/******************************************************************** Minecraft: Pocket Edition - Decompilation Project Copyright (C) 2023 iProgramInCpp The following code is licensed under the BSD 1 clause license. SPDX-License-Identifier: BSD-1-Clause ********************************************************************/ #include "Level.hpp" #include #include "common/Util.hpp" #include "world/level/levelgen/chunk/ChunkCache.hpp" #include "Explosion.hpp" #include "Region.hpp" Level::Level(LevelStorage* pStor, const std::string& str, TLong seed, int x, Dimension *pDimension) { m_bInstantTicking = false; m_bIsMultiplayer = false; m_bPostProcessing = false; m_skyDarken = 0; field_30 = 0; m_pDimension = nullptr; m_bCalculatingInitialSpawn = false; m_pChunkSource = nullptr; m_pLevelStorage = pStor; field_AA8 = 42184323; field_AAC = 1013904223; m_bUpdateLights = true; field_B08 = 0; field_B0C = 0; m_random.setSeed(1); // initialize with a seed of 1 LevelData* pData = m_pLevelStorage->prepareLevel(this); field_B0C = pData == 0; // @BUG: leaking a Dimension*? if (pDimension) m_pDimension = pDimension; else m_pDimension = new Dimension; if (!pData) m_levelData = LevelData(seed, str, x); else m_levelData = *pData; m_pDimension->init(this); m_pPathFinder = new PathFinder(); m_pChunkSource = createChunkSource(); updateSkyBrightness(); } Level::~Level() { SAFE_DELETE(m_pChunkSource); SAFE_DELETE(m_pDimension); SAFE_DELETE(m_pPathFinder); const size_t size = m_entities.size(); for (int i = 0; i < size; i++) { Entity* pEnt = m_entities.at(i); //you better HOPE this is freed by Minecraft! //Really should have used shared pointers and stuff. if (!pEnt->isLocalPlayer()) delete pEnt; } m_entities.clear(); } ChunkSource* Level::createChunkSource() { #ifndef MOD_USE_FLAT_WORLD if (m_pLevelStorage) { ChunkStorage* pChkStr = m_pLevelStorage->createChunkStorage(m_pDimension); ChunkSource* pChkSrc = m_pDimension->createRandomLevelSource(); return new ChunkCache(this, pChkStr, pChkSrc); } #endif LOG_I("No level data, calling dimension->createRandomLevelSource"); return m_pDimension->createRandomLevelSource(); } float Level::getTimeOfDay(float f) { return m_pDimension->getTimeOfDay(m_levelData.field_10, f); } int Level::getSkyDarken(float f) { float x = Mth::cos(getSunAngle(f)); float y = 1.0f - (2 * x + 0.5f); if (y < 0.0f) return 0; // no darken if (y > 1.0f) return 11; // full dark return int(y * 11.0f); } void Level::updateSkyBrightness() { int skyDarken = getSkyDarken(1.0f); if (m_skyDarken != skyDarken) m_skyDarken = skyDarken; } LevelStorage* Level::getLevelStorage() { return m_pLevelStorage; } LevelData* Level::getLevelData() { return &m_levelData; } BiomeSource* Level::getBiomeSource() { return m_pDimension->m_pBiomeSource; } ChunkSource* Level::getChunkSource() { return m_pChunkSource; } LevelChunk* Level::getChunk(int x, int z) { return getChunkSource()->getChunk(x, z); } TileID Level::getTile(int x, int y, int z) { //@BUG: checking x >= C_MAX_X, but not z >= C_MAX_Z. if (x < C_MIN_X || z < C_MIN_Z || x >= C_MAX_X || z > C_MAX_Z || y < C_MIN_Y || y >= C_MAX_Y) // there's nothing out there! return 0; LevelChunk* pChunk = getChunk(x >> 4, z >> 4); return pChunk->getTile(x & 0xF, y, z & 0xF); } int Level::getData(int x, int y, int z) { //@BUG: checking x >= C_MAX_X, but not z >= C_MAX_Z. if (x < C_MIN_X || z < C_MIN_Z || x >= C_MAX_X || z > C_MAX_Z || y < C_MIN_Y || y >= C_MAX_Y) // there's nothing out there! return 0; LevelChunk* pChunk = getChunk(x >> 4, z >> 4); return pChunk->getData(x & 0xF, y, z & 0xF); } int Level::getBrightness(const LightLayer& ll, int x, int y, int z) { //@BUG: checking x >= C_MAX_X, but not z >= C_MAX_Z. if (x < C_MIN_X || z < C_MIN_Z || x >= C_MAX_X || z > C_MAX_Z || y < C_MIN_Y || y >= C_MAX_Y) // there's nothing out there! return ll.m_x; if (!hasChunk(x >> 4, z >> 4)) return 0; LevelChunk* pChunk = getChunk(x >> 4, z >> 4); return pChunk->getBrightness(ll, x & 0xF, y, z & 0xF); } float Level::getBrightness(int x, int y, int z) { return m_pDimension->field_10[getRawBrightness(x, y, z)]; } int Level::getRawBrightness(int x, int y, int z) { return getRawBrightness(x, y, z, true); } int Level::getRawBrightness(int x, int y, int z, bool b) { //@BUG: checking x >= C_MAX_X, but not z >= C_MAX_Z. if (x < C_MIN_X || z < C_MIN_Z || x >= C_MAX_X || z > C_MAX_Z) return 15; // this looks like some kind of hack. if (b && (getTile(x, y, z) == Tile::stoneSlabHalf->m_ID || getTile(x, y, z) == Tile::farmland->m_ID)) { int b1 = getRawBrightness(x, y + 1, z, false); int b2 = getRawBrightness(x + 1, y, z, false); int b3 = getRawBrightness(x - 1, y, z, false); int b4 = getRawBrightness(x, y, z + 1, false); int b5 = getRawBrightness(x, y, z - 1, false); if (b2 < b1) b2 = b1; if (b3 < b2) b3 = b2; if (b4 < b3) b4 = b3; if (b5 < b4) b5 = b4; return b5; } if (y < C_MIN_Y) return 0; if (y >= C_MAX_Y) { int r = 15 - m_skyDarken; if (r < 0) r = 0; return