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* macOS Support & Cleanup * Fix malformed comments in build-wasm.bat * Emscripten Fixes * * Add shebang to the grabsounds.py script Since it was changed from rw- to rwx, I'll add the shebang so that it actually runs properly. * * Re-add the patch_data and readme files. * * Remove sound data. * Fix some more things. * Think it's ready to pull now... --------- Co-authored-by: BrentDaMage <BrentDaMage@users.noreply.github.com> Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com>
191 lines
4.5 KiB
C++
191 lines
4.5 KiB
C++
/********************************************************************
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Minecraft: Pocket Edition - Decompilation Project
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Copyright (C) 2023 iProgramInCpp
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The following code is licensed under the BSD 1 clause license.
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SPDX-License-Identifier: BSD-1-Clause
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********************************************************************/
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#include "TorchTile.hpp"
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#include "world/level/Level.hpp"
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TorchTile::TorchTile(int ID, int texture, Material* pMtl) : Tile(ID, texture, pMtl)
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{
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setTicking(true);
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}
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AABB* TorchTile::getAABB(Level*, int x, int y, int z)
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{
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return nullptr;
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}
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int TorchTile::getRenderShape()
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{
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return SHAPE_TORCH;
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}
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bool TorchTile::isCubeShaped()
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{
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return false;
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}
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bool TorchTile::isSolidRender()
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{
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return false;
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}
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void TorchTile::animateTick(Level* level, int x, int y, int z, Random* random)
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{
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float partX = float(x) + 0.5f, partZ = float(z) + 0.5f, partY = float(y) + 0.7f;
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// @NOTE: Need to use addParticle("smoke") 5 times. Invalid data values don't actually generate a smoke
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switch (level->getData(x, y, z))
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{
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case 1:
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partX -= 0.27f;
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partY += 0.22f;
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level->addParticle("smoke", partX, partY, partZ, 0.0f, 0.0f, 0.0f);
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break;
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case 2:
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partX += 0.27f;
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partY += 0.22f;
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level->addParticle("smoke", partX, partY, partZ, 0.0f, 0.0f, 0.0f);
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break;
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case 3:
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partZ -= 0.27f;
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partY += 0.22f;
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level->addParticle("smoke", partX, partY, partZ, 0.0f, 0.0f, 0.0f);
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break;
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case 4:
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partZ += 0.27f;
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partY += 0.22f;
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level->addParticle("smoke", partX, partY, partZ, 0.0f, 0.0f, 0.0f);
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break;
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case 5:
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level->addParticle("smoke", partX, partY, partZ, 0.0f, 0.0f, 0.0f);
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break;
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}
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level->addParticle("flame", partX, partY, partZ, 0.0f, 0.0f, 0.0f);
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}
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bool TorchTile::checkCanSurvive(Level* level, int x, int y, int z)
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{
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if (mayPlace(level, x, y, z))
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return true;
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spawnResources(level, x, y, z, level->getData(x, y, z));
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level->setTile(x, y, z, TILE_AIR);
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return false;
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}
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HitResult TorchTile::clip(Level* level, int x, int y, int z, Vec3 a, Vec3 b)
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{
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switch (level->getData(x, y, z) &7)
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{
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case 1:
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setShape(0.0f, 0.2f, 0.35f, 0.3f, 0.8f, 0.65f);
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break;
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case 2:
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setShape(0.7f, 0.2f, 0.35f, 1.0f, 0.8f, 0.65f);
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break;
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case 3:
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setShape(0.35f, 0.2f, 0.0f, 0.65f, 0.8f, 0.3f);
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break;
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case 4:
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setShape(0.35f, 0.2f, 0.7f, 0.65f, 0.8f, 1.0f);
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break;
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default:
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setShape(0.4f, 0.0f, 0.4f, 0.6f, 0.6f, 0.6f);
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break;
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}
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return Tile::clip(level, x, y, z, a, b);
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}
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bool TorchTile::mayPlace(Level* level, int x, int y, int z)
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{
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if (level->isSolidTile(x, y - 1, z)) return true;
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if (level->isSolidTile(x - 1, y, z)) return true;
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if (level->isSolidTile(x + 1, y, z)) return true;
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if (level->isSolidTile(x, y, z - 1)) return true;
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if (level->isSolidTile(x, y, z + 1)) return true;
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return false;
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}
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void TorchTile::neighborChanged(Level* level, int x, int y, int z, int dir)
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{
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if (!checkCanSurvive(level, x, y, z))
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return;
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int data = level->getData(x, y, z);
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bool flag = false;
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if (!level->isSolidTile(x - 1, y, z) && data == 1) flag = true;
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if (!level->isSolidTile(x + 1, y, z) && data == 2) flag = true;
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if (!level->isSolidTile(x, y, z - 1) && data == 3) flag = true;
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if (!level->isSolidTile(x, y, z + 1) && data == 4) flag = true;
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if (!level->isSolidTile(x, y - 1, z) && data == 5) flag = true;
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if (!flag)
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return; // all good
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spawnResources(level, x, y, z, level->getData(x, y, z));
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level->setTile(x, y, z, TILE_AIR);
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}
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void TorchTile::onPlace(Level* level, int x, int y, int z)
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{
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if (level->isSolidTile(x - 1, y, z))
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level->setData(x, y, z, 1);
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else if (level->isSolidTile(x + 1, y, z))
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level->setData(x, y, z, 2);
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else if (level->isSolidTile(x, y, z - 1))
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level->setData(x, y, z, 3);
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else if (level->isSolidTile(x, y, z + 1))
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level->setData(x, y, z, 4);
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else if (level->isSolidTile(x, y - 1, z))
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level->setData(x, y, z, 5);
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checkCanSurvive(level, x, y, z);
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}
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void TorchTile::setPlacedOnFace(Level* level, int x, int y, int z, int dir)
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{
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int data = level->getData(x, y, z);
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switch (dir)
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{
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case DIR_YPOS:
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if (level->isSolidTile(x, y - 1, z))
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data = 5;
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break;
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case DIR_ZNEG:
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if (level->isSolidTile(x, y, z + 1))
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data = 4;
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break;
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case DIR_ZPOS:
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if (level->isSolidTile(x, y, z - 1))
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data = 3;
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break;
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case DIR_XNEG:
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if (level->isSolidTile(x + 1, y, z))
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data = 2;
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break;
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case DIR_XPOS:
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if (level->isSolidTile(x - 1, y, z))
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data = 1;
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break;
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}
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level->setData(x, y, z, data);
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}
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void TorchTile::tick(Level* level, int x, int y, int z, Random* random)
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{
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if (!level->getData(x, y, z))
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onPlace(level, x, y, z);
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}
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