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* 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>
58 lines
1.5 KiB
C++
58 lines
1.5 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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#pragma once
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#include "Level.hpp"
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class Region : public LevelSource
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{
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public:
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TileID getTile(int x, int y, int z) override;
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int getRawBrightness(int x, int y, int z, bool b);
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int getRawBrightness(int x, int y, int z);
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float getBrightness(int x, int y, int z) override;
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int getData(int x, int y, int z) override;
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Material* getMaterial(int x, int y, int z) override;
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bool isSolidTile(int x, int y, int z) override;
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BiomeSource* getBiomeSource() override;
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virtual ~Region();
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Region(Level*, int x1, int y1, int z1, int x2, int y2, int z2);
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// inlined in the original, but I doubt they'd actually copy paste this logic
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LevelChunk* getChunkAt(int x, int z)
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{
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int indexX = (x >> 4) - field_4;
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int indexZ = (z >> 4) - field_8;
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if (indexX < 0 || indexZ < 0 || indexX >= field_14 || indexZ >= field_18)
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return nullptr;
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return field_C[indexZ * field_14 + indexX];
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}
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private:
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int field_4;
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int field_8;
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// accesses to the array are performed as follows:
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// (x = 0..field_14, z = 0..field_18)
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// z * field_14 + x
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LevelChunk** field_C;
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Level* m_pLevel;
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int field_14;
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int field_18;
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int field_1C;
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int field_20;
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int field_24;
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int field_28;
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int field_2C;
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int field_30;
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};
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