setName(const wstring &name)
{
this->m_name = name;
return this;
}
Biome *Biome::setLeafColor(int leafColor)
{
this->leafColor = leafColor;
return this;
}
Biome *Biome::setColor(int color)
{
this->color = color;
return this;
}
int Biome::getSkyColor(float temp)
{
//temp /= 3.0f;
//if (temp < -1) temp = -1;
//if (temp > 1) temp = 1;
//return Color::getHSBColor(224 / 360.0f - temp * 0.05f, 0.50f + temp * 0.1f, 1.0f).getRGB();
// 4J Stu - Load colour from texture pack
return Minecraft::GetInstance()->getColourTable()->getColor( m_skyColor );
}
vector<Biome::MobSpawnerData *> *Biome::getMobs(MobCategory *category)
{
if (category == MobCategory::monster) return &enemies;
if (category == MobCategory::creature) return &friendlies;
if (category == MobCategory::waterCreature) return &waterFriendlies;
if (category == MobCategory::creature_chicken) return &friendlies_chicken;
if (category == MobCategory::creature_wolf) return &friendlies_wolf;
if (category == MobCategory::creature_mushroomcow) return &friendlies_mushroomcow;
return NULL;
}
bool Biome::hasSnow()
{
// 4J - snowCovered flag removed as it wasn't being set by the game anymore - snow is now temperature dependent to match code in rain rendering, shouldFreeze functions etc.
if( !_hasRain ) return false;
if( getTemperature() >= 0.15f ) return false;
return true;
}
bool Biome::hasRain()
{
// 4J - snowCovered flag removed as it wasn't being set by the game anymore, replaced by call to hasSnow()
if( hasSnow() ) return false;
// if (snowCovered) return false;
return _hasRain;
}
bool Biome::isHumid()
{
return downfall > .85f;
}
float Biome::getCreatureProbability()
{
return 0.1f;
}
int Biome::getDownfallInt()
{
return (int) (downfall * 65536);
}
int Biome::getTemperatureInt()
{
return (int) (temperature * 65536);
}
// 4J - brought forward from 1.2.3
float Biome::getDownfall()
{
return downfall;
}
// 4J - brought forward from 1.2.3
float Biome::getTemperature()
{
return temperature;
}
void Biome::decorate(Level *level, Random *random, int xo, int zo)
{
decorator->decorate(level, random, xo, zo);
}
int Biome::getGrassColor()
{
//double temp = Mth::clamp(getTemperature(), 0.0f, 1.0f);
//double rain = Mth::clamp(getDownfall(), 0.0f, 1.0f);
//return GrassColor::get(temp, rain);
return Minecraft::GetInstance()->getColourTable()->getColor( m_grassColor );
}
int Biome::getFolageColor()
{
//double temp = Mth::clamp(getTemperature(), 0.0f, 1.0f);
//double rain = Mth::clamp(getDownfall(), 0.0f, 1.0f);
//return FoliageColor::get(temp, rain);
return Minecraft::GetInstance()->getColourTable()->getColor( m_foliageColor );
}
// 4J Added
int Biome::getWaterColor()
{
return Minecraft::GetInstance()->getColourTable()->getColor( m_waterColor );
}
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#pragma once
using namespace std;
#include "LevelSource.h"
#include "Mob.h"
#include "WeighedRandom.h"
class Feature;
class MobCategory;
class BiomeDecorator;
class TreeFeature;
class BasicTree;
class BirchFeature;
class SwampTreeFeature;
class ChunkRebuildData;
class Biome
{
friend class ChunkRebuildData;
public:
// 4J JEV, replaces the static blocks.
static void staticCtor();
static Biome *biomes[256];
static Biome *ocean;
static Biome *plains;
static Biome *desert;
static Biome *extremeHills;
static Biome *forest;
static Biome *taiga;
static Biome *swampland;
static Biome *river;
static Biome *hell;
static Biome *sky;
static Biome *frozenOcean;
static Biome *frozenRiver;
static Biome *iceFlats;
static Biome *iceMountains;
static Biome *mushroomIsland;
static Biome *mushroomIslandShore ;
static Biome *beaches;
static Biome *desertHills;
static Biome *forestHills;
static Biome *taigaHills;
static Biome *smallerExtremeHills;
static Biome *jungle;
static Biome *jungleHills;
static const int BIOME_COUNT = 23; // 4J Stu added
public:
wstring m_name;
int color;
byte topMaterial;
byte material;
int leafColor;
float depth;
float scale;
float temperature;
float downfall;
//int waterColor; // 4J Stu removed
BiomeDecorator *decorator;
const int id;
class MobSpawnerData : public WeighedRandomItem
{
public:
eINSTANCEOF mobClass;
int minCount;
int maxCount;
MobSpawnerData(eINSTANCEOF mobClass, int probabilityWeight, int minCount, int maxCount) : WeighedRandomItem(probabilityWeight)
{
this->mobClass = mobClass;
this->minCount = minCount;
this->maxCount = maxCount;
}
};
protected:
vector<MobSpawnerData *> enemies;
vector<MobSpawnerData *> friendlies;
vector<MobSpawnerData *> waterFriendlies;
vector<MobSpawnerData *> friendlies_chicken;
vector<MobSpawnerData *> friendlies_wolf;
vector<MobSpawnerData *> friendlies_mushroomcow;
Biome(int id);
~Biome();
BiomeDecorator *createDecorator();
private:
Biome *setTemperatureAndDownfall(float temp, float downfall);
Biome *setDepthAndScale(float depth, float scale);
bool snowCovered;
bool _hasRain;
// 4J Added
eMinecraftColour m_grassColor;
eMinecraftColour m_foliageColor;
eMinecraftColour m_waterColor;
eMinecraftColour m_skyColor;
Biome *setNoRain();
protected:
/* removing these so that we can consistently return newly created trees via getTreeFeature, and let the calling function be resposible for deleting the returned tree
TreeFeature *normalTree;
BasicTree *fancyTree;
BirchFeature *birchTree;
SwampTreeFeature *swampTree;
*/
public:
virtual Feature *getTreeFeature(Random *random);
virtual Feature *getGrassFeature(Random *random);
protected:
Biome *setSnowCovered();
Biome *setName(const wstring &name);
Biome *setLeafColor(int leafColor);
Biome *setColor(int color);
// 4J Added
Biome *setLeafFoliageWaterSkyColor(eMinecraftColour grassColor, eMinecraftColour foliageColor, eMinecraftColour waterColour, eMinecraftColour skyColour);
public:
virtual int getSkyColor(float temp);
vector<MobSpawnerData *> *getMobs(MobCategory *category);
virtual bool hasSnow();
virtual bool hasRain();
virtual bool isHumid();
virtual float getCreatureProbability();
virtual int getDownfallInt();
virtual int getTemperatureInt();
virtual float getDownfall(); // 4J - brought forward from 1.2.3
virtual float getTemperature(); // 4J - brought forward from 1.2.3
virtual void decorate(Level *level, Random *random, int xo, int zo);
virtual int getGrassColor();
virtual int getFolageColor();
virtual int getWaterColor(); // 4J Added
};
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#include "stdafx.h"
#include "Biome.h"
#include "BiomeSource.h"
#include "BiomeCache.h"
#include "System.h"
BiomeCache::Block::Block(int x, int z, BiomeCache *parent)
{
// temps = floatArray(ZONE_SIZE * ZONE_SIZE, false); // MGH - added "no clear" flag to arrayWithLength
// downfall = floatArray(ZONE_SIZE * ZONE_SIZE, false);
// biomes = BiomeArray(ZONE_SIZE * ZONE_SIZE, false);
biomeIndices = byteArray(ZONE_SIZE * ZONE_SIZE, false);
lastUse = 0;
this->x = x;
this->z = z;
// parent->source->getTemperatureBlock(temps, x << ZONE_SIZE_BITS, z << ZONE_SIZE_BITS, ZONE_SIZE, ZONE_SIZE);
// parent->source->getDownfallBlock(downfall, x << ZONE_SIZE_BITS, z << ZONE_SIZE_BITS, ZONE_SIZE, ZONE_SIZE);
// parent->source->getBiomeBlock(biomes, x << ZONE_SIZE_BITS, z << ZONE_SIZE_BITS, ZONE_SIZE, ZONE_SIZE, false);
parent->source->getBiomeIndexBlock(biomeIndices, x << ZONE_SIZE_BITS, z << ZONE_SIZE_BITS, ZONE_SIZE, ZONE_SIZE, false);
}
BiomeCache::Block::~Block()
{
// delete [] temps.data;
// delete [] downfall.data;
// delete [] biomes.data;
delete [] biomeIndices.data;
}
Biome *BiomeCache::Block::getBiome(int x, int z)
{
// return biomes[(x & ZONE_SIZE_MASK) | ((z & ZONE_SIZE_MASK) << ZONE_SIZE_BITS)];
int biomeIndex = biomeIndices[(x & ZONE_SIZE_MASK) | ((z & ZONE_SIZE_MASK) << ZONE_SIZE_BITS)];
return Biome::biomes[biomeIndex];
}
float BiomeCache::Block::getTemperature(int x, int z)
{
// return temps[(x & ZONE_SIZE_MASK) | ((z & ZONE_SIZE_MASK) << ZONE_SIZE_BITS)];
int biomeIndex = biomeIndices[(x & ZONE_SIZE_MASK) | ((z & ZONE_SIZE_MASK) << ZONE_SIZE_BITS)];
return Biome::biomes[biomeIndex]->getTemperature();
}
float BiomeCache::Block::getDownfall(int x, int z)
{
// return downfall[(x & ZONE_SIZE_MASK) | ((z & ZONE_SIZE_MASK) << ZONE_SIZE_BITS)];
int biomeIndex = biomeIndices[(x & ZONE_SIZE_MASK) | ((z & ZONE_SIZE_MASK) << ZONE_SIZE_BITS)];
return Biome::biomes[biomeIndex]->getDownfall();
}
BiomeCache::BiomeCache(BiomeSource *source)
{
// 4J Initialisors
lastUpdateTime = 0;
this->source = source;
InitializeCriticalSection(&m_CS);
}
BiomeCache::~BiomeCache()
{
// 4J Stu - Delete source?