r; } LevelChunk* pChunk = getChunk(x >> 4, z >> 4); return pChunk->getRawBrightness(x & 0xF, y, z & 0xF, m_skyDarken); } int Level::getSeaLevel() { return 63; } int Level::getSeed() { return m_levelData.m_seed; } TLong Level::getTime() { return m_levelData.field_10; } void Level::setTime(TLong time) { m_levelData.field_10 = time; } void Level::swap(int x1, int y1, int z1, int x2, int y2, int z2) { int tile1 = getTile(x1, y1, z1); int data1 = getData(x1, y1, z1); int tile2 = getTile(x2, y2, z2); int data2 = getData(x2, y2, z2); setTileAndDataNoUpdate(x1, y1, z1, tile2, data2); setTileAndDataNoUpdate(x2, y2, z2, tile1, data1); updateNeighborsAt(x1, y1, z1, tile2); updateNeighborsAt(x2, y2, z2, tile1); } bool Level::isDay() { return m_skyDarken <= 3; } bool Level::isEmptyTile(int x, int y, int z) { return getTile(x, y, z) == 0; } bool Level::isSolidTile(int x, int y, int z) { Tile* pTile = Tile::tiles[getTile(x, y, z)]; if (!pTile) return false; return pTile->isSolidRender(); } Material* Level::getMaterial(int x, int y, int z) { Tile* pTile = Tile::tiles[getTile(x, y, z)]; if (!pTile) return Material::air; return pTile->m_pMaterial; } Entity* Level::getEntity(int id) { // prioritize players first. for (std::vector::iterator it = m_players.begin(); it != m_players.end(); it++) { Player* pEnt = *it; if (pEnt->m_EntityID == id) return pEnt; } for (std::vector::iterator it = m_entities.begin(); it != m_entities.end(); it++) { Entity* pEnt = *it; if (pEnt->m_EntityID == id) return pEnt; } return nullptr; } EntityVector* Level::getAllEntities() { return &m_entities; } bool Level::hasChunk(int x, int z) { return m_pChunkSource->hasChunk(x, z); } EntityVector* Level::getEntities(Entity* pEntExclude, const AABB& aabb) { m_getEntitiesResult.clear(); int lowerXBound = Mth::floor((aabb.min.x - 2.0f) / 16); int lowerZBound = Mth::floor((aabb.min.z - 2.0f) / 16); int upperXBound = Mth::floor((aabb.max.x + 2.0f) / 16); int upperZBound = Mth::floor((aabb.max.z + 2.0f) / 16); for (int z = lowerZBound; z <= upperZBound; z++) { for (int x = lowerXBound; x <= upperXBound; x++) { if (!hasChunk(x, z)) continue; LevelChunk* pChunk = getChunk(x, z); pChunk->getEntities(pEntExclude, aabb, m_getEntitiesResult); } } return &m_getEntitiesResult; } void Level::setUpdateLights(bool b) { m_bUpdateLights = b; } bool Level::updateLights() { // if more than 49 concurrent updateLights() calls? if (field_B08 > 49) return false; field_B08++; if (m_lightUpdates.empty()) { field_B08--; return false; } for (int i = 499; i; i--) { LightUpdate lu = *(m_lightUpdates.end() - 1); m_lightUpdates.pop_back(); lu.update(this); if (m_lightUpdates.empty()) { field_B08--; return false; } } field_B08--; return true; } bool Level::hasChunksAt(int minX, int minY, int minZ, int maxX, int maxY, int maxZ) { if (minY >= C_MAX_Y || maxY < 0) return false; int minChX = minX >> 4, minChZ = minZ >> 4; int maxChX = maxX >> 4, maxChZ = maxZ >> 4; for (int chX = minChX; chX <= maxChX; chX++) { for (int chZ = minChZ; chZ <= maxChZ; chZ++) { if (!hasChunk(chX, chZ)) return false; } } return true; } bool Level::hasChunksAt(int x, int y, int z, int rad) { return hasChunksAt(x - rad, y - rad, z - rad, x + rad, y + rad, z + rad); } void Level::setBrightness(const LightLayer& ll, int x, int y, int z, int bright) { //@BUG: checking x >= C_MAX_X, but not z >= C_MAX_Z. if (x < C_MIN_X || z < C_MIN_Z || x >= C_MAX_X || z > C_MAX_Z || y < C_MIN_Y || y >= C_MAX_Y) // there's nothing out there! return; LevelChunk* pChunk = getChunk(x >> 4, z >> 4); pChunk->setBrightness(ll, x & 0xF, y, z & 0xF, bright); for (std::vector::iterator it = m_levelListeners.begin(); it != m_levelListeners.end(); it++) { LevelListener* pListener = *it; pListener->tileBrightnessChanged(x, y, z); } } int Level::getDirectSignal(int x, int y, int z, int dir) { TileID tile = getTile(x, y, z); if (!tile) return 0; return Tile::tiles[tile]->getDirectSignal(this, x, y, z, dir); } int Level::getSignal(int x, int y, int z, int dir) { if (isSolidTile(x, y, z)) return hasDirectSignal(x, y, z); TileID tile = getTile(x, y, z); if (!tile) return 0; return Tile::tiles[tile]->getSignal(this, x, y, z, dir); } bool Level::hasDirectSignal(int x, int y, int z) { if (getDirectSignal(x, y - 1, z, DIR_YNEG)) return true; if (getDirectSignal(x, y + 1, z, DIR_YPOS)) return true; if (getDirectSignal(x, y, z - 1, DIR_ZNEG)) return true; if (getDirectSignal(x, y, z + 1, DIR_ZPOS)) return true; if (getDirectSignal(x - 1, y, z, DIR_XNEG)) return true; if (getDirectSignal(x + 1, y, z, DIR_XPOS)) return true; return false; } bool Level::hasNeighborSignal(int x, int y, int z) { if (getSignal(x, y - 1, z, DIR_YNEG)) return true; if (getSignal(x, y + 1, z, DIR_YPOS)) return true; if (getSignal(x, y, z - 1, DIR_ZNEG)) return true; if (getSignal(x, y, z + 1, DIR_ZPOS)) return true; if (getSignal(x - 1, y, z, DIR_XNEG)) return true; if (getSignal(x + 1, y, z, DIR_XPOS)) return true; return false; } bool