the whole game

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Kolyah35
2026-03-02 22:04:18 +03:00
parent 816e9060b4
commit f0617a5d22
2069 changed files with 581500 additions and 0 deletions

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src/world/level/tile/StairTile.h Executable file
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#ifndef NET_MINECRAFT_WORLD_LEVEL_TILE__StairTile_H__
#define NET_MINECRAFT_WORLD_LEVEL_TILE__StairTile_H__
//package net.minecraft.world.level.tile;
#include <vector>
#include "Tile.h"
#include "../../../util/Mth.h"
#include "../../../util/Random.h"
#include "../../entity/Mob.h"
class StairTile: public Tile
{
typedef Tile super;
Tile* base;
bool isClipping;
int clipStep;
int baseData;
public:
static const int UPSIDEDOWN_BIT = 4;
// the direction is the way going up (for normal non-upsidedown stairs)
static const int DIR_EAST = 0;
static const int DIR_WEST = 1;
static const int DIR_SOUTH = 2;
static const int DIR_NORTH = 3;
static const int DEAD_SPACES[8][2];
StairTile(int id, Tile* base)
: super(id, base->tex, base->material),
base(base),
isClipping(false),
clipStep(0),
baseData(0) // when needed in the future, set this to necessary texture data
{
setDestroyTime(base->destroySpeed);
setExplodeable(base->explosionResistance / 3);
setSoundType(*base->soundType);
setLightBlock(255);
}
HitResult clip(Level* level, int xt, int yt, int zt, const Vec3& a, const Vec3& b);
void updateShape(LevelSource* level, int x, int y, int z) {
if (isClipping) {
setShape(0.5f * (clipStep % 2), 0.5f * (clipStep / 2 % 2), 0.5f * (clipStep / 4 % 2), 0.5f + 0.5f * (clipStep % 2), 0.5f + 0.5f * (clipStep / 2 % 2), 0.5f + 0.5f * (clipStep / 4 % 2));
} else {
setShape(0, 0, 0, 1, 1, 1);
}
}
void setBaseShape(LevelSource* level, int x, int y, int z) {
int data = level->getData(x, y, z);
if ((data & UPSIDEDOWN_BIT) != 0) {
setShape(0, .5f, 0, 1, 1, 1);
} else {
setShape(0, 0, 0, 1, .5f, 1);
}
}
static bool isStairs(int id) {
return id > 0 && Tile::tiles[id]->getRenderShape() == Tile::SHAPE_STAIRS;
}
bool isLockAttached(LevelSource* level, int x, int y, int z, int data) {
int lockTile = level->getTile(x, y, z);
if (isStairs(lockTile) && level->getData(x, y, z) == data) {
return true;
}
return false;
}
bool setStepShape(LevelSource* level, int x, int y, int z);
bool setInnerPieceShape(LevelSource* level, int x, int y, int z);
// AABB* getAABB(Level* level, int x, int y, int z) {
// return super::getAABB(level, x, y, z);
//// return AABB.newTemp(x, y, z, x + 1, y + 1, z + 1);
// }
bool isSolidRender() {
return false;
}
bool isCubeShaped() {
return false;
}
int getRenderShape() {
return Tile::SHAPE_STAIRS;
}
//bool shouldRenderFace(LevelSource* level, int x, int y, int z, int face) {
// return super::shouldRenderFace(level, x, y, z, face);
//}
void addAABBs(Level* level, int x, int y, int z, const AABB* box, std::vector<AABB>& boxes) {
setBaseShape(level, x, y, z);
super::addAABBs(level, x, y, z, box, boxes);
bool checkInnerPiece = setStepShape(level, x, y, z);
super::addAABBs(level, x, y, z, box, boxes);
if (checkInnerPiece) {
if (setInnerPieceShape(level, x, y, z)) {
super::addAABBs(level, x, y, z, box, boxes);
}
}
setShape(0, 0, 0, 1, 1, 1);
}
/*
* void neighborChanged(Level level, int x, int y, int z, int type) {