// delete source;
for(AUTO_VAR(it, all.begin()); it != all.end(); ++it)
{
delete (*it);
}
DeleteCriticalSection(&m_CS);
}
BiomeCache::Block *BiomeCache::getBlockAt(int x, int z)
{
EnterCriticalSection(&m_CS);
x >>= ZONE_SIZE_BITS;
z >>= ZONE_SIZE_BITS;
__int64 slot = (((__int64) x) & 0xffffffffl) | ((((__int64) z) & 0xffffffffl) << 32l);
AUTO_VAR(it, cached.find(slot));
Block *block = NULL;
if (it == cached.end())
{
MemSect(48);
block = new Block(x, z, this);
cached[slot] = block;
all.push_back(block);
MemSect(0);
}
else
{
block = it->second;
}
block->lastUse = app.getAppTime();
LeaveCriticalSection(&m_CS);
return block;
}
Biome *BiomeCache::getBiome(int x, int z)
{
return getBlockAt(x, z)->getBiome(x, z);
}
float BiomeCache::getTemperature(int x, int z)
{
return getBlockAt(x, z)->getTemperature(x, z);
}
float BiomeCache::getDownfall(int x, int z)
{
return getBlockAt(x, z)->getDownfall(x, z);
}
void BiomeCache::update()
{
EnterCriticalSection(&m_CS);
__int64 now = app.getAppTime();
__int64 utime = now - lastUpdateTime;
if (utime > DECAY_TIME / 4 || utime < 0)
{
lastUpdateTime = now;
for (AUTO_VAR(it, all.begin()); it != all.end();)
{
Block *block = *it;
__int64 time = now - block->lastUse;
if (time > DECAY_TIME || time < 0)
{
it = all.erase(it);
__int64 slot = (((__int64) block->x) & 0xffffffffl) | ((((__int64) block->z) & 0xffffffffl) << 32l);
cached.erase(slot);
delete block;
}
else
{
++it;
}
}
}
LeaveCriticalSection(&m_CS);
}
BiomeArray BiomeCache::getBiomeBlockAt(int x, int z)
{
byteArray indices = getBlockAt(x, z)->biomeIndices;
BiomeArray biomes(indices.length);
for(int i=0;i<indices.length;i++)
biomes[i] = Biome::biomes[indices[i]];
return biomes;
}
byteArray BiomeCache::getBiomeIndexBlockAt(int x, int z)
{
return getBlockAt(x, z)->biomeIndices;
}
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#pragma once
#include "..\Minecraft.World\JavaIntHash.h"
class BiomeCache
{
private:
static const int DECAY_TIME = 1000 * 30;
static const int ZONE_SIZE_BITS = 4;
static const int ZONE_SIZE = 1 << ZONE_SIZE_BITS;
static const int ZONE_SIZE_MASK = ZONE_SIZE - 1;
const BiomeSource *source;
__int64 lastUpdateTime;
public:
class Block
{
public:
// MGH - changed this to just cache biome indices, as we have direct access to the data if we know the index.
// floatArray temps;
// floatArray downfall;
// BiomeArray biomes;
byteArray biomeIndices;
int x, z;
__int64 lastUse;
Block(int x, int z, BiomeCache *parent);
~Block();
Biome *getBiome(int x, int z);
float getTemperature(int x, int z);
float getDownfall(int x, int z);
};
private:
unordered_map<__int64,Block *,LongKeyHash,LongKeyEq> cached; // 4J - was LongHashMap
vector<Block *> all; // was ArrayList<Block>
public:
BiomeCache(BiomeSource *source);
~BiomeCache();
Block *getBlockAt(int x, int z);
Biome *getBiome(int x, int z);
float getTemperature(int x, int z);
float getDownfall(int x, int z);
void update();
BiomeArray getBiomeBlockAt(int x, int z);
byteArray getBiomeIndexBlockAt(int x, int z);
private:
CRITICAL_SECTION m_CS;
};
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#include "stdafx.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.level.tile.h"
#include "net.minecraft.world.level.levelgen.feature.h"
#include "net.minecraft.world.level.biome.h"
BiomeDecorator::BiomeDecorator(Biome *biome)
{
_init();
// 4J inits
level = NULL;
random = NULL;
xo = 0;
zo = 0;
this->biome = biome;
}
void BiomeDecorator::decorate(Level *level, Random *random, int xo, int zo)
{
if (this->level != NULL)
{
app.DebugPrintf("BiomeDecorator::decorate - Already decorating!!\n");
#ifndef _CONTENT_PACKAGE
__debugbreak();
//throw new RuntimeException("Already decorating!!");
#endif
}
this->level = level;
this->random = random;
this->xo = xo;
this->zo = zo;
decorate();
this->level = NULL;
this->random = NULL;
}
void BiomeDecorator::_init()
{
clayFeature = new ClayFeature(4);
sandFeature = new SandFeature(7, Tile::sand_Id);
gravelFeature = new SandFeature(6, Tile::gravel_Id);
dirtOreFeature = new OreFeature(Tile::dirt_Id, 32);
gravelOreFeature = new OreFeature(Tile::gravel_Id, 32);
coalOreFeature = new OreFeature(Tile::coalOre_Id, 16);
ironOreFeature = new OreFeature(Tile::ironOre_Id, 8);
goldOreFeature = new OreFeature(Tile::goldOre_Id, 8);
redStoneOreFeature = new OreFeature(Tile::redStoneOre_Id, 7);
diamondOreFeature = new OreFeature(Tile::diamondOre_Id, 7);
lapisOreFeature = new OreFeature(Tile::lapisOre_Id, 6);
yellowFlowerFeature = new FlowerFeature(Tile::flower_Id);
roseFlowerFeature = new FlowerFeature(Tile::rose_Id);
brownMushroomFeature = new FlowerFeature(Tile::mushroom1_Id);
redMushroomFeature = new FlowerFeature(Tile::mushroom2_Id);
hugeMushroomFeature = new HugeMushroomFeature();
reedsFeature = new ReedsFeature();
cactusFeature = new CactusFeature();
waterlilyFeature = new WaterlilyFeature();
waterlilyCount = 0;
treeCount = 0;
flowerCount = 2;
grassCount = 1;
deadBushCount = 0;
mushroomCount = 0;
reedsCount = 0;
cactusCount = 0;
gravelCount = 1;
sandCount = 3;
clayCount = 1;
hugeMushrooms = 0;
liquids = true;
}
void BiomeDecorator::decorate()
{
PIXBeginNamedEvent(0,"Decorate ores");
decorateOres();
PIXEndNamedEvent();
PIXBeginNamedEvent(0,"Decorate sand/clay/gravel");
for (int i = 0; i < sandCount; i++)
{
int x = xo + random->nextInt(16) + 8;
int z = zo + random->nextInt(16) + 8;
sandFeature->place(level, random, x, level->getTopSolidBlock(x, z), z);
}
for (int i = 0; i < clayCount; i++)
{
int x = xo + random->nextInt(16) + 8;
int z = zo + random->nextInt(16) + 8;
clayFeature->place(level, random, x, level->getTopSolidBlock(x, z), z);
}
for (int i = 0; i < gravelCount; i++)
{
int x = xo + random->nextInt(16) + 8;
int z = zo + random->nextInt(16) + 8;
sandFeature->place(level, random, x, level->getTopSolidBlock(x, z), z);
}
PIXEndNamedEvent();
PIXBeginNamedEvent(0, "Decorate forests");
int forests = treeCount;
if (random->nextInt(10) == 0) forests += 1;
for (int i = 0; i < forests; i++)
{
int x = xo + random->nextInt(16) + 8;
int z = zo + random->nextInt(16) + 8;
Feature *tree = biome->getTreeFeature(random);
tree->init(1, 1, 1);
tree->place(level, random, x, level->getHeightmap(x, z), z);
delete tree;
}
PIXEndNamedEvent();
PIXBeginNamedEvent(0,"Decorate mushrooms/flowers/grass");
for (int i = 0; i < hugeMushrooms; i++)
{
int x = xo + random->nextInt(16) + 8;
int z = zo + random->nextInt(16) + 8;
hugeMushroomFeature->place(level, random, x, level->getHeightmap(x, z), z);
}
for (int i = 0; i < flowerCount; i++)
{
int x = xo + random->nextInt(16) + 8;
int y = random->nextInt(Level::genDepth);
int z = zo + random->nextInt(16) + 8;