Level::hasChunkAt(int gx, int gy, int gz) { return hasChunk(gx >> 4, gz >> 4); } LevelChunk* Level::getChunkAt(int gx, int gz) { return getChunk(gx >> 4, gz >> 4); } void Level::updateLight(const LightLayer& ll, int a, int b, int c, int d, int e, int f, bool unimportant) { static int nUpdateLevels; if ((m_pDimension->field_E && &ll == &LightLayer::Sky) || !m_bUpdateLights) return; nUpdateLevels++; if (nUpdateLevels == 50) { nUpdateLevels--; return; } if (!hasChunkAt((d + a) / 2, 64, (f + c) / 2) || getChunkAt((d + a) / 2, (f + c) / 2)->isEmpty()) { nUpdateLevels--; return; } size_t size = m_lightUpdates.size(); if (unimportant) { size_t count = 5; if (count > size) count = size; for (size_t i = 0; i < count; i++) { LightUpdate& update = m_lightUpdates[size - i - 1]; if (update.m_lightLayer == &ll && update.expandToContain(a, b, c, d, e, f)) { nUpdateLevels--; return; } } } m_lightUpdates.push_back(LightUpdate(ll, a, b, c, d, e, f)); // huh?? if (m_lightUpdates.size() > 1000000) m_lightUpdates.clear(); nUpdateLevels--; } void Level::updateLight(const LightLayer& ll, int a, int b, int c, int d, int e, int f) { updateLight(ll, a, b, c, d, e, f, true); } void Level::updateLightIfOtherThan(const LightLayer& ll, int x, int y, int z, int bright) { if (m_pDimension->field_E && &ll == &LightLayer::Sky) return; if (!hasChunkAt(x, y, z)) return; if (&ll == &LightLayer::Sky) { if (isSkyLit(x, y, z)) bright = 15; } else if (&ll == &LightLayer::Block) { TileID tile = getTile(x, y, z); if (bright < Tile::lightEmission[tile]) bright = Tile::lightEmission[tile]; } int oldbr = getBrightness(ll, x, y, z); if (bright != oldbr) { updateLight(ll, x, y, z, x, y, z); } } bool Level::isSkyLit(int x, int y, int z) { //@BUG: checking x >= C_MAX_X, but not z >= C_MAX_Z. if (x < C_MIN_X || z < C_MIN_Z || x >= C_MAX_X || z > C_MAX_Z || y < C_MIN_Y) // there's nothing out there! return false; if (y >= C_MAX_Y) return true; if (!hasChunk(x >> 4, z >> 4)) return false; return getChunk(x >> 4, z >> 4)->isSkyLit(x & 0xF, y, z & 0xF); } bool Level::setTileAndDataNoUpdate(int x, int y, int z, TileID tile, int data) { //@BUG: checking x >= C_MAX_X, but not z >= C_MAX_Z. if (x < C_MIN_X || z < C_MIN_Z || x >= C_MAX_X || z > C_MAX_Z || y < C_MIN_Y || y >= C_MAX_Y) // there's nothing out there! return false; if (!hasChunk(x >> 4, z >> 4)) return false; return getChunk(x >> 4, z >> 4)->setTileAndData(x & 0xF, y, z & 0xF, tile, data); } int Level::getHeightmap(int x, int z) { //@BUG: checking x >= C_MAX_X, but not z >= C_MAX_Z. if (x < C_MIN_X || z < C_MIN_Z || x >= C_MAX_X || z > C_MAX_Z) // there's nothing out there! return 0; if (!hasChunk(x >> 4, z >> 4)) return 0; return getChunk(x >> 4, z >> 4)->getHeightmap(x & 0xF, z & 0xF); } void Level::lightColumnChanged(int x, int z, int y1, int y2) { if (y1 > y2) { int tmp = y1; y1 = y2; y2 = tmp; } setTilesDirty(x, y1, z, x, y2, z); } bool Level::setDataNoUpdate(int x, int y, int z, int data) { //@BUG: checking x >= C_MAX_X, but not z >= C_MAX_Z. if (x < C_MIN_X || z < C_MIN_Z || x >= C_MAX_X || z > C_MAX_Z || y < C_MIN_Y || y >= C_MAX_Y) // there's nothing out there! return false; if (!hasChunk(x >> 4, z >> 4)) return false; LevelChunk* pChk = getChunk(x >> 4, z >> 4); if (pChk->getData(x & 0xF, y, z & 0xF) == data) return false; // no update pChk->setData(x & 0xF, y, z & 0xF, data); return true; } bool Level::setTileNoUpdate(int x, int y, int z, TileID tile) { //@BUG: checking x >= C_MAX_X, but not z >= C_MAX_Z. if (x < C_MIN_X || z < C_MIN_Z || x >= C_MAX_X || z > C_MAX_Z || y < C_MIN_Y || y >= C_MAX_Y) // there's nothing out there! return false; if (!hasChunk(x >> 4, z >> 4)) return false; return getChunk(x >> 4, z >> 4)->setTile(x & 0xF, y, z & 0xF, tile); } void Level::sendTileUpdated(int x, int y, int z) { for (std::vector::iterator it = m_levelListeners.begin(); it != m_levelListeners.end(); it++) { LevelListener* pListener = *it; pListener->tileChanged(x, y, z); } } void Level::neighborChanged(int x, int y, int z, TileID tile) { if (field_30 || m_bIsMultiplayer) return; Tile* pTile = Tile::tiles[getTile(x, y, z)]; if (pTile) pTile->neighborChanged(this, x, y, z, tile); } void Level::updateNeighborsAt(int x, int y, int z, TileID tile) { neighborChanged(x - 1, y, z, tile); neighborChanged(x + 1, y, z, tile); neighborChanged(x, y - 1, z, tile); neighborChanged(x, y + 1, z, tile); neighborChanged(x, y, z - 1, tile); neighborChanged(x, y, z + 1, tile); } void Level::tileUpdated(int x, int y, int z, TileID tile) { sendTileUpdated(x, y, z); updateNeighborsAt(x, y, z, tile); } bool Level::setTileAndData(int x, int y, int z, TileID tile, int data) { if (setTileAndDataNoUpdate(x, y, z, tile, data)) { tileUpdated(x, y, z, tile); return true; } return false; } bool Level::setData(int x, int y, int z, int data) { if (setDataNoUpdate(x, y, z, data)) { tileUpdated(x, y, z, getTile(x, y, z)); return true; } return false; } bool Level::setTile(int