Files
mcpe/source/world/level/Level.cpp
2023-11-05 00:20:14 +02:00

1830 lines
41 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 "Level.hpp"
#include <algorithm>
#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_pChunkSource = createChunkSource();
updateSkyBrightness();
}
Level::~Level()
{
SAFE_DELETE(m_pChunkSource);
SAFE_DELETE(m_pDimension);
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<Player*>::iterator it = m_players.begin(); it != m_players.end(); it++)
{
Player* pEnt = *it;
if (pEnt->m_EntityID == id)
return pEnt;
}
for (std::vector<Entity*>::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<LevelListener*>::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<LevelListener*>::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<LevelListener*>::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<LevelListener*>::iterator it = m_levelListeners.begin(); it != m_levelListeners.end(); it++)
{
LevelListener* pListener = *it;
pListener->entityAdded(pEnt);
}
}
void Level::entityRemoved(Entity* pEnt)
{
for (std::vector<LevelListener*>::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<LightUpdate>* 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<Player*>::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<Entity*>::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<LevelListener*>::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<Player*>::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<ChunkPos>::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<LevelListener*>::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; i<int(m_entities.size()); i++)
{
Entity* pEnt = m_entities[i];
tick(pEnt);
if (!pEnt->m_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<LevelListener*>::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<LevelListener*>::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<LevelListener*>::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<LevelListener*>::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<Entity*>& entities)
{
m_entities.insert(m_entities.end(), entities.begin(), entities.end());
for (std::vector<Entity*>::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(Entity* ent1, Entity* ent2, float f)
{
int fx = Mth::floor(ent1->m_pos.x);
int fy = Mth::floor(ent1->m_pos.y);
int fz = Mth::floor(ent1->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));
// nothing more.
return 0;
}
int Level::findPath(Entity* ent1, int dx, int dy, int dz, float f)
{
int fx = Mth::floor(ent1->m_pos.x);
int fy = Mth::floor(ent1->m_pos.y);
int fz = Mth::floor(ent1->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));
// nothing more.
return 0;
}
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);
}