yellowFlowerFeature->place(level, random, x, y, z);
if (random->nextInt(4) == 0)
{
x = xo + random->nextInt(16) + 8;
y = random->nextInt(Level::genDepth);
z = zo + random->nextInt(16) + 8;
roseFlowerFeature->place(level, random, x, y, z);
}
}
for (int i = 0; i < grassCount; i++)
{
//int grassType = TallGrass::TALL_GRASS;
int x = xo + random->nextInt(16) + 8;
int y = random->nextInt(Level::genDepth);
int z = zo + random->nextInt(16) + 8;
MemSect(50);
Feature *grassFeature = biome->getGrassFeature(random);
MemSect(0);
grassFeature->place(level, random, x, y, z);
delete grassFeature;
}
PIXEndNamedEvent();
PIXBeginNamedEvent(0,"Decorate bush/waterlily/mushroom/reeds/pumpkins/cactuses");
// 4J Stu - For some reason this was created each time round in the loop
// I assume there is a case where deadBushCount could be 0
DeadBushFeature *deadBushFeature = NULL;
if(deadBushCount > 0) deadBushFeature = new DeadBushFeature(Tile::deadBush_Id);
for (int i = 0; i < deadBushCount; i++)
{
int x = xo + random->nextInt(16) + 8;
int y = random->nextInt(Level::genDepth);
int z = zo + random->nextInt(16) + 8;
//new DeadBushFeature(Tile::deadBush_Id)->place(level, random, x, y, z);
deadBushFeature->place(level, random, x, y, z);
}
if(deadBushFeature != NULL)delete deadBushFeature;
for (int i = 0; i < waterlilyCount; i++)
{
int x = xo + random->nextInt(16) + 8;
int z = zo + random->nextInt(16) + 8;
int y = random->nextInt(Level::genDepth);
while (y > 0 && level->getTile(x, y - 1, z) == 0)
y--;
waterlilyFeature->place(level, random, x, y, z);
}
for (int i = 0; i < mushroomCount; i++)
{
if (random->nextInt(4) == 0)
{
int x = xo + random->nextInt(16) + 8;
int z = zo + random->nextInt(16) + 8;
int y = level->getHeightmap(x, z);
brownMushroomFeature->place(level, random, x, y, z);
}
if (random->nextInt(8) == 0)
{
int x = xo + random->nextInt(16) + 8;
int z = zo + random->nextInt(16) + 8;
int y = random->nextInt(Level::genDepth);
redMushroomFeature->place(level, random, x, y, z);
}
}
if (random->nextInt(4) == 0)
{
int x = xo + random->nextInt(16) + 8;
int y = random->nextInt(Level::genDepth);
int z = zo + random->nextInt(16) + 8;
brownMushroomFeature->place(level, random, x, y, z);
}
if (random->nextInt(8) == 0)
{
int x = xo + random->nextInt(16) + 8;
int y = random->nextInt(Level::genDepth);
int z = zo + random->nextInt(16) + 8;
redMushroomFeature->place(level, random, x, y, z);
}
for (int i = 0; i < reedsCount; i++)
{
int x = xo + random->nextInt(16) + 8;
int z = zo + random->nextInt(16) + 8;
int y = random->nextInt(Level::genDepth);
reedsFeature->place(level, random, x, y, z);
}
for (int i = 0; i < 10; i++)
{
int x = xo + random->nextInt(16) + 8;
int y = random->nextInt(Level::genDepth);
int z = zo + random->nextInt(16) + 8;
reedsFeature->place(level, random, x, y, z);
}
if (random->nextInt(32) == 0)
{
int x = xo + random->nextInt(16) + 8;
int y = random->nextInt(Level::genDepth);
int z = zo + random->nextInt(16) + 8;
PumpkinFeature *pumpkinFeature = new PumpkinFeature();
pumpkinFeature->place(level, random, x, y, z);
delete pumpkinFeature;
}
for (int i = 0; i < cactusCount; i++)
{
int x = xo + random->nextInt(16) + 8;
int y = random->nextInt(Level::genDepth);
int z = zo + random->nextInt(16) + 8;
cactusFeature->place(level, random, x, y, z);
}
PIXEndNamedEvent();
PIXBeginNamedEvent(0,"Decorate liquids");
if( liquids )
{
// 4J Stu - For some reason this was created each time round in the loop
SpringFeature *waterSpringFeature = new SpringFeature(Tile::water_Id);
for (int i = 0; i < 50; i++)
{
int x = xo + random->nextInt(16) + 8;
int y = random->nextInt(random->nextInt(Level::genDepth - 8) + 8);
int z = zo + random->nextInt(16) + 8;
waterSpringFeature->place(level, random, x, y, z);
}
delete waterSpringFeature;
// 4J Stu - For some reason this was created each time round in the loop
SpringFeature *lavaSpringFeature = new SpringFeature(Tile::lava_Id);
for (int i = 0; i < 20; i++)
{
int x = xo + random->nextInt(16) + 8;
int y = random->nextInt(random->nextInt(random->nextInt(Level::genDepth - 16) + 8) + 8);
int z = zo + random->nextInt(16) + 8;
lavaSpringFeature->place(level, random, x, y, z);
}
delete lavaSpringFeature;
}
PIXEndNamedEvent();
}
void BiomeDecorator::decorate(int count, Feature *feature)
{
decorateDepthSpan(count, feature, 0, Level::genDepth);
}
void BiomeDecorator::decorateDepthSpan(int count, Feature *feature, int y0, int y1)
{
for (int i = 0; i < count; i++)
{
int x = xo + random->nextInt(16);
int y = random->nextInt(y1 - y0) + y0;
int z = zo + random->nextInt(16);
feature->place(level, random, x, y, z);
}
}
void BiomeDecorator::decorateDepthAverage(int count, Feature *feature, int yMid, int ySpan)
{
for (int i = 0; i < count; i++)
{
int x = xo + random->nextInt(16);
int y = random->nextInt(ySpan) + random->nextInt(ySpan) + (yMid - ySpan);
int z = zo + random->nextInt(16);
feature->place(level, random, x, y, z);
}
}
void BiomeDecorator::decorateOres()
{
level->setInstaTick(true); // 4J - optimisation
decorateDepthSpan(20, dirtOreFeature, 0, Level::genDepth);
decorateDepthSpan(10, gravelOreFeature, 0, Level::genDepth);
decorateDepthSpan(20, coalOreFeature, 0, Level::genDepth);
decorateDepthSpan(20, ironOreFeature, 0, Level::genDepth / 2);
decorateDepthSpan(2, goldOreFeature, 0, Level::genDepth / 4);
decorateDepthSpan(8, redStoneOreFeature, 0, Level::genDepth / 8);
decorateDepthSpan(1, diamondOreFeature, 0, Level::genDepth / 8);
decorateDepthAverage(1, lapisOreFeature, Level::genDepth / 8, Level::genDepth / 8);
level->setInstaTick(false);
}
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#pragma once
class Level;
class Random;
class Biome;
class Feature;
class BiomeDecorator
{
friend class DesertBiome;
friend class ForestBiome;
friend class PlainsBiome;
friend class SwampBiome;
friend class TaigaBiome;
friend class MushroomIslandBiome;
friend class BeachBiome;
friend class JungleBiome;
protected:
Level *level;
Random *random;
int xo;
int zo;
Biome *biome;
public:
BiomeDecorator(Biome *biome);
void decorate(Level *level, Random *random, int xo, int zo);
protected:
Feature *clayFeature;
Feature *sandFeature;
Feature *gravelFeature;
Feature *dirtOreFeature;
Feature *gravelOreFeature;
Feature *coalOreFeature;
Feature *ironOreFeature;
Feature *goldOreFeature;
Feature *redStoneOreFeature;
Feature *diamondOreFeature;
Feature *lapisOreFeature;
Feature *yellowFlowerFeature;
Feature *roseFlowerFeature;
Feature *brownMushroomFeature;
Feature *redMushroomFeature;
Feature *hugeMushroomFeature;
Feature *reedsFeature;
Feature *cactusFeature;
Feature *waterlilyFeature;
int waterlilyCount;
int treeCount;
int flowerCount;
int grassCount;