x, int y, int z, TileID tile) { if (setTileNoUpdate(x, y, z, tile)) { tileUpdated(x, y, z, tile); return true; } return false; } void Level::setTilesDirty(int x1, int y1, int z1, int x2, int y2, int z2) { for (std::vector::iterator it = m_levelListeners.begin(); it != m_levelListeners.end(); it++) { LevelListener* pListener = *it; pListener->setTilesDirty(x1, y1, z1, x2, y2, z2); } } void Level::entityAdded(Entity* pEnt) { for (std::vector::iterator it = m_levelListeners.begin(); it != m_levelListeners.end(); it++) { LevelListener* pListener = *it; pListener->entityAdded(pEnt); } } void Level::entityRemoved(Entity* pEnt) { for (std::vector::iterator it = m_levelListeners.begin(); it != m_levelListeners.end(); it++) { LevelListener* pListener = *it; pListener->entityRemoved(pEnt); } } AABBVector* Level::getCubes(const Entity* pEntUnused, const AABB& aabb) { m_aabbs.clear(); int lowerX = Mth::floor(aabb.min.x); int upperX = Mth::floor(aabb.max.x + 1); int lowerY = Mth::floor(aabb.min.y); int upperY = Mth::floor(aabb.max.y + 1); int lowerZ = Mth::floor(aabb.min.z); int upperZ = Mth::floor(aabb.max.z + 1); for (int x = lowerX; x <= upperX; x++) { for (int z = lowerZ; z <= upperZ; z++) { if (!hasChunkAt(x, 64, z)) continue; for (int y = lowerY; y <= upperY; y++) { Tile* pTile = Tile::tiles[getTile(x, y, z)]; if (pTile) pTile->addAABBs(this, x, y, z, &aabb, m_aabbs); } } } return &m_aabbs; } std::vector* Level::getLightsToUpdate() { return &m_lightUpdates; } Entity* Level::getNearestPlayer(Entity* entity, float f) { return getNearestPlayer(entity->m_pos.x, entity->m_pos.y, entity->m_pos.z, f); } Entity* Level::getNearestPlayer(float x, float y, float z, float maxDist) { float dist = -1.0f; Player* pPlayer = nullptr; for (std::vector::iterator it = m_players.begin(); it != m_players.end(); it++) { Player* player = *it; float ldist = player->distanceToSqr(x, y, z); if ((maxDist < 0.0f || ldist < maxDist * maxDist) && (dist == -1.0f || dist > ldist)) { pPlayer = player; dist = ldist; } } return pPlayer; } bool Level::containsFireTile(AABB aabb) { int minX = Mth::floor(aabb.min.x), minY = Mth::floor(aabb.min.y), minZ = Mth::floor(aabb.min.z), maxX = Mth::floor(aabb.max.x + 1), maxY = Mth::floor(aabb.max.y + 1), maxZ = Mth::floor(aabb.max.z + 1); if (!hasChunksAt(minX, minY, minZ, maxX, maxY, maxZ)) return false; for (int x = minX; x < maxX; x++) for (int y = minY; y < maxY; y++) for (int z = minZ; z < maxZ; z++) { TileID tileID = getTile(x, y, z); if (tileID == Tile::fire->m_ID || tileID == Tile::lava->m_ID || tileID == Tile::calmLava->m_ID) return true; } return false; } bool Level::containsAnyLiquid(AABB aabb) { int minX = Mth::floor(aabb.min.x), minY = Mth::floor(aabb.min.y), minZ = Mth::floor(aabb.min.z), maxX = Mth::floor(aabb.max.x + 1), maxY = Mth::floor(aabb.max.y + 1), maxZ = Mth::floor(aabb.max.z + 1); if (!hasChunksAt(minX, minY, minZ, maxX, maxY, maxZ)) return false; for (int x = minX; x < maxX; x++) for (int y = minY; y < maxY; y++) for (int z = minZ; z < maxZ; z++) { TileID tileID = getTile(x, y, z); if (Tile::tiles[tileID]) { if (Tile::tiles[tileID]->m_pMaterial->isLiquid()) return true; } } return false; } bool Level::containsLiquid(const AABB& aabb, const Material* pMtl) { int minX = Mth::floor(aabb.min.x), minY = Mth::floor(aabb.min.y), minZ = Mth::floor(aabb.min.z), maxX = Mth::floor(aabb.max.x + 1), maxY = Mth::floor(aabb.max.y + 1), maxZ = Mth::floor(aabb.max.z + 1); if (!hasChunksAt(minX, minY, minZ, maxX, maxY, maxZ)) return false; for (int x = minX; x < maxX; x++) for (int y = minY; y < maxY; y++) for (int z = minZ; z < maxZ; z++) { TileID tileID = getTile(x, y, z); if (!Tile::tiles[tileID] || Tile::tiles[tileID]->m_pMaterial != pMtl) continue; int data = getData(x, y, z); float height; if (data <= 7) height = (float(y) + 1.0f) + float(data) / 8.0f; else height = float(y + 1); if (aabb.min.y <= height) return true; } return false; } bool Level::containsMaterial(const AABB& aabb, const Material* pMtl) { int minX = Mth::floor(aabb.min.x), minY = Mth::floor(aabb.min.y), minZ = Mth::floor(aabb.min.z), maxX = Mth::floor(aabb.max.x + 1), maxY = Mth::floor(aabb.max.y + 1), maxZ = Mth::floor(aabb.max.z + 1); if (!hasChunksAt(minX, minY, minZ, maxX, maxY, maxZ)) return false; for (int x = minX; x < maxX; x++) for (int y = minY; y < maxY; y++) for (int z = minZ; z < maxZ; z++) { TileID tileID = getTile(x, y, z); if (Tile::tiles[tileID] && Tile::tiles[tileID]->m_pMaterial == pMtl) return true; } return false; } bool Level::checkAndHandleWater(const AABB& aabb, const Material* pMtl, Entity* pEnt) { int minX = Mth::floor(aabb.min.x), minY = Mth::floor(aabb.min.y), minZ = Mth::floor(aabb.min.z), maxX = Mth::floor(aabb.max.x + 1), maxY = Mth::floor(aabb.max.y + 1), maxZ = Mth::floor(aabb.max.z + 1); if (!hasChunksAt(minX, minY, minZ, maxX, maxY, maxZ)) return false; Vec3 v; bool bInWater = false; for (int x = minX; x < maxX; x++) { for (int y = minY + 