Files
mcpe/source/world/tile/GrassTile.cpp
jonkadelic e6ab1214af Biome colour and grass side tint options (#98)
* Added biome colour and grass side tint options

* Moved GrassColor and FoliageColor to client/renderer/

* * Fix some build issues.

* * Add the new files to the CMakeLists.txt

---------

Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com>
2023-11-05 18:19:41 +02:00

87 lines
2.2 KiB
C++

/********************************************************************
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 "GrassTile.hpp"
#include "world/level/Level.hpp"
#include "client/renderer/PatchManager.hpp"
GrassTile::GrassTile(int id, Material* c) : Tile(id, c)
{
m_TextureFrame = TEXTURE_GRASS_SIDE;
setTicking(true);
}
int GrassTile::getColor(LevelSource* levelSource, int x, int y, int z)
{
if (GetPatchManager()->IsGrassTinted())
{
return 0x339933;
}
return 0xffffff;
}
int GrassTile::getResource(int i, Random* random)
{
return Tile::dirt->getResource(i, random);
}
int GrassTile::getTexture(int dir)
{
if (dir == DIR_YPOS)
return TEXTURE_GRASS_TOP;
// no one will notice that I omitted the bottom one. Like grass_carried in MCPE
return TEXTURE_GRASS_SIDE;
}
int GrassTile::getTexture(LevelSource* level, int x, int y, int z, int dir)
{
if (dir == DIR_YPOS)
return TEXTURE_GRASS_TOP;
if (dir == DIR_YNEG)
return TEXTURE_DIRT;
Material* pMat = level->getMaterial(x, y + 1, z);
if (pMat == Material::topSnow || pMat == Material::snow)
return TEXTURE_GRASS_SIDE_SNOW;
return TEXTURE_GRASS_SIDE;
}
void GrassTile::tick(Level* level, int x, int y, int z, Random* random)
{
// Controls the spread/death of grass.
// It's like a full on automata of sorts. :)
if (level->m_bIsMultiplayer)
return;
if (level->getRawBrightness(x, y + 1, z) <= 3 &&
level->getMaterial(x, y + 1, z)->blocksLight())
{
// grass death
if (random->genrand_int32() % 4 == 0)
level->setTile(x, y, z, Tile::dirt->m_ID);
}
else if (level->getRawBrightness(x, y + 1, z) > 8)
{
int newX = x - 1 + random->nextInt(3);
int newY = y - 3 + random->nextInt(5);
int newZ = z - 1 + random->nextInt(3);
if (level->getTile(newX, newY, newZ) == Tile::dirt->m_ID &&
level->getRawBrightness(newX, newY + 1, newZ) > 3 &&
!level->getMaterial(newX, newY + 1, newZ)->blocksLight())
{
//@NOTE: not this->m_ID
level->setTile(newX, newY, newZ, Tile::grass->m_ID);
}
}
}