int deadBushCount;
int mushroomCount;
int reedsCount;
int cactusCount;
int gravelCount;
int sandCount;
int clayCount;
int hugeMushrooms;
bool liquids;
void _init();
protected:
virtual void decorate();
void decorate(int count, Feature *feature);
void decorateDepthSpan(int count, Feature *feature, int y0, int y1);
void decorateDepthAverage(int count, Feature *feature, int yMid, int ySpan);
void decorateOres();
};
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#include "stdafx.h"
#include "net.minecraft.world.level.biome.h"
#include "net.minecraft.world.level.newbiome.layer.h"
#include "net.minecraft.world.level.h"
#include "BiomeInitLayer.h"
BiomeInitLayer::BiomeInitLayer(__int64 seed, shared_ptr<Layer>parent, LevelType *levelType) : Layer(seed)
{
this->parent = parent;
if(levelType == LevelType::lvl_normal_1_1)
{
startBiomes = BiomeArray(6);
startBiomes[0] = Biome::desert;
startBiomes[1] = Biome::forest;
startBiomes[2] = Biome::extremeHills;
startBiomes[3] = Biome::swampland;
startBiomes[4] = Biome::plains;
startBiomes[5] = Biome::taiga;
}
else
{
startBiomes = BiomeArray(7);
startBiomes[0] = Biome::desert;
startBiomes[1] = Biome::forest;
startBiomes[2] = Biome::extremeHills;
startBiomes[3] = Biome::swampland;
startBiomes[4] = Biome::plains;
startBiomes[5] = Biome::taiga;
startBiomes[6] = Biome::jungle;
}
}
BiomeInitLayer::~BiomeInitLayer()
{
delete [] startBiomes.data;
}
intArray BiomeInitLayer::getArea(int xo, int yo, int w, int h)
{
intArray b = parent->getArea(xo, yo, w, h);
intArray result = IntCache::allocate(w * h);
for (int y = 0; y < h; y++)
{
for (int x = 0; x < w; x++)
{
initRandom(x + xo, y + yo);
int old = b[x + y * w];
if (old == 0)
{
result[x + y * w] = 0;
}
else if (old == Biome::mushroomIsland->id)
{
result[x + y * w] = old;
}
else if (old == 1)
{
result[x + y * w] = startBiomes[nextRandom(startBiomes.length)]->id;
}
else
{
int isTaiga = startBiomes[nextRandom(startBiomes.length)]->id;
if (isTaiga == Biome::taiga->id)
{
result[x + y * w] = isTaiga;
}
else
{
result[x + y * w] = Biome::iceFlats->id;
}
}
}
}
return result;
}
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#pragma once
#include "Layer.h"
class LevelType;
class BiomeInitLayer : public Layer
{
private:
BiomeArray startBiomes;
public:
BiomeInitLayer(__int64 seed, shared_ptr<Layer> parent, LevelType *levelType);
virtual ~BiomeInitLayer();
intArray getArea(int xo, int yo, int w, int h);
};
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#include "stdafx.h"
#include "net.minecraft.world.level.biome.h"
#include "net.minecraft.world.level.newbiome.layer.h"
#include "net.minecraft.world.level.h"
#include "BiomeOverrideLayer.h"
BiomeOverrideLayer::BiomeOverrideLayer(int seedMixup) : Layer(seedMixup)
{
m_biomeOverride = byteArray( width * height );
#ifdef _UNICODE
wstring path = L"GAME:\\GameRules\\biomemap.bin";
HANDLE file = CreateFile(path.c_str(), GENERIC_READ, 0, NULL, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, NULL);
#else
string path = "GAME:\\GameRules\\biomemap.bin";
HANDLE file = CreateFile(path.c_str(), GENERIC_READ, 0, NULL, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, NULL);
#endif
if( file == INVALID_HANDLE_VALUE )
{
DWORD error = GetLastError();
//assert(false);
app.DebugPrintf("Biome override not found, using plains as default\n");
memset(m_biomeOverride.data,Biome::plains->id,m_biomeOverride.length);
}
else
{
DWORD bytesRead,dwFileSize = GetFileSize(file,NULL);
if(dwFileSize > m_biomeOverride.length)
{
app.DebugPrintf("Biomemap binary is too large!!\n");
__debugbreak();
}
BOOL bSuccess = ReadFile(file,m_biomeOverride.data,dwFileSize,&bytesRead,NULL);
if(bSuccess==FALSE)
{
app.FatalLoadError();
}
CloseHandle(file);
}
}
intArray BiomeOverrideLayer::getArea(int xo, int yo, int w, int h)
{
intArray result = IntCache::allocate(w * h);
int xOrigin = xo + width/2;
int yOrigin = yo + height/2;
if(xOrigin < 0 ) xOrigin = 0;
if(xOrigin >= width) xOrigin = width - 1;
if(yOrigin < 0 ) yOrigin = 0;
if(yOrigin >= height) yOrigin = height - 1;
for (int y = 0; y < h; y++)
{
for (int x = 0; x < w; x++)
{
int curX = xOrigin + x;
int curY = yOrigin + y;
if(curX >= width) curX = width - 1;
if(curY >= height) curY = height - 1;
int index = curX + curY * width;
unsigned char headerValue = m_biomeOverride[index];
result[x + y * w] = headerValue;
}
}
return result;
}
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#pragma once
#include "Layer.h"
class LevelType;
class BiomeOverrideLayer : public Layer
{
private:
static const unsigned int width = 216;
static const unsigned int height = 216;
byteArray m_biomeOverride;
public:
BiomeOverrideLayer(int seedMixup);
intArray getArea(int xo, int yo, int w, int h);
};
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#include "stdafx.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.level.storage.h"
#include "net.minecraft.world.level.biome.h"
#include "net.minecraft.world.level.newbiome.layer.h"
#include "System.h"
#include "BiomeSource.h"
#include "..\Minecraft.Client\Minecraft.h"
#include "..\Minecraft.Client\ProgressRenderer.h"
// 4J - removal of separate temperature & downfall layers brought forward from 1.2.3
void BiomeSource::_init()
{
layer = nullptr;
zoomedLayer = nullptr;
cache = new BiomeCache(this);
playerSpawnBiomes.push_back(Biome::forest);
playerSpawnBiomes.push_back(Biome::taiga);
// 4J-PB - Moving forward plains as a spawnable biome (mainly for the Superflat world)
playerSpawnBiomes.push_back(Biome::plains);
playerSpawnBiomes.push_back(Biome::taigaHills);
playerSpawnBiomes.push_back(Biome::forestHills);
playerSpawnBiomes.push_back(Biome::jungle);
playerSpawnBiomes.push_back(Biome::jungleHills);
}
void BiomeSource::_init(__int64 seed, LevelType *generator)
{
_init();
LayerArray layers = Layer::getDefaultLayers(seed, generator);
layer = layers[0];
zoomedLayer = layers[1];
delete [] layers.data;
}
BiomeSource::BiomeSource()
{
_init();
}
// 4J added
BiomeSource::BiomeSource(__int64 seed, LevelType *generator)
{
_init(seed, generator);
}
// 4J - removal of separate temperature & downfall layers brought forward from 1.2.3
BiomeSource::BiomeSource(Level *level)
{
_init(level->getSeed(), level->getLevelData()->getGenerator());
}
BiomeSource::~BiomeSource()
{
delete cache;
}
Biome *BiomeSource::getBiome(ChunkPos *cp)
{
return getBiome(cp->x << 4, cp->z << 4);
}
Biome *BiomeSource::getBiome(int x, int z)
{
return cache->getBiome(x, z);
}
float BiomeSource::getDownfall(int x, int z) const
{
return cache->getDownfall(x, z);
}
// 4J - note that caller is responsible for deleting returned array. temperatures array is for output only.