1; y < maxY; y++) { int y2 = y - 1; for (int z = minZ; z < maxZ; z++) { Tile* pTile = Tile::tiles[getTile(x, y2, z)]; if (!pTile || pTile->m_pMaterial != pMtl) continue; int data = getData(x, y2, z); int level = data <= 7 ? data + 1 : 1; if (float(maxY) >= float(y) - float(level) / 9.0f) { pTile->handleEntityInside(this, x, y2, z, pEnt, v); bInWater = true; } } } } if (sqrtf(v.x * v.x + v.y * v.y + v.z * v.z) > 0.0f) { pEnt->m_vel.x += v.x * 0.004f; pEnt->m_vel.y += v.y * 0.004f; pEnt->m_vel.z += v.z * 0.004f; } return bInWater; } Pos Level::getSharedSpawnPos() { return m_levelData.m_spawnPos; } TileID Level::getTopTile(int x, int z) { int y; for (y = C_MAX_Y / 2 - 1; !isEmptyTile(x, y + 1, z); y++); return getTile(x, y, z); } int Level::getTopTileY(int x, int z) { int y; for (y = C_MAX_Y / 2 - 1; !isEmptyTile(x, y + 1, z); y++); return y; } int Level::getTopSolidBlock(int x, int z) { int y = C_MAX_Y - 1; LevelChunk* pChunk = getChunkAt(x, z); while (true) { if (!getMaterial(x, y, z)->blocksMotion()) break; if (!y) return -1; y--; } int cx = x & 0xF, cz = z & 0xF; if (y <= C_MIN_Y) return 0; while (true) { TileID tile = pChunk->getTile(cx, y, cz); if (tile) { if (Tile::tiles[tile]->m_pMaterial->blocksMotion()) return y + 1; if (Tile::tiles[tile]->m_pMaterial->isLiquid()) break; } if (!--y) return -1; } return y + 1; } void Level::validateSpawn() { if (m_levelData.m_spawnPos.y <= 0) m_levelData.m_spawnPos.y = C_MAX_Y / 2; int spawnX = m_levelData.m_spawnPos.x; int spawnZ = m_levelData.m_spawnPos.z; #ifndef ORIGINAL_CODE int nAttempts = 0; #endif // @TODO: fix these gotos if (getTopTile(spawnX, spawnZ)) goto label_10; TileID tile; do { // While the spawn isn't valid do { spawnX += m_random.nextInt(8) - m_random.nextInt(8); spawnZ += m_random.nextInt(8) - m_random.nextInt(8); // avoid spawning near world border if (spawnX < 4) spawnX += 8; if (spawnZ < 4) spawnZ += 8; if (spawnX > C_MAX_CHUNKS_X * 16 - 4) spawnX -= 8; if (spawnZ > C_MAX_CHUNKS_Z * 16 - 4) spawnZ -= 8; #ifndef ORIGINAL_CODE nAttempts++; if (nAttempts >= 100000) goto _failure; #endif } while (!getTopTile(spawnX, spawnZ)); label_10: tile = getTopTile(spawnX, spawnZ); } while (tile == Tile::invisible_bedrock->m_ID); m_levelData.m_spawnPos.x = spawnX; m_levelData.m_spawnPos.z = spawnZ; #ifndef ORIGINAL_CODE return; _failure: /* m_levelData.m_spawnPos.x = C_MAX_CHUNKS_X * 16 / 2; m_levelData.m_spawnPos.z = C_MAX_CHUNKS_X * 16 / 2; m_levelData.m_spawnPos.y = C_MAX_Y; */ m_levelData.m_spawnPos.x = 0; m_levelData.m_spawnPos.y = 32; m_levelData.m_spawnPos.z = 0; LOG_W("Failed to validate spawn point, using (%d, %d, %d)", m_levelData.m_spawnPos.x, m_levelData.m_spawnPos.y, m_levelData.m_spawnPos.z); return; #endif } void Level::removeAllPendingEntityRemovals() { Util::removeAll(m_entities, m_pendingEntityRemovals); for (EntityVector::iterator it = m_pendingEntityRemovals.begin(); it != m_pendingEntityRemovals.end(); it++) { Entity* ent = *it; ent->removed(); if (hasChunk(ent->m_chunkX, ent->m_chunkZ)) getChunk(ent->m_chunkX, ent->m_chunkZ)->removeEntity(ent); entityRemoved(ent); //@BUG: MEMORY LEAK -- probably leaking entities here? } m_pendingEntityRemovals.clear(); } void Level::removeEntities(const EntityVector& vec) { m_pendingEntityRemovals.insert(m_pendingEntityRemovals.end(), vec.begin(), vec.end()); } bool Level::removeEntity(Entity* pEnt) { pEnt->remove(); if (pEnt->isPlayer()) return Util::remove(m_players, (Player*)pEnt); return false; } bool Level::addEntity(Entity* pEnt) { Entity* pOldEnt = getEntity(pEnt->hashCode()); if (pOldEnt) { LOG_W("Entity %d already exists.", pEnt->hashCode()); //removeEntity(pOldEnt); } if (!pEnt->isPlayer() && m_bIsMultiplayer) { LOG_W("Hey, why are you trying to add an non-player entity in a multiplayer world?"); } //@NOTE: useless Mth::floor() calls Mth::floor(pEnt->m_pos.x / 16); Mth::floor(pEnt->m_pos.z / 16); //@NOTE: double check. Looks like someone just hacked it in //@BUG: Camera doesn't work. This might be a side effect of having a demo mode? //@BUG: Leaking the entity pointer. #ifdef ORIGINAL_CODE if (!pEnt->isPlayer()) return false; #endif if (pEnt->isPlayer()) { m_players.push_back((Player*)pEnt); } m_entities.push_back(pEnt); entityAdded(pEnt); return true; } void Level::loadPlayer(Player* player) { if (!player) return; if (m_levelData.m_nPlayers == 1) m_levelData.m_LocalPlayerData.loadPlayer(player); addEntity(player); } void Level::prepare() { while (m_pChunkSource->tick()); } void Level::saveLevelData() { m_pLevelStorage->saveLevelData(&m_levelData); } void Level::savePlayerData() { m_pLevelStorage->savePlayerData(&m_levelData, m_players); } void Level::saveAllChunks() { m_pChunkSource->saveAll(); } #ifdef ENH_IMPROVED_SAVING void Level::saveUnsavedChunks() { m_pChunkSource->saveUnsaved(); } #endif void Level::setInitialSpawn() { m_bCalculatingInitialSpawn = true; int spawnX = C_MAX_CHUNKS_X * 16 / 2, spawnZ = C_MAX_CHUNKS_Z * 16 / 2; #ifndef