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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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3.0 kB · 88 lines
C++
at main
1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889#include "stdafx.h"#include "LeafTile_SPU.h"#include "ChunkRebuildData.h"
// const unsigned int LeafTile::LEAF_NAMES[LEAF_NAMES_LENGTH] = { IDS_TILE_LEAVES_OAK,// IDS_TILE_LEAVES_SPRUCE,// IDS_TILE_LEAVES_BIRCH,// };// // const wstring LeafTile::TEXTURES[2][4] = { {L"leaves", L"leaves_spruce", L"leaves", L"leaves_jungle"}, {L"leaves_opaque", L"leaves_spruce_opaque", L"leaves_opaque", L"leaves_jungle_opaque"},};
// from TransparentTile, since we're no longer inheritingbool LeafTile_SPU::shouldRenderFace(ChunkRebuildData *level, int x, int y, int z, int face){ int id = level->getTile(x, y, z); if (!ms_pTileData->leafTile_allowSame && id == this->id) return false; return Tile_SPU::shouldRenderFace(level, x, y, z, face);}
int LeafTile_SPU::getColor(ChunkRebuildData *level, int x, int y, int z){ return getColor(level, x, y, z, level->getData(x, y, z) );}
// 4J - changed interface to have data passed in, and put existing interface as wrapper aboveint LeafTile_SPU::getColor(ChunkRebuildData *level, int x, int y, int z, int data){ if ((data & LEAF_TYPE_MASK) == EVERGREEN_LEAF) { return ms_pTileData->foliageColor_evergreenColor; //FoliageColor::getEvergreenColor(); } if ((data & LEAF_TYPE_MASK) == BIRCH_LEAF) { return ms_pTileData->foliageColor_birchColor;//FoliageColor::getBirchColor(); }
//return level->getBiomeSource()->getBiome(x, z)->getFolageColor(level, x, y, z);
int totalRed = 0; int totalGreen = 0; int totalBlue = 0;
for (int oz = -1; oz <= 1; oz++) { for (int ox = -1; ox <= 1; ox++) { int foliageColor = level->getFoliageColor(x + ox, z + oz);
totalRed += (foliageColor & 0xff0000) >> 16; totalGreen += (foliageColor & 0xff00) >> 8; totalBlue += (foliageColor & 0xff); } }
// return level.getBiomeSource().getBiome(x, z).getGrassColor(level, x, y, z); return (((totalRed / 9) & 0xFF) << 16) | (((totalGreen / 9) & 0xFF) << 8) | (((totalBlue / 9) & 0xFF));}
bool LeafTile_SPU::isSolidRender(bool isServerLevel){ // 4J Stu - The server level shouldn't care how the tile is rendered! // Fix for #9407 - Gameplay: Destroying a block of snow on top of trees, removes any adjacent snow. if(isServerLevel) return true; return !ms_pTileData->leafTile_allowSame;}
Icon_SPU *LeafTile_SPU::getTexture(int face, int data){ if ((data & LEAF_TYPE_MASK) == EVERGREEN_LEAF) { return &ms_pTileData->leafTile_icons[ms_pTileData->leafTile_fancyTextureSet][EVERGREEN_LEAF]; } if ((data & LEAF_TYPE_MASK) == JUNGLE_LEAF) { return &ms_pTileData->leafTile_icons[ms_pTileData->leafTile_fancyTextureSet][JUNGLE_LEAF]; } return &ms_pTileData->leafTile_icons[ms_pTileData->leafTile_fancyTextureSet][0];}
void LeafTile_SPU::setFancy(bool fancyGraphics){ ms_pTileData->leafTile_allowSame = fancyGraphics; ms_pTileData->leafTile_fancyTextureSet = (fancyGraphics ? 0 : 1);}