floatArray BiomeSource::getDownfallBlock(int x, int z, int w, int h) const
{
floatArray downfalls;
getDownfallBlock(downfalls, x, z, w, h);
return downfalls;
}
// 4J - note that caller is responsible for deleting returned array. temperatures array is for output only.
// 4J - removal of separate temperature & downfall layers brought forward from 1.2.3
void BiomeSource::getDownfallBlock(floatArray &downfalls, int x, int z, int w, int h) const
{
IntCache::releaseAll();
//if (downfalls == NULL || downfalls->length < w * h)
if (downfalls.data == NULL || downfalls.length < w * h)
{
if(downfalls.data != NULL) delete [] downfalls.data;
downfalls = floatArray(w * h);
}
intArray result = zoomedLayer->getArea(x, z, w, h);
for (int i = 0; i < w * h; i++)
{
float d = (float) Biome::biomes[result[i]]->getDownfallInt() / 65536.0f;
if (d > 1) d = 1;
downfalls[i] = d;
}
}
BiomeCache::Block *BiomeSource::getBlockAt(int x, int y)
{
return cache->getBlockAt(x, y);
}
float BiomeSource::getTemperature(int x, int y, int z) const
{
return scaleTemp(cache->getTemperature(x, z), y);
}
// 4J - brought forward from 1.2.3
float BiomeSource::scaleTemp(float temp, int y ) const
{
return temp;
}
floatArray BiomeSource::getTemperatureBlock(int x, int z, int w, int h) const
{
floatArray temperatures;
getTemperatureBlock(temperatures, x, z, w, h);
return temperatures;
}
// 4J - note that caller is responsible for deleting returned array. temperatures array is for output only.
// 4J - removal of separate temperature & downfall layers brought forward from 1.2.3
void BiomeSource::getTemperatureBlock(floatArray& temperatures, int x, int z, int w, int h) const
{
IntCache::releaseAll();
//if (temperatures == null || temperatures.length < w * h) {
if (temperatures.data == NULL || temperatures.length < w * h)
{
if( temperatures.data != NULL ) delete [] temperatures.data;
temperatures = floatArray(w * h);
}
intArray result = zoomedLayer->getArea(x, z, w, h);
for (int i = 0; i < w * h; i++)
{
float t = (float) Biome::biomes[result[i]]->getTemperatureInt() / 65536.0f;
if (t > 1) t = 1;
temperatures[i] = t;
}
}
BiomeArray BiomeSource::getRawBiomeBlock(int x, int z, int w, int h) const
{
BiomeArray biomes;
getRawBiomeBlock(biomes, x, z, w, h);
return biomes;
}
// 4J added
void BiomeSource::getRawBiomeIndices(intArray &biomes, int x, int z, int w, int h) const
{
IntCache::releaseAll();
intArray result = layer->getArea(x, z, w, h);
for (int i = 0; i < w * h; i++)
{
biomes[i] = result[i];
}
}
void BiomeSource::getRawBiomeBlock(BiomeArray &biomes, int x, int z, int w, int h) const
{
IntCache::releaseAll();
//if (biomes == null || biomes.length < w * h)
if (biomes.data == NULL || biomes.length < w * h)
{
if(biomes.data != NULL) delete [] biomes.data;
biomes = BiomeArray(w * h);
}
intArray result = layer->getArea(x, z, w, h);
for (int i = 0; i < w * h; i++)
{
biomes[i] = Biome::biomes[result[i]];
#ifndef _CONTENT_PACKAGE
if(biomes[i] == NULL)
{
app.DebugPrintf("Tried to assign null biome %d\n", result[i]);
__debugbreak();
}
#endif
}
}
BiomeArray BiomeSource::getBiomeBlock(int x, int z, int w, int h) const
{
if (w == 16 && h == 16 && (x & 0xf) == 0 && (z & 0xf) == 0)
{
return cache->getBiomeBlockAt(x, z);
}
BiomeArray biomes;
getBiomeBlock(biomes, x, z, w, h, true);
return biomes;
}
// 4J - caller is responsible for deleting biomes array
void BiomeSource::getBiomeBlock(BiomeArray& biomes, int x, int z, int w, int h, bool useCache) const
{
IntCache::releaseAll();
//if (biomes == null || biomes.length < w * h)
if (biomes.data == NULL || biomes.length < w * h)
{
if(biomes.data != NULL) delete [] biomes.data;
biomes = BiomeArray(w * h);
}
if (useCache && w == 16 && h == 16 && (x & 0xf) == 0 && (z & 0xf) == 0)
{
BiomeArray tmp = cache->getBiomeBlockAt(x, z);
System::arraycopy(tmp, 0, &biomes, 0, w * h);
delete tmp.data; // MGH - added, the caching creates this array from the indices now.
//return biomes;
}
intArray result = zoomedLayer->getArea(x, z, w, h);
for (int i = 0; i < w * h; i++)
{
biomes[i] = Biome::biomes[result[i]];
}
}
byteArray BiomeSource::getBiomeIndexBlock(int x, int z, int w, int h) const
{
if (w == 16 && h == 16 && (x & 0xf) == 0 && (z & 0xf) == 0)
{
return cache->getBiomeIndexBlockAt(x, z);
}
byteArray biomeIndices;
getBiomeIndexBlock(biomeIndices, x, z, w, h, true);
return biomeIndices;
}
// 4J - caller is responsible for deleting biomes array
void BiomeSource::getBiomeIndexBlock(byteArray& biomeIndices, int x, int z, int w, int h, bool useCache) const
{
IntCache::releaseAll();
//if (biomes == null || biomes.length < w * h)
if (biomeIndices.data == NULL || biomeIndices.length < w * h)
{
if(biomeIndices.data != NULL) delete [] biomeIndices.data;
biomeIndices = byteArray(w * h);
}
if (useCache && w == 16 && h == 16 && (x & 0xf) == 0 && (z & 0xf) == 0)
{
byteArray tmp = cache->getBiomeIndexBlockAt(x, z);
System::arraycopy(tmp, 0, &biomeIndices, 0, w * h);
//return biomes;
}
intArray result = zoomedLayer->getArea(x, z, w, h);
for (int i = 0; i < w * h; i++)
{
biomeIndices[i] = (byte)result[i];
}
}
/**
* Checks if an area around a block contains only the specified biomes.
* Useful for placing elements like towns.
*
* This is a bit of a rough check, to make it as fast as possible. To ensure
* NO other biomes, add a margin of at least four blocks to the radius
*/
bool BiomeSource::containsOnly(int x, int z, int r, vector<Biome *> allowed)
{
int x0 = ((x - r) >> 2);
int z0 = ((z - r) >> 2);
int x1 = ((x + r) >> 2);
int z1 = ((z + r) >> 2);
int w = x1 - x0 + 1;
int h = z1 - z0 + 1;
intArray biomes = layer->getArea(x0, z0, w, h);
for (int i = 0; i < w * h; i++)
{
Biome *b = Biome::biomes[biomes[i]];
if (find(allowed.begin(), allowed.end(), b) == allowed.end()) return false;
}
return true;
}
/**
* Checks if an area around a block contains only the specified biome.
* Useful for placing elements like towns.