ORIGINAL_CODE int nAttempts = 0; #endif while (true) { if (m_pDimension->isValidSpawn(spawnX, spawnZ)) break; spawnX += m_random.nextInt(32) - m_random.nextInt(32); spawnZ += m_random.nextInt(32) - m_random.nextInt(32); if (spawnX < 4) spawnX += 32; if (spawnZ < 4) spawnZ += 32; if (spawnX >= C_MAX_CHUNKS_X * 16 - 4) spawnX -= 32; if (spawnZ >= C_MAX_CHUNKS_Z * 16 - 4) spawnZ -= 32; #ifndef ORIGINAL_CODE if (++nAttempts > 100000) goto _failure; #endif } m_levelData.m_spawnPos.x = spawnX; m_levelData.m_spawnPos.z = spawnZ; m_levelData.m_spawnPos.y = 64; m_bCalculatingInitialSpawn = false; #ifndef ORIGINAL_CODE return; _failure: /* m_levelData.m_spawnPos.x = C_MAX_CHUNKS_X * 16 / 2; m_levelData.m_spawnPos.z = C_MAX_CHUNKS_X * 16 / 2; m_levelData.m_spawnPos.y = C_MAX_Y; */ m_levelData.m_spawnPos.x = 0; m_levelData.m_spawnPos.y = 32; m_levelData.m_spawnPos.z = 0; LOG_W("Failed to validate spawn point, using (%d, %d, %d)", m_levelData.m_spawnPos.x, m_levelData.m_spawnPos.y, m_levelData.m_spawnPos.z); return; #endif } void Level::setSpawnPos(Pos pos) { m_levelData.m_spawnPos = pos; } void Level::setSpawnSettings(bool a, bool b) { } bool Level::canSeeSky(int x, int y, int z) { LevelChunk* pChunk = getChunk(x >> 4, z >> 4); //@BUG: no nullptr check #ifndef ORIGINAL_CODE if (!pChunk) return true; #endif return pChunk->isSkyLit(x & 0xF, y, z & 0xF); } Vec3 Level::getSkyColor(Entity* pEnt, float f) { Vec3 result; float fTODCosAng = Mth::cos(getSunAngle(f)); // @TODO: Fix the gotos result.z = 2 * fTODCosAng + 0.5f; if (result.z < 0.0f) result.z = 0.0f; if (result.z > 1.0f) result.z = 1.0f; // @NOTE: Unused result. In JE, it tries to get the biome that the player is standing in. Mth::floor(pEnt->m_pos.x); Mth::floor(pEnt->m_pos.z); result.x = result.z * 0.6f; result.y = result.x; return result; } Vec3 Level::getFogColor(float f) { return m_pDimension->getFogColor(getTimeOfDay(f), f); } Vec3 Level::getCloudColor(float f) { Vec3 result; float fTODCosAng = Mth::cos(getSunAngle(f)); float mult = 2 * fTODCosAng + 0.5f; if (mult < 0.0f) mult = 0.0f; if (mult > 1.0f) mult = 1.0f; result.x = mult * 0.9f + 0.1f; result.y = result.x; result.z = mult * 0.85f + 0.15f; return result; } bool Level::isUnobstructed(AABB* aabb) { EntityVector* entities = getEntities(nullptr, *aabb); if (entities->size() <= 0) return true; for (std::vector::iterator it = entities->begin(); it != entities->end(); it++) { Entity* pEnt = *it; if (pEnt->m_bRemoved) continue; if (!pEnt->field_34) continue; return false; } return true; } bool Level::mayInteract(Player* player, int x, int y, int z) { return true; } bool Level::mayPlace(TileID tile, int x, int y, int z, bool b) { TileID oldTile = getTile(x, y, z); Tile *pTile = Tile::tiles[tile], *pOldTile = Tile::tiles[oldTile]; AABB* aabb = pTile->getAABB(this, x, y, z); if (!b && aabb && !isUnobstructed(aabb)) return false; if (pOldTile == Tile::water || pOldTile == Tile::calmWater || pOldTile == Tile::lava || pOldTile == Tile::calmLava || pOldTile == Tile::fire || pOldTile == Tile::topSnow) return true; if (pOldTile || tile <= 0) return false; return pTile->mayPlace(this, x, y, z); } void Level::removeListener(LevelListener* listener) { std::vector::iterator iter = std::find(m_levelListeners.begin(), m_levelListeners.end(), listener); if (iter != m_levelListeners.end()) m_levelListeners.erase(iter); } void Level::addListener(LevelListener* listener) { m_levelListeners.push_back(listener); } void Level::tickPendingTicks(bool b) { int size = 10000; // note: 65,536 in Minecraft Java if (size > int(m_pendingTicks.size())) size = int(m_pendingTicks.size()); for (int i = 0; i < size; i++) { const TickNextTickData& t = *m_pendingTicks.begin(); if (!b && t.m_delay > m_levelData.field_10) break; if (hasChunksAt(t.field_4 - 8, t.field_8 - 8, t.field_C - 8, t.field_4 + 8, t.field_8 + 8, t.field_C + 8)) { TileID tile = getTile(t.field_4, t.field_8, t.field_C); if (tile == t.field_10 && tile > 0) Tile::tiles[tile]->tick(this, t.field_4, t.field_8, t.field_C, &m_random); } m_pendingTicks.erase(m_pendingTicks.begin()); } } void Level::tickTiles() { m_chunksToUpdate.clear(); for (std::vector::iterator it = m_players.begin(); it != m_players.end(); it++) { Player* player = *it; int chkX = Mth::floor(player->m_pos.x / 16.0f); int chkZ = Mth::floor(player->m_pos.z / 16.0f); for (int x = -C_TICK_DISTANCE_CHKS; x <= C_TICK_DISTANCE_CHKS; x++) { for (int z = -C_TICK_DISTANCE_CHKS; z <= C_TICK_DISTANCE_CHKS; z++) { m_chunksToUpdate.insert(ChunkPos(chkX + x, chkZ + z)); } } } for (std::set::iterator it = m_chunksToUpdate.begin(); it != m_chunksToUpdate.end(); it++) { ChunkPos pos = *it; LevelChunk* pChunk = getChunk(pos.x, pos.z); int globX = pos.x * 16, globZ = pos.z * 16; for (int i = 0; i < 80; i++) { field_AA8 = 3 * field_AA8 + field_AAC; int tileX = (field_AA8 >> 2) & 0xF; int tileZ = (field_AA8 >> 10) & 0xF; int tileY = (field_AA8 >> 18) & 0x7F; TileID tile = pChunk->getTile(tileX, tileY, tileZ); if (Tile::shouldTick[tile]) Tile::tiles[tile]->tick(this, tileX + globX, tileY, tileZ + globZ, &m_random); } } } void Level::tick(Entity* pEnt, bool b) { int tileX = Mth::floor(pEnt->m_pos.x), tileZ = Mth::floor(pEnt->m_pos.z); if (b) { if (!hasChunksAt(tileX - 32, 0, tileZ - 32, tileX + 32, 128, tileZ + 32)) { LOG_W("Not updating entity %d because we don't have chunks around it loaded", pEnt->m_EntityID); return; } pEnt->field_98 = pEnt->m_pos; pEnt->field_5C = pEnt->m_yaw; pEnt->field_60 = pEnt->m_pitch; if (pEnt->m_bInAChunk) pEnt->tick(); } else { pEnt->field_98 = pEnt->m_pos; pEnt->field_5C = pEnt->m_yaw; pEnt->field_60 = pEnt->m_pitch; } int chunkX = Mth::floor(pEnt->m_pos.x / 16); int chunkY = Mth::floor(pEnt->m_pos.y / 16); int chunkZ = Mth::floor(pEnt->m_pos.z / 16); if (!pEnt->m_bInAChunk || chunkX != pEnt->m_chunkX || chunkY != pEnt->m_chunkY || chunkZ != pEnt->m_chunkZ) { // move the entity to the new chunk if (pEnt->m_bInAChunk && hasChunk(pEnt->m_chunkX, pEnt->m_chunkZ)) { getChunk(pEnt->m_chunkX, pEnt->m_chunkZ)->removeEntity(pEnt); } if (hasChunk(chunkX, chunkZ)) { pEnt->m_bInAChunk = true; getChunk(chunkX, chunkZ)->addEntity(pEnt); } else { pEnt->m_bInAChunk = false; } } } void Level::tick(Entity* pEnt) { tick(pEnt, true); } int TICKSPERSECOND = 0; int LASTTICKED = 0; void Level::tick() { m_pChunkSource->tick(); #ifdef ENH_RUN_DAY_NIGHT_CYCLE int light = getSkyDarken(1.0f); if (light != m_skyDarken) { m_skyDarken = light; for (std::vector::iterator it = m_levelListeners.begin(); it != m_levelListeners.end(); it++) { LevelListener* pListener = *it; pListener->skyColorChanged(); } } #endif m_levelData.field_10++; tickPendingTicks(false); tickTiles(); } void Level::tickEntities() { // inlined in the original removeAllPendingEntityRemovals(); for (int i = 0; im_bRemoved) continue; if (pEnt->m_bInAChunk && hasChunk(pEnt->m_chunkX, pEnt->m_chunkZ)) getChunk(pEnt->m_chunkX, pEnt->m_chunkZ)->removeEntity(pEnt); m_entities.erase(m_entities.begin() + i); i--; entityRemoved(pEnt); // If the entity isn't the local player (managed by Minecraft*), then delete it. if (!pEnt->isLocalPlayer()) delete pEnt; } } HitResult Level::clip(Vec3 v1, Vec3 v2, bool flag) { int v2xf = Mth::floor(v2.x); int v2yf = Mth::floor(v2.y); int v2zf = Mth::floor(v2.z); int v1xf = Mth::floor(v1.x); int v1yf = Mth::floor(v1.y); int v1zf = Mth::floor(v1.z); int counter = 200; while (counter-- >= 0) { if (v1xf == v2xf && v1yf == v2yf && v1zf == v2zf) break; float xd = 999.0f; float yd = 999.0f; float zd = 999.0f; if (v2xf > v1xf) xd = (float)v1xf + 1.0f; if (v2xf < v1xf) xd = (float)v1xf + 0.0f; if (v2yf > v1yf) yd = (float)v1yf + 1.0f; if (v2yf < v1yf) yd = (float)v1yf + 0.0f; if (v2zf > v1zf) zd = (float)v1zf + 1.0f; if (v2zf < v1zf) zd = (float)v1zf + 0.0f; float xe = 999.0f; float ye = 999.0f; float ze = 999.0f; float xl = v2.x - v1.x; float yl = v2.y - v1.y; float zl = v2.z - v1.z; if (xd != 999.0f) xe = (float)(xd - v1.x) / xl; if (yd != 999.0f) ye = (float)(yd - v1.y) / yl; if (zd != 999.0f) ze = (float)(zd - v1.z) / zl; int hitSide = 0; if (xe >= ye || xe >= ze) { if (ye >= ze) { hitSide = v2zf <= v1zf ? HitResult::MAXZ : HitResult::MINZ; v1.x = v1.x + (float)(xl * ze); v1.y = v1.y + (float)(yl * ze); v1.z = zd; } else { hitSide = (v2yf <= v1yf) ? HitResult::MAXY : HitResult::MINY; v1.x = v1.x + (float)(xl * ye); v1.y = yd; v1.z = v1.z + (float)(zl * ye); } } else { hitSide = v2xf <= v1xf ? HitResult::MAXX : HitResult::MINX; v1.x = xd; v1.y = v1.y + (float)(yl * xe); v1.z = v1.z + (float)(zl * xe); } Vec3 hitVec(v1.x, v1.y, v1.z); // Correct the hit positions for each vector hitVec.x = (float)Mth::floor(v1.x); v1xf = (int)hitVec.x; if (hitSide == HitResult::MAXX) { v1xf--; hitVec.x += 1.0; } hitVec.y = (float)Mth::floor(v1.y); v1yf = (int)hitVec.y; if (hitSide == HitResult::MAXY) { v1yf--; hitVec.y += 1.0; } hitVec.z = (float)Mth::floor(v1.z); v1zf = (int)hitVec.z; if (hitSide == HitResult::MAXZ) { v1zf--; hitVec.z += 1.0; } TileID tile = getTile(v1xf, v1yf, v1zf); int data = getData(v1xf, v1yf, v1zf); Tile* pTile = Tile::tiles[tile]; if (tile > 0 && pTile->mayPick(data, false)) { HitResult hr = pTile->clip(this, v1xf, v1yf, v1zf, v1, v2); if (hr.isHit()) return hr; } } return HitResult(); } HitResult Level::clip(const Vec3& a, const Vec3& b) { return clip(a, b, false); } void Level::addToTickNextTick(int a, int b, int c, int d, int delay) { TickNextTickData tntd(a, b, c, d); if (m_bInstantTicking) { // @NOTE: Don't know why this check wasn't just placed at the beginning. if (!hasChunksAt(a - 8, b - 8, c - 8, a + 8, b + 8, c + 8)) return; TileID tile = getTile(tntd.field_4, tntd.field_8, tntd.field_C); if (tile > 0 && tile == tntd.field_10) Tile::tiles[tntd.field_10]->tick(this, tntd.field_4, tntd.field_8, tntd.field_C, &m_random); } else { if (!hasChunksAt(a - 8, b - 8, c - 8, a + 8, b + 8, c + 8)) return; if (d > 0) tntd.setDelay(delay + m_levelData.field_10); m_pendingTicks.insert(tntd); } } void Level::takePicture(TripodCamera* pCamera, Entity* pOwner) { for (std::vector::iterator it = m_levelListeners.begin(); it != m_levelListeners.end(); it++) { LevelListener* pListener = *it; pListener->takePicture(pCamera, pOwner); } } void Level::addParticle(const std::string& name, float a, float b, float c, float d, float e, float f) { for (std::vector::iterator it = m_levelListeners.begin(); it != m_levelListeners.end(); it++) { LevelListener* pListener = *it; pListener->addParticle(name, a, b, c, d, e, f); } } void Level::playSound(Entity* entity, const std::string& name, float a, float b) { for (std::vector::iterator it = m_levelListeners.begin(); it != m_levelListeners.end(); it++) { LevelListener* pListener = *it; pListener->playSound(name, entity->m_pos.x, entity->m_pos.y - entity->field_84, entity->m_pos.z, a, b); } } void Level::playSound(float x, float y, float z, const std::string& name, float a, float b) { for (std::vector::iterator it = m_levelListeners.begin(); it != m_levelListeners.end(); it++) { LevelListener* pListener = *it; pListener->playSound(name, x, y, z, a, b); } } void Level::animateTick(int x, int y, int z) { Random random; for (int i = 0; i < 100; i++) { int x1, y1, z1; x1 = x + m_random.nextInt(16) - m_random.nextInt(16); y1 = y + m_random.nextInt(16) - m_random.nextInt(16); z1 = z + m_random.nextInt(16) - m_random.nextInt(16); TileID tile = getTile(x1, y1, z1); if (tile > 0) Tile::tiles[tile]->animateTick(this, x1, y1, z1, &random); } } float Level::getSeenPercent(Vec3 vec, AABB aabb) { int raysTotal = 0, raysSeen = 0; float aabbSizeX = aabb.max.x - aabb.min.x; float aabbSizeY = aabb.max.y - aabb.min.y; float aabbSizeZ = aabb.max.z - aabb.min.z; // This shoots a bunch of rays from a point and checks if the rays hit something. Stuupiiiddd for (float xi = 0.0f; xi <= 1.0f; xi += 1.0f / (1.0f + 2 * aabbSizeX)) { for (float yi = 0.0f; yi <= 1.0f; yi += 1.0f / (1.0f + 2 * aabbSizeY)) { for (float zi = 0.0f; zi <= 1.0f; zi += 1.0f / (1.0f + 2 * aabbSizeZ)) { Vec3 xvec; xvec.x = aabb.min.x + xi * aabbSizeX; xvec.y = aabb.min.y + yi * aabbSizeY; xvec.z = aabb.min.z + zi * aabbSizeZ; HitResult hr = clip(xvec, vec); if (hr.m_hitType == HitResult::NONE) raysSeen++; raysTotal++; } } } return float (raysSeen) / float (raysTotal); } void Level::explode(Entity* entity, float x, float y, float z, float power) { explode(entity, x, y, z, power, false); } void Level::explode(Entity* entity, float x, float y, float z, float power, bool bIsFiery) { Explosion expl(this, entity, x, y, z, power); expl.setFiery(bIsFiery); expl.explode(); expl.addParticles(); } void Level::addEntities(const std::vector& entities) { m_entities.insert(m_entities.end(), entities.begin(), entities.end()); for (std::vector::iterator it = m_entities.begin(); it != m_entities.end(); it++) { Entity* pEnt = *it; entityAdded(pEnt); } } // @UNUSED void Level::ensureAdded(Entity* entity) { int chunkX = Mth::floor(entity->m_pos.x / 16.0f); int chunkZ = Mth::floor(entity->m_pos.z / 16.0f); // force the chunk to be resolved for (int x = chunkX - 2; x <= chunkX + 2; x++) for (int z = chunkZ - 2; z <= chunkZ + 2; z++) getChunk(x, z); EntityVector::iterator result = std::find(m_entities.begin(), m_entities.end(), entity); if (result == m_entities.end()) m_entities.push_back(entity); } void Level::extinguishFire(int x, int y, int z, int dir) { switch (dir) { case DIR_YNEG: y--; break; case DIR_YPOS: y++; break; case DIR_ZNEG: z--; break; case DIR_ZPOS: z++; break; case DIR_XNEG: x--; break; case DIR_XPOS: x++; break; } if (getTile(x, y, z) == Tile::fire->m_ID) setTile(x, y, z, TILE_AIR); } int Level::findPath(Path* path, Entity* ent, Entity* target, float f) { int fx = Mth::floor(ent->m_pos.x); int fy = Mth::floor(ent->m_pos.y); int fz = Mth::floor(ent->m_pos.z); Region reg(this, fx - int(f + 16), fy - int(f + 16), fz - int(f + 16), fx + int(f + 16), fy + int(f + 16), fz + int(f + 16)); m_pPathFinder->setLevel(®); m_pPathFinder->findPath(*path, ent, target->m_pos.x, target->m_hitbox.min.y, target->m_pos.z, f); return 1; } int Level::findPath(Path* path, Entity* ent, int dx, int dy, int dz, float f) { int fx = Mth::floor(ent->m_pos.x); int fy = Mth::floor(ent->m_pos.y); int fz = Mth::floor(ent->m_pos.z); Region reg(this, fx - int(f + 8), fy - int(f + 8), fz - int(f + 8), fx + int(f + 8), fy + int(f + 8), fz + int(f + 8)); m_pPathFinder->setLevel(®); m_pPathFinder->findPath(*path, ent, float(dx) + 0.5f, float(dy) + 0.5f, float(dz) + 0.5f, f); return 1; } int Level::getLightDepth(int x, int z) { return getChunk(x, z)->getHeightmap(x & 0xF, z & 0xF); } float Level::getStarBrightness(float f) { float ca = Mth::cos(getSunAngle(f)); float cb = 1.0f - (0.75f + 2 * ca); if (cb < 0.0f) cb = 0.0f; if (cb > 1.0f) cb = 1.0f; return cb * cb * 0.5f; } float Level::getSunAngle(float f) { return 2 * float(M_PI) * getTimeOfDay(f); }