* if (level.isOnline) return; if (level.getMaterial(x, y + 1, z).isSolid())
* { level.setTile(x, y, z, base.id); } else { checkStairs(level, x, y, z);
* checkStairs(level, x + 1, y - 1, z); checkStairs(level, x - 1, y - 1, z);
* checkStairs(level, x, y - 1, z - 1); checkStairs(level, x, y - 1, z + 1);
* checkStairs(level, x + 1, y + 1, z); checkStairs(level, x - 1, y + 1, z);
* checkStairs(level, x, y + 1, z - 1); checkStairs(level, x, y + 1, z + 1);
* } base.neighborChanged(level, x, y, z, type); }
*/
/** DELEGATES: **/
void addLights(Level* level, int x, int y, int z) {
base->addLights(level, x, y, z);
}
void animateTick(Level* level, int x, int y, int z, Random* random) {
base->animateTick(level, x, y, z, random);
}
void attack(Level* level, int x, int y, int z, Player* player) {
base->attack(level, x, y, z, player);
}
void destroy(Level* level, int x, int y, int z, int data) {
base->destroy(level, x, y, z, data);
}
float getBrightness(LevelSource* level, int x, int y, int z) {
return base->getBrightness(level, x, y, z);
}
float getExplosionResistance(Entity* source) {
return base->getExplosionResistance(source);
}
int getRenderLayer() {
return base->getRenderLayer();
}
int getResourceCount(Random* random) {
return base->getResourceCount(random);
}
int getTexture(int face, int data) {
return base->getTexture(face, baseData);
}
int getTexture(int face) {
return base->getTexture(face, baseData);
}
int getTexture(LevelSource* level, int x, int y, int z, int face) {
return base->getTexture(face, baseData);
}
int getTickDelay() {
return base->getTickDelay();
}
AABB getTileAABB(Level* level, int x, int y, int z) {
return base->getTileAABB(level, x, y, z);
}
void handleEntityInside(Level* level, int x, int y, int z, Entity* e, Vec3& current) {
base->handleEntityInside(level, x, y, z, e, current);
}
bool mayPick() {
return base->mayPick();
}
bool mayPick(int data, bool liquid) {
return base->mayPick(data, liquid);
}
bool mayPlace(Level* level, int x, int y, int z, unsigned char face) {
return base->mayPlace(level, x, y, z);
}
void onPlace(Level* level, int x, int y, int z) {
neighborChanged(level, x, y, z, 0);
base->onPlace(level, x, y, z);
}
void onRemove(Level* level, int x, int y, int z) {
base->onRemove(level, x, y, z);
}
void prepareRender(Level* level, int x, int y, int z) {
base->prepareRender(level, x, y, z);
}
void stepOn(Level* level, int x, int y, int z, Entity* entity) {
base->stepOn(level, x, y, z, entity);
}
void tick(Level* level, int x, int y, int z, Random* random) {
base->tick(level, x, y, z, random);
}
bool use(Level* level, int x, int y, int z, Player* player) {
return base->use(level, x, y, z, player);
}
void wasExploded(Level* level, int x, int y, int z) {
base->wasExploded(level, x, y, z);
}
void setPlacedBy(Level* level, int x, int y, int z, Mob* by) {
int dir = (Mth::floor(by->yRot * 4 / (360) + 0.5f)) & 3;
int usd = level->getData(x, y, z) & UPSIDEDOWN_BIT;
if (dir == 0) level->setData(x, y, z, 2 | usd);
if (dir == 1) level->setData(x, y, z, 1 | usd);
if (dir == 2) level->setData(x, y, z, 3 | usd);
if (dir == 3) level->setData(x, y, z, 0 | usd);
}
int getPlacedOnFaceDataValue(Level* level, int x, int y, int z, int face, float clickX, float clickY, float clickZ, int itemValue);
};
#endif /*NET_MINECRAFT_WORLD_LEVEL_TILE__StairTile_H__*/