*
* This is a bit of a rough check, to make it as fast as possible. To ensure
* NO other biomes, add a margin of at least four blocks to the radius
*/
bool BiomeSource::containsOnly(int x, int z, int r, Biome *allowed)
{
int x0 = ((x - r) >> 2);
int z0 = ((z - r) >> 2);
int x1 = ((x + r) >> 2);
int z1 = ((z + r) >> 2);
int w = x1 - x0;
int h = z1 - z0;
int biomesCount = w*h;
intArray biomes = layer->getArea(x0, z0, w, h);
for (unsigned int i = 0; i < biomesCount; i++)
{
Biome *b = Biome::biomes[biomes[i]];
if (allowed != b) return false;
}
return true;
}
/**
* Finds the specified biome within the radius. This will return a random
* position if several are found. This test is fairly rough.
*
* Returns null if the biome wasn't found
*/
TilePos *BiomeSource::findBiome(int x, int z, int r, Biome *toFind, Random *random)
{
int x0 = ((x - r) >> 2);
int z0 = ((z - r) >> 2);
int x1 = ((x + r) >> 2);
int z1 = ((z + r) >> 2);
int w = x1 - x0 + 1;
int h = z1 - z0 + 1;
intArray biomes = layer->getArea(x0, z0, w, h);
TilePos *res = NULL;
int found = 0;
int biomesCount = w*h;
for (unsigned int i = 0; i < biomesCount; i++)
{
int xx = x0 + i % w;
int zz = z0 + i / w;
Biome *b = Biome::biomes[biomes[i]];
if (b == toFind)
{
if (res == NULL || random->nextInt(found + 1) == 0)
{
res = new TilePos(xx, 0, zz);
found++;
}
}
}
return res;
}
/**
* Finds one of the specified biomes within the radius. This will return a
* random position if several are found. This test is fairly rough.
*
* Returns null if the biome wasn't found
*/
TilePos *BiomeSource::findBiome(int x, int z, int r, vector<Biome *> allowed, Random *random)
{
int x0 = ((x - r) >> 2);
int z0 = ((z - r) >> 2);
int x1 = ((x + r) >> 2);
int z1 = ((z + r) >> 2);
int w = x1 - x0 + 1;
int h = z1 - z0 + 1;
MemSect(50);
intArray biomes = layer->getArea(x0, z0, w, h);
TilePos *res = NULL;
int found = 0;
int biomesCount = w*h;
for (unsigned int i = 0; i < biomesCount; i++)
{
int xx = (x0 + i % w) << 2;
int zz = (z0 + i / w) << 2;
Biome *b = Biome::biomes[biomes[i]];
if (find(allowed.begin(), allowed.end(), b) != allowed.end())
{
if (res == NULL || random->nextInt(found + 1) == 0)
{
delete res;
res = new TilePos(xx, 0, zz);
found++;
}
}
}
MemSect(0);
return res;
}
void BiomeSource::update()
{
cache->update();
}
//#define DEBUG_SEEDS 50
// 4J added - find a seed for this biomesource that matches certain criteria
__int64 BiomeSource::findSeed(LevelType *generator)
{
__int64 bestSeed = 0;
ProgressRenderer *mcprogress = Minecraft::GetInstance()->progressRenderer;
mcprogress->progressStage(IDS_PROGRESS_NEW_WORLD_SEED);
#ifndef _CONTENT_PACKAGE
if(app.DebugSettingsOn() && app.GetGameSettingsDebugMask(ProfileManager.GetPrimaryPad())&(1L<<eDebugSetting_EnableHeightWaterBiomeOverride))
{
// Do nothing
}
else
#endif
{
#ifdef DEBUG_SEEDS
for( int k = 0; k < DEBUG_SEEDS; k++ )
#endif
{
// Try and genuinely random this search up
Random *pr = new Random(System::nanoTime());
// Raw biome data has one result per 4x4 group of tiles.
// Removing a border of 8 from each side since we'll be doing special things at the edge to turn our world into an island, and so don't want to count things
// in the edge region in case they later get removed
static const int biomeWidth = ( 54 * 4 ) - 16; // Should be even so we can offset evenly
static const int biomeOffset = -( biomeWidth / 2 );
// Storage for our biome indices
intArray indices = intArray( biomeWidth * biomeWidth );
// Storage for the fractional amounts of each biome that will be calculated
float toCompare[Biome::BIOME_COUNT];
bool matchFound = false;
int tryCount = 0;
// Just keeping trying to generate seeds until we find one that matches our criteria
do
{
__int64 seed = pr->nextLong();
BiomeSource *biomeSource = new BiomeSource(seed,generator);
biomeSource->getRawBiomeIndices(indices, biomeOffset, biomeOffset, biomeWidth, biomeWidth);
getFracs(indices, toCompare);
matchFound = getIsMatch( toCompare );
if( matchFound ) bestSeed = seed;
delete biomeSource;
tryCount++;
mcprogress->progressStagePercentage( tryCount % 100 );
} while (!matchFound);
// Clean up
delete pr;
delete indices.data;
#ifdef DEBUG_SEEDS
app.DebugPrintf("%d: %d tries taken, seed used is %lld\n", k, tryCount, bestSeed);
BiomeSource *biomeSource = new BiomeSource(bestSeed);
BiomeArray biomes = biomeSource->getBiomeBlock(-27 * 16, -27 * 16, 54 * 16, 54 * 16);
unsigned int *pixels = new unsigned int[54 * 16 * 54 * 16];
for(int i = 0; i < 54 * 16 * 54 * 16; i++ )
{
int id = biomes[i]->id;
// Create following colours:
// 0 ocean 0000 black
// 1 plains 0001 pastel cyan
// 2 desert 0010 green
// 3 extreme hills 0011 yellow
// 4 forest 0100 blue
// 5 taiga 0101 magenta
// 6 swamps 0110 cyan
// 7 river 0111 white
// 8 hell 1000 grey
// 9 end biome 1001 white
// 10 frozen ocean 1010 pastel green
// 11 frozen river 1011 pastel yellow
// 12 ice flats 1100 pastel blue
// 13 ice mountains 1101 pastel magenta
// 14 mushroom island 1110 red
// 15 mushroom shore 1111 pastel red
if( id == 1 ) id = 14;
else if ( id == 14 ) id = 1;
else if( id == 9 ) id = 15;
else if( id == 15 ) id = 9;
pixels[i] = 0xff000000;
if( id & 1 ) pixels[i] |= 0x00ff0000;
if( id & 2 ) pixels[i] |= 0x0000ff00;
if( id & 4 ) pixels[i] |= 0x000000ff;
if( id & 8 ) pixels[i] |= 0x00808080;
}
D3DXIMAGE_INFO srcInfo;
srcInfo.Format = D3DFMT_LIN_A8R8G8B8;
srcInfo.ImageFileFormat = D3DXIFF_BMP;
srcInfo.Width = 54 * 16;
srcInfo.Height = 54 * 16;
char buf[256];
sprintf(buf,"GAME:\\BiomeTest%d.bmp",k);
RenderManager.SaveTextureData(buf, &srcInfo, (int *)pixels);
delete [] pixels;
delete biomes.data;
delete biomeSource;
#endif
}
}
return bestSeed;
}
// 4J added - get the fractional amounts of each biome type in the given indices
void BiomeSource::getFracs(intArray indices, float *fracs)
{
for( int i = 0; i < Biome::BIOME_COUNT; i++ )
{
fracs[i] = 0.0f;
}
for( int i = 0; i < indices.length; i++ )
{
fracs[indices[i]] += 1.0f;
}
for( int i = 0; i < Biome::BIOME_COUNT; i++ )
{
fracs[i] /= (float)(indices.length);
}
}
// 4J added - determine if this particular set of fractional amounts of biome types matches are requirements
bool BiomeSource::getIsMatch(float *frac)
{
// A true for a particular biome type here marks it as one that *has* to be present
static const bool critical[Biome::BIOME_COUNT] = {
true, // ocean
true, // plains
true, // desert
false, // extreme hills
true, // forest
true, // taiga
true, // swamps
false, // river
false, // hell
false, // end biome
false, // frozen ocean
false, // frozen river
false, // ice flats
false, // ice mountains
true, // mushroom island / shore
false, // mushroom shore (combined with above)
false, // beach
false, // desert hills (combined with desert)
false, // forest hills (combined with forest)
false, // taiga hills (combined with taga)
false, // small extreme hills
true, // jungle
false, // jungle hills (combined with jungle)
};
// Don't want more than 15% ocean
if( frac[0] > 0.15f )
{
return false;
}
// Consider mushroom shore & islands as the same by finding max
frac[14] = ( ( frac[15] > frac[14] ) ? frac[15] : frac[14] );
// Merge desert and desert hills
frac[2] = ( ( frac[17] > frac[2] ) ? frac[17] : frac[2] );
// Merge forest and forest hills
frac[4] = ( ( frac[18] > frac[4] ) ? frac[18] : frac[4] );
// Merge taiga and taiga hills
frac[5] = ( ( frac[19] > frac[5] ) ? frac[19] : frac[5] );
// Merge jungle and jungle hills
frac[21] = ( ( frac[22] > frac[21] ) ? frac[22] : frac[21] );
// Loop through all biome types, and:
// (1) count them
// (2) give up if one of the critical ones is missing
int typeCount = 0;
for( int i = 0; i < Biome::BIOME_COUNT; i++ )
{
// We want to skip some where we have merged with another type
if(i == 15 || i == 17 || i == 18 || i == 19 || i == 22) continue;
// Consider 0.1% as being "present" - this equates an area of about 3 chunks
if( frac[i] > 0.001f )
{
typeCount++;
}
else
{
// If a critical biome is missing, just give up
if( critical[i] )
{
return false;
}
}
}
// Consider as suitable if we've got all the critical ones, and in total 9 or more - currently there's 8 critical so this just forces at least 1 more others
return ( typeCount >= 9 );
}
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#pragma once
#include "Biome.h"
#include "BiomeSource.h"
#include "BiomeCache.h"
#include "net.minecraft.world.level.levelgen.synth.h"
class ChunkPos;
class Level;
class Layer;
class TilePos;
class LevelType;
class BiomeSource
{
private:
shared_ptr<Layer> layer;
shared_ptr<Layer> zoomedLayer;
public:
static const int CACHE_DIAMETER = 256;
private:
BiomeCache *cache;
vector<Biome *> playerSpawnBiomes;
protected:
void _init();
void _init(__int64 seed, LevelType *generator);
BiomeSource();
public:
BiomeSource(__int64 seed, LevelType *generator);
BiomeSource(Level *level);
private:
static bool getIsMatch(float *frac); // 4J added
static void getFracs(intArray indices, float *fracs); // 4J added
public:
static __int64 findSeed(LevelType *generator); // 4J added
~BiomeSource();
public:
vector<Biome *> getPlayerSpawnBiomes() { return playerSpawnBiomes; }
virtual Biome *getBiome(ChunkPos *cp);
virtual Biome *getBiome(int x, int z);
// 4J - changed the interface for these methods, mainly for thread safety
virtual float getDownfall(int x, int z) const;
virtual floatArray getDownfallBlock(int x, int z, int w, int h) const;
virtual void getDownfallBlock(floatArray &downfalls, int x, int z, int w, int h) const;
// 4J - changed the interface for these methods, mainly for thread safety
virtual BiomeCache::Block *getBlockAt(int x, int y);
virtual float getTemperature(int x, int y, int z) const;
float scaleTemp(float temp, int y ) const; // 4J - brought forward from 1.2.3
virtual floatArray getTemperatureBlock(int x, int z, int w, int h) const;
virtual void getTemperatureBlock(floatArray& temperatures, int x, int z, int w, int h) const;
virtual BiomeArray getRawBiomeBlock(int x, int z, int w, int h) const;
virtual void getRawBiomeBlock(BiomeArray &biomes, int x, int z, int w, int h) const;
virtual void getRawBiomeIndices(intArray &biomes, int x, int z, int w, int h) const; // 4J added
virtual BiomeArray getBiomeBlock(int x, int z, int w, int h) const;
virtual void getBiomeBlock(BiomeArray& biomes, int x, int z, int w, int h, bool useCache) const;
virtual byteArray getBiomeIndexBlock(int x, int z, int w, int h) const;
virtual void getBiomeIndexBlock(byteArray& biomeIndices, int x, int z, int w, int h, bool useCache) const;
/**
* Checks if an area around a block contains only the specified biomes.
* Useful for placing elements like towns.
*
* This is a bit of a rough check, to make it as fast as possible. To ensure
* NO other biomes, add a margin of at least four blocks to the radius
*/
virtual bool containsOnly(int x, int z, int r, vector<Biome *> allowed);
/**
* Checks if an area around a block contains only the specified biome.
* Useful for placing elements like towns.
*
* This is a bit of a rough check, to make it as fast as possible. To ensure
* NO other biomes, add a margin of at least four blocks to the radius
*/
virtual bool containsOnly(int x, int z, int r, Biome *allowed);
/**
* Finds the specified biome within the radius. This will return a random
* position if several are found. This test is fairly rough.
*
* Returns null if the biome wasn't found
*/
virtual TilePos *findBiome(int x, int z, int r, Biome *toFind, Random *random);
/**
* Finds one of the specified biomes within the radius. This will return a
* random position if several are found. This test is fairly rough.
*
* Returns null if the biome wasn't found
*/
virtual TilePos *findBiome(int x, int z, int r, vector<Biome *> allowed, Random *random);
void update();
};
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#include "stdafx.h"
#include "net.minecraft.world.level.h"
#include "BirchFeature.h"
#include "net.minecraft.world.level.tile.h"
BirchFeature::BirchFeature(bool doUpdate) : Feature(doUpdate)
{
}
bool BirchFeature::place(Level *level, Random *random, int x, int y, int z)
{
int treeHeight = random->nextInt(3) + 5;
bool free = true;
if (y < 1 || y + treeHeight + 1 > Level::maxBuildHeight) return false;
for (int yy = y; yy <= y + 1 + treeHeight; yy++)
{
int r = 1;
if (yy == y) r = 0;
if (yy >= y + 1 + treeHeight - 2) r = 2;
for (int xx = x - r; xx <= x + r && free; xx++)
{
for (int zz = z - r; zz <= z + r && free; zz++)
{
if (yy >= 0 && yy < Level::maxBuildHeight)
{
int tt = level->getTile(xx, yy, zz);
if (tt != 0 && tt != Tile::leaves_Id) free = false;
}
else
{
free = false;
}
}
}
}
if (!free) return false;
int belowTile = level->getTile(x, y - 1, z);
if ((belowTile != Tile::grass_Id && belowTile != Tile::dirt_Id) || y >= Level::maxBuildHeight - treeHeight - 1) return false;
// 4J Stu Added to stop tree features generating areas previously place by game rule generation
if(app.getLevelGenerationOptions() != NULL)
{
LevelGenerationOptions *levelGenOptions = app.getLevelGenerationOptions();
int radius = 3;
bool intersects = levelGenOptions->checkIntersects(x - radius, y - 1, z - radius, x + radius, y + treeHeight, z + radius);
if(intersects)
{
//app.DebugPrintf("Skipping reeds feature generation as it overlaps a game rule structure\n");
return false;
}
}
level->setTileNoUpdate(x, y - 1, z, Tile::dirt_Id);
for (int yy = y - 3 + treeHeight; yy <= y + treeHeight; yy++)
{
int yo = yy - (y + treeHeight);
int offs = 1 - yo / 2;
for (int xx = x - offs; xx <= x + offs; xx++)
{
int xo = xx - (x);
for (int zz = z - offs; zz <= z + offs; zz++)
{
int zo = zz - (z);
if (abs(xo) == offs && abs(zo) == offs && (random->nextInt(2) == 0 || yo == 0)) continue;
if (!Tile::solid[level->getTile(xx, yy, zz)]) placeBlock(level, xx, yy, zz, Tile::leaves_Id, LeafTile::BIRCH_LEAF);
}
}
}
for (int hh = 0; hh < treeHeight; hh++)
{
int t = level->getTile(x, y + hh, z);
if (t == 0 || t == Tile::leaves_Id) placeBlock(level, x, y + hh, z, Tile::treeTrunk_Id, TreeTile::BIRCH_TRUNK);
}
return true;
}
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#pragma once
#include "Feature.h"
class Level;
class BirchFeature : public Feature
{
public:
BirchFeature(bool doUpdate);
virtual bool place(Level *level, Random *random, int x, int y, int z);
};
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#include "stdafx.h"
#include "net.minecraft.world.damagesource.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.level.tile.h"
#include "net.minecraft.world.phys.h"
#include "net.minecraft.world.item.h"
#include "net.minecraft.world.entity.h"
#include "net.minecraft.world.entity.projectile.h"
#include "SharedConstants.h"
#include "..\Minecraft.Client\Textures.h"
#include "Blaze.h"
#include "SoundTypes.h"
Blaze::Blaze(Level *level) : Monster(level)
{
// 4J Stu - This function call had to be moved here from the Entity ctor to ensure that
// the derived version of the function is called
this->defineSynchedData();
// 4J Stu - This function call had to be moved here from the Entity ctor to ensure that the derived version of the function is called
health = getMaxHealth();
this->textureIdx = TN_MOB_BLAZE; // 4J Was "/mob/fire.png";
fireImmune = true;
attackDamage = 6;
xpReward = XP_REWARD_LARGE;
// this.setSize(1.2f, 1.8f);
// 4J Default inits
allowedHeightOffset = 0.5f;
nextHeightOffsetChangeTick = 0;
attackCounter = 0;
}
int Blaze::getMaxHealth()
{
return 20;
}
void Blaze::defineSynchedData()
{
Monster::defineSynchedData();
entityData->define(DATA_FLAGS_ID, (byte) 0);
}
int Blaze::getAmbientSound()
{
return eSoundType_MOB_BLAZE_BREATHE;
}
int Blaze::getHurtSound()
{
return eSoundType_MOB_BLAZE_HURT;
}
int Blaze::getDeathSound()
{
return eSoundType_MOB_BLAZE_DEATH;
}
int Blaze::getLightColor(float a)
{
return SharedConstants::FULLBRIGHT_LIGHTVALUE;
}
float Blaze::getBrightness(float a)
{
return 1.0f;
}
void Blaze::aiStep()
{
if (!level->isClientSide)
{
if (isInWaterOrRain())
{
hurt(DamageSource::drown, 1);
}
nextHeightOffsetChangeTick--;
if (nextHeightOffsetChangeTick <= 0)
{
nextHeightOffsetChangeTick = SharedConstants::TICKS_PER_SECOND * 5;
allowedHeightOffset = .5f + (float) random->nextGaussian() * 3;
}
if (getAttackTarget() != NULL && (getAttackTarget()->y + getAttackTarget()->getHeadHeight()) > (this->y + getHeadHeight() + allowedHeightOffset))
{
yd = yd + (.3f - yd) * .3f;
}
}
if (random->nextInt(24) == 0)
{
level->playSound(x + 0.5f, y + 0.5f, z + 0.5f, eSoundType_FIRE_FIRE, 1 + random->nextFloat(), random->nextFloat() * 0.7f + 0.3f);
}
// slow falling, like chicken
if (!onGround && yd < 0)
{
yd *= 0.6;
}
for (int i = 0; i < 2; i++)
{
level->addParticle(eParticleType_largesmoke, x + (random->nextDouble() - 0.5) * bbWidth, y + random->nextDouble() * bbHeight, z + (random->nextDouble() - 0.5) * bbWidth, 0, 0, 0);
}
Monster::aiStep();
}
void Blaze::checkHurtTarget(shared_ptr<Entity> target, float d)
{
if (attackTime <= 0 && d < 2.0f && target->bb->y1 > bb->y0 && target->bb->y0 < bb->y1)
{
attackTime = 20;
doHurtTarget(target);
}
else if (d < 30)
{
double xd = target->x - x;
double yd = (target->bb->y0 + target->bbHeight / 2) - (y + bbHeight / 2);
double zd = target->z - z;
if (attackTime == 0)
{
attackCounter++;
if (attackCounter == 1)
{
attackTime = SharedConstants::TICKS_PER_SECOND * 3;
setCharged(true);
}
else if (attackCounter <= 4)
{
attackTime = SharedConstants::TICKS_PER_SECOND / 3;
}
else
{
attackTime = SharedConstants::TICKS_PER_SECOND * 5;
attackCounter = 0;
setCharged(false);
}
if (attackCounter > 1)
{
float sqd = sqrt(d) * .5f;
level->levelEvent(nullptr, LevelEvent::SOUND_BLAZE_FIREBALL, (int) x, (int) y, (int) z, 0);
// level.playSound(this, "mob.ghast.fireball", getSoundVolume(), (random.nextFloat() - random.nextFloat()) * 0.2f + 1.0f);
for (int i = 0; i < 1; i++) {
shared_ptr<SmallFireball> ie = shared_ptr<SmallFireball>( new SmallFireball(level, dynamic_pointer_cast<Mob>( shared_from_this() ), xd + random->nextGaussian() * sqd, yd, zd + random->nextGaussian() * sqd) );
// Vec3 v = getViewVector(1);
// ie.x = x + v.x * 1.5;
ie->y = y + bbHeight / 2 + 0.5f;
// ie.z = z + v.z * 1.5;
level->addEntity(ie);
}
}
}
yRot = (float) (atan2(zd, xd) * 180 / PI) - 90;
holdGround = true;
}
}
void Blaze::causeFallDamage(float distance)
{
}
int Blaze::getDeathLoot()
{
return Item::blazeRod_Id;
}
bool Blaze::isOnFire()
{
return isCharged();
}
void Blaze::dropDeathLoot(bool wasKilledByPlayer, int playerBonusLevel)
{
if (wasKilledByPlayer)
{
int count = random->nextInt(2 + playerBonusLevel);
for (int i = 0; i < count; i++)
{
spawnAtLocation(Item::blazeRod_Id, 1);
}
// 4J-PB - added to the XBLA version due to our limited amount of glowstone in the Nether - drop 0-2 glowstone dust
count = random->nextInt(3 + playerBonusLevel);
for (int i = 0; i < count; i++)
{
spawnAtLocation(Item::yellowDust_Id, 1);
}
}
}
bool Blaze::isCharged()
{
return (entityData->getByte(DATA_FLAGS_ID) & 0x1) != 0;
}
void Blaze::setCharged(bool value)
{
byte flags = entityData->getByte(DATA_FLAGS_ID);
if (value)
{
flags |= 0x1;
}
else
{
flags &= ~0x1;
}
entityData->set(DATA_FLAGS_ID, flags);
}
bool Blaze::isDarkEnoughToSpawn()
{
return true;
}
+51
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@@ -0,0 +1,51 @@
#pragma once
#include "Monster.h"
class Blaze : public Monster
{
public:
eINSTANCEOF GetType() { return eTYPE_BLAZE; }
static Entity *create(Level *level) { return new Blaze(level); }
// private int nextBurnNeighborsTick;
private:
float allowedHeightOffset;
int nextHeightOffsetChangeTick;
int attackCounter;
static const int DATA_FLAGS_ID = 16;
public:
Blaze(Level *level);
virtual int getMaxHealth();
protected:
virtual void defineSynchedData();
virtual int getAmbientSound();
virtual int getHurtSound();
virtual int getDeathSound();
public:
virtual int getLightColor(float a);
virtual float getBrightness(float a);
virtual void aiStep();
protected:
virtual void checkHurtTarget(shared_ptr<Entity> target, float d);
virtual void causeFallDamage(float distance);
virtual int getDeathLoot();
public:
virtual bool isOnFire();
protected:
virtual void dropDeathLoot(bool wasKilledByPlayer, int playerBonusLevel);
public:
bool isCharged();
void setCharged(bool value);
protected:
bool isDarkEnoughToSpawn();
};
@@ -0,0 +1,57 @@
#include "stdafx.h"
#include "BlockDestructionProgress.h"
BlockDestructionProgress::BlockDestructionProgress(int id, int x, int y, int z)
{
this->id = id;
this->x = x;
this->y = y;
this->z = z;
progress = 0;
updatedRenderTick = 0;
}
int BlockDestructionProgress::getId()
{
return id;
}
int BlockDestructionProgress::getX()
{
return x;
}
int BlockDestructionProgress::getY()
{
return y;
}
int BlockDestructionProgress::getZ()
{
return z;
}
void BlockDestructionProgress::setProgress(int progress)
{
if (progress > 10)
{
progress = 10;
}
this->progress = progress;
}
int BlockDestructionProgress::getProgress()
{
return progress;
}
void BlockDestructionProgress::updateTick(int tick)
{
this->updatedRenderTick = tick;
}
int BlockDestructionProgress::getUpdatedRenderTick()
{
return updatedRenderTick